The Codex is a tool in Vagrus that lets players read up on the world, its inhabitants, locations, lore, characters, and whatever else that has an entry. The idea was to provide players who wish to know more a place to find it and to allow you to look up things you may have forgotten; but to make this absolutely voluntary. If you do not wish to read these entries, you can still absolutely play Vagrus, as this is basically additional fluff.
In our crusade to get Vagrus to the players who would play it we are constantly looking for new opportunities. Game portals, of course, offer a good chance to present the game to as many as possible, so it was only a matter of time that we reached out to some.
Great news! The newest addition to the team, Marci has arrived earlier this month, starting his two months internship at Lost Pilgrims.
Marci studies software engineering at the Budapest University of Technology and Economics and being a life long gamer planning on working in the game development once he finishes his curriculum.
Hey Everyone,
as you probably know, a great step to fame is marked by fans starting to create their own version of your game's art. And guess what: we have just crossed that line when we received our very first fan art in the form of a lego replica!
The model was build by Gabor's nephew, Daniel on the day of his 10th birthday. Since then he has posed and we have discussed interesting questions, like 'what is the purpose of dragons?' and 'why do the Jhakras' have so small and well-hidden eyes?'.
So the big news is that the game's title is finalized at last! For now. :D
Check out the title reveal short video!
The word vagrus is the same pseudo-Latin that most of the Imperial Tongue used in the game (as it hearkens back to the Roman Empire in material and immaterial culture). It meant 'wanderer' or 'vagabond' in Imperial, but nowadays it only refers to the men and women who lead a comitatus across the wasteland. It is short, easy to remember, and easy to be associated to the English word 'vagrant' (which also originates in Latin).
Some time ago we promised to invite you all to a virtual tour of our office, so without further ado, here goes:
First stop - Budapest, 13th district
Our office is located in an edifice built in the socialist era but kept in fairly good condition compared to how others fared. Back in the day when programming meant punched cards, the whole building housed a prominent company developing 'software' on those.
We are all extremely grateful and proud to share that we have just crossed the hundred dollars per month threshold earlier today here on our Patreon site.
It's your support and continued trust in our work that helped us to get this far, and we cannot say enough times how much we appreciate that. We hope you have been enjoying our updates, and kindle an interest in sharing the next chapters of our journey.
As we ramp up our graphic design and writing departments, as well as closing in on finishing our first prototype, which connects the different modules of our game, we could really use your help in shouting out, promoting your patronage and encouraging others to spread the word.
Thanks again and cheers!
The Lost Pilgrims Team
Well, we have been so busy that we skipped a beat in our originally planned monthly project updates. Which is actually good news if we are looking at it from a progress perspective. So what has happened since last year?
After returning recharged (and pot-bellied) from the holiday period we focused our attention on two things:
The obvious intent behind choosing those focus areas was that we wanted to show more to our follower community on how the game is going to look like as well as display some of the game mechanics we're planning on using.
From the very first moment in art design and development for Vagrus, we knew that the game world's haunting, post-apocalyptic beauty is key to conveying the atmosphere we want to create. Of course, that may not be saying much, since most games today rely heavily on visuals, it comes with the genre. More specifically, the challenge was to convey the right kind of atmosphere and find the art style that is perfect for that. We agreed soon that cartoon-like or pixel art would not do, nor would any other more stylized imagery. We settled upon the more realistic, but painting-like look, which gives a feeling almost akin to observing an old and faded piece of classical art. The other challenge was that the world of Vagrus has been a living and detailed environment for a long time now, so often our fantastically talented artists have to follow very specific directions on certain elements of an image.
So you have received some details about the game, the setting and could read the first part of our lead-in short story as well. Now let's talk about the project a bit.
Early steps
First order of business: we have finally incorporated. Yay! I bet in some countries it is a fairly easy process, a dozen clicks and within a few hours you have your firm up and running. Not here. The period from the decision to start the process until you can confidently declare victory over all the paperwork connected to incorporation could take up to a month. But boy, how good it feels when you are done!
With that we could finally order our new computers, printer, etc. Hoping those will all arrive still before the holidays, will sure be a heck of a Christmas gift for us. :)