This week’s update addresses several issues, removes the much criticized Chinese and Japanese machine translations and features some Quality of Life optimizations. Alongside this, we are continuing to work hard on our coming DLC, and will endeavor to share more about it as we progress.
Important Note: Considering the extent of the improvements, there is little to no chance that we broke nothing in the process. Assume that we did not want to make anyone's life harder. If you see something amiss, please flag it to us using the usual channels, like the inbuilt reporting tool (F1 button), forums, and our Discord server.
Hey everyone,
As we have mentioned before, while we are working on the upcoming DLCs already, we would also like to expand Vagrus with smaller content drops – both the core game and the Expansion. The first of such additions comes in the form of this update, which adds the starting segments of a lengthy questline to all owners of Sunfire and Moonshadow. Without getting into spoilers, the quest deals with the Dreamwalker’s followers and will take you to places previously unseen. To start it, you have to have interacted with these strange fanatics several times and explored the Bronze Desert.
Hey everyone,
Today we are releasing a large patch with features that we’ve been talking about for some time, most of which are a reiteration from the post we released about a public Beta weeks ago. With that Beta now over, you can now scroll down to see all of the details regarding our implementation of full controller support, UI and text zooming, improved initial game loading times, and much, much more. Alongside these, we have also implemented a new pop-up window for players to see what’s new when they load up the game, and a DLC catalog, which lets you see what content you already own, as shown below.
So what’s new on that public beta branch? Basically, everything we have added for hand-held porting and controller support, as well as screen optimization and accessibility features. A more detailed rundown of these can be found in our previous devlog here.
Recently, we have shared posts pertaining to various areas of development, such as multi-platform controller support (featuring an adaptive button UI and drag & drop system), mobile and tablet porting & screen optimization of Vagrus for all mobile devices and the recently released Steam Deck, and finally, Localization in the shape of community translations. This post is going to be a bit different.
Last week we talked a bit about porting and screen optimization. The main goal is still to bring the game to a larger audience, of course, and so the next logical step in this endeavor is controller support across platforms. More specifically, we are working on full controller support for standard controllers and gamepad layouts including PCs, mobile devices, and – at some point – we hope we can get things working on hand-held and desktop console ports as well.
This week we’re proud to reveal a little more about what our best and brightest pilgrims have been working on here at Lost Pilgrims Studio. This time around, it’s something a little different, something we foreshadowed in a Steam post on the 22nd of September – porting. Included under that heading is the optimization of Vagrus for all mobile devices, tablets, and, of course, the recently released Steam Deck. Naturally, the main goal of these projects has been to bring the game to a larger audience; an audience that can play on the move, which certainly suits turn-based games such as our own. So, without further ado, let’s examine what we’ve been able to achieve so far, starting as so many players do with Agos – the enigmatic vagabond who introduces players to the Pilgrims of the Wasteland scenario.
Hey everyone,
This time, we've got a new free DLC for you, along with revamped Scouting, a Glossary to clarify gameplay mechanisms and UI elements, as well as major backend improvements. It would be no understatement to say that this is a huge stepping stone for us and the Riven Realms.
Hello everyone,
Recently, we have published posts about several bigger and smaller features and other goodies, such as the Glossary, improvements, new Skills, and so on. There is, however, something else we have been spending a lot of time on, and probably most of our players won’t even notice the outcome.
Hey everyone,
As usual, we’ve been working on fixing issues and adding new features as well as improvements. The most significant additions include our new name generator, along with the custom journal and chart notes features. As for improvements, besides smaller optimizations across various parts of the game, we have made the Companion Combat AI significantly faster while the initial loading time has been shortened as well.