Hey everyone,
In our previous project update on feature requests, we hinted at improving map movement. Great news – we got the moves! And we are happy to share them with you as promised. However, please be advised that what we outlined below is subject to change as it is yet to be tested extensively.
Hey everyone,
We keep working on improving features and fixing issues for the game and from time to time we push it into the Demo build as well – this is such a time! The most significant additions are Character UI-related improvements, as well as new content, albeit the restricted nature of the Demo makes accessing some of these a bit tricky. Still, we included them for the sake of thoroughness. We have also improved visuals and fixed about a dozen bugs.
Hello everyone,
Our previous project update was about the random name generator during character creation. In this one, we will show you what else is to come, focusing on the feature requests we’ve been receiving. This current one is about all the input we’ve received on existing and new features.
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.
Have you ever arrived at the final step of a character creation screen and felt completely stumped as to what you are going to call yourself in the game? Do you wonder what kind of names would be appropriate for your vagrus based on their background? We’ve been there, and we get it.
That’s why our new random name generator has been a long time coming. Our priorities were two-fold: give options to those who would rather not worry about such matters, and also to allow players some insight into naming conventions in the Riven Realms. This feature will be available with our next build, and you can check out a preview video here.
Hello everyone,
in a recent post we introduced Viktor to you -- our newly joined junior coder. He’s been working with our other junior Unity developer, Beni. Beni has also decided on a career in coding precisely due to his love for video games, especially heavily narrative-driven ones. In fact, he had been wanting to work on a game like Vagrus for quite a while now.
Following last week’s implementation of both Initiative track improvements and key bindings, the team has been hard at work on additional quality of life improvements. We’ve listened closely to your feedback, and we’re pleased to announce two new upcoming features: custom chart notes and custom journal notes.
Having just recently released our first free DLC, we’ve been pleased with the feedback so far, which has included a number of game journalists covering the release, along with the new features that it brought.
First off was Liam Dawe, the owner of GamingOnLinux; he wrote a piece on his website that you can find here. Linux gamers must be starving for some dark SRPG action, as they also covered the release with an article at linuxgamenews.com.
In our previous project update, we discussed the changes of combat, as well as alterations we made to the Log and the Character Sheets. This week’s update covers modifications to the Initiative (INI) track that is receiving some much-needed polish.
Initiative Order Track - Before the Enhancements
The new update is here, and with it comes a free DLC Companion! Note that all the features and changes are automatically accessed via the update, while the Undead chef Vorax is available by downloading the new DLC for free. Now let’s see in a bit more detail what each of these additions bring. As ever, you can find the detailed patch notes at the end of the page.