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The New Build is OUT - Patch 0.5.25. - Codename: Beasty
29 Jan | 4:00 pm

Hey Folks,

 

this patch is a beast in all sense. So many new features and changes have been added that if you ever considered starting a new play-through, this might be the perfect time for it. A shedload of tweaks has been applied to make the early game a little more forgiving (without making the late game easier), and we look forward to your feedback on the direction of these changes.

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#projectupdate #patch

Project Update - End of the Year Summary
21 Jan | 10:00 am

Hey everyone,

and first of all, Happy New Year! We made it to 2021 at last.

We hope you all had the chance to relax during the holidays. 2020 has been a challenging year for us at Lost Pilgrims as much as for anyone else but it also brought a number of things that we really appreciate.

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Project Update - New Combat Skills
22 Oct | 10:00 am

We have hinted at the rehauling of several Combat Skills recently, and we are happy to announce that these improvements made their way into the next build of Vagrus. Moreover, we ended up with many more skills that now work much better or are completely new than we had initially thought. Here are a few of these with some commentary:

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Project Update - AMA and FAQ
16 Jul | 10:00 am

Lost Pilgrims had an AMA session over on discord where players asked us questions about the game and the studio alike. We had a great time talking to people and decided to compile the questions and answers into a single AMA article for posterity. We also added some very frequently asked questions to the beginning that players or those looking up information on the game might find informative.

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Vagrus coming to Early Access on July 22
02 Jul | 5:00 pm

We promised that we would bring Vagrus - The Riven Reams to you in Early Access on Steam and GOG.com when we felt the game was ready for it. Today we are proud and exhilarated to announce that the time has come, and now we know the exact date.

Vagrus - The Riven Realms enters Early Access on Steam and GOG.com simultaneously on July 22 2020.

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Project Update - The Open World
26 Mar | 10:00 am

Hey everyone,

we wanted to provide an update on Vagrus as we come close to releasing the first Open World build. We've been talking about it for a long time now, we know, but we hope you will appreciate the ambition of this small team, along with all the effort and heart poured into the game when you get your hands on it.

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Project Update - December 2019
19 Dec | 10:00 am

Hey All,

it's been a long time since we posted a project update, and we have a number of important news to share so here we go!

Lost Pilgrims is 2 Years Old

It is hard to believe that we founded the studio two years ago - who would have thought that time was going to fly so quickly. We have achieved many things and learned a LOT about game development. We lived through highs and lows alike, but the most important thing is that we persevered. Just to give you an idea, here are a few highlights:

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Trade System (Game Design Post)
01 Aug | 10:00 am

Ever since we came up with the idea of Vagrus, a game where you manage a comitatus, we knew we needed to develop an elaborate, dynamic trade system that would serve as one of the major features of the game and would also aid in fleshing out a living world.

Basic Premises 

While trading was always to be one of the main sources of income for the player, we also wanted to avoid creating a pure trading simulator game. It's not that those are not fun for the right people - stories about Gabor dominating the Auction House on our server in World of Warcraft for a period of time still surface in conversations among friends - but because our strengths lie elsewhere. Our unique setting, The Riven Realms, and telling stories with memorable characters was the first and foremost motivation to create Vagrus, so it was also much more likely to excel in that rather than in a simulation - which we knew relatively little of.

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Map Movement with Scouting (Alpha)
04 Jul | 10:00 am

In this video, you can check out the upcoming Scouting feature in Vagrus in action. Essentially, you can gather information about neighboring nodes by sending scouts there. You can find more information on this in a previous post here.

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#gamedesign #mapmovement #scouting #userinterface #video

Project Update - DreamHack Summer (SE) GameShow
27 Jun | 10:00 am

We attended yet another game show, this time in Jönköping, Sweden, where DreamHack was born more than ten years ago. While DreamHack Summer is somewhat smaller than its big brother, DH Winter, it still blew our minds, with thousands of players moving in for three days... and by moving in we literally mean taking their PCs, chairs, and air-mattresses with them.

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#2019 #dreamhack #gameshow #projectupdate

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