SEARCH
Project Update - Crew Combat Buy Off - Lure Away improvements
10 Jun | 10:00 am

The greatest thing about running open development is receiving amazing feedback from players that helps improving your game. The hardest thing about open development is identifying what the actual problem is that your players are having an issue with.

The perfect example of all this is Crew Combat in Vagrus, which is an aspect of the game that players complained about fairly regularly. After adding the Flee/Appease option, it got slightly better but not as much as we had hoped. While digging for the reasons, we came to some interesting realizations. Whenever we heard someone getting irked about how they bled out against a much stronger enemy, we asked whether they tried appeasing them and they pretty much all said "No, 'Flee' implied losing big time".

Continue reading ...

#projectupdate #crewcombat

Character Poses - Veles Gladiator
08 Jun | 10:00 am

Veles gladiators are mobile, evasive fighters who are best at supporting the sturdy Murmillos in the arena, although they can dish out punishment surprisingly suddenly if the tide turns in their favor. Although they are not the most stalwart front line fighters, their high Block and Evade stats make them actually hard to defeat. That, coupled with their good Armor and their amazing Initiative, gives them enough opportunities to control the flow of battle. Their Skills are not amazing, but dependable, with the kick being able to upset enemy lines and create opportunities for lethal attacks:

Continue reading ...

#character #pose

Project Update - Companion Combat Design Changes
03 Jun | 10:00 am

Companion Combat is an important facet of Vagrus even though players have quite a lot of control over how much they want to engage in it. At the same time, it is the most complex part of the game when it comes to code, so whatever changes we make requires more time relative to other parts.

After we added Mercenary Tasks, our focus has moved back to improving Companion Combat, partly because a lot of players opt to enter it from Crew Combat, so it is our goal to keep these fights interesting for as long as possible. The current set of changes are thus aimed at spicing things up a bit: more movement and thus further emphasis on positioning instead of spamming Skill 1 while standing still. The changes include:

Continue reading ...

#projectupdate #companion #combat

A New Build is OUT - Patch 0.6.00 - Codename: Conquest and Dissonance
21 May | 5:00 pm

Hey Folks,

it's been a long time coming but finally Mercenary Tasks are live in the latest build. These not only add a ton of variation and replayability but also go a long way in softening up story content and allow the running of a combat oriented comitatus for players. Fair warning, though: just like none of the other income sources work by themselves, Mercenary Tasks do not either. Combine them with Trade Tasks, passengers, and stories, with an emphasis on whichever you prefer over the others.

Continue reading ...

#projectupdate #patch

Project Update - Dissonance Mode
20 May | 10:00 am

What is this 'Dissonance Mode', you ask? Essentially, it is a game mode you can select when starting a new game and that shifts the experience toward a more narrative route, easing up on the management and combat mechanics to transform Vagrus into more of a visual novel for those that find the challenge too taxing.

Continue reading ...

#projectupdate #dissonance

A New Demo Build is OUT - Patch 0.5.31. - Codename: Second Chances
12 May | 5:00 pm

Hey Folks,

we have been a bit busy. Sorry about that! Now we are coming back big time with a patch that is a culmination of all the changes we have made on the main game over the course of the last nine months.

COVID did not help matters for us but overall, we are happy with our progress thus far. Read more about how 2020 went for us in our blog post here: 2020 Year-End Summary.

Continue reading ...

#projectupdate #patch #demo

Project Update - Vagrus in the Finals!
10 May | 5:00 pm

Great news: Vagrus has made it into the finalists in the Digital Dragons Indie Celebration competition!

Beside the 1st, 2nd, and 3rd places awarded based on the votes of the jury, there is also a Community Vote you can participate in here. The list is in alphabetical order, so Vagrus is the last one. ;)

Continue reading ...

#projectupdate #digitaldragon #vagrus

Character Poses - Sharduk Reaver
04 May | 10:00 am

The Sharduk are a savage, cruel, and opportunistic people who are notorious for raiding all the more civilized lands bordering their vast, barren territory, the Great Eastern Desert. When designing these tribal marauders, we went for a versatile damage-dealer enemy type that - when left unchecked - can work itself up to a huge threat.

Continue reading ...

#character #pose #enemy #sharduk

Project Update - Game Award Nominations
03 May | 7:00 pm

We are immensely honored, happy, and proud to share that Vagrus has been nominated for two awards in the upcoming Unfold Games Awards show. It feels like quite an achievement for a game still in Early Access, especially since over 400 high-quality games entered the contest. The nominees were selected by a panel of 20 judges comprised of top industry professionals. The two categories are:

Continue reading ...

#projectupdate #awards #vote

Project Update - Mercenary Task Design Part II.
29 Apr | 10:00 am

In Part I. of our breakdown of Mercenary Tasks, we discussed what this new kind of gameplay element brings to Vagrus, how it works, and began describing the types implemented in the current build. In the second part, we focus on the other four types of Mercenary Tasks, in which passengers play an important role.

Continue reading ...

#projectupdate #mercenarytask

78910111213