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Hunting and Foraging (Game Design Post)
16 Apr | 10:00 am

Keeping your comitatus well-supplied - or in some cases even keeping it from starving - has always been intended to be challenging in Vagrus, and it makes sense: you are the leader of a daring traveling company in a post-apocalyptic fantasy world where resources are often scarce and terrible encounters can turn a simple trip into a living nightmare.

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#gamedesign

Location Artwork - Tor'Zag's Shelter
07 Apr | 10:00 am

Tor'Zag's Shelter is a vast, dark city in the belly of the Blackblood Mountains, carved out mostly by Imperials after obsidian became scarcer in the region and the fleeing armies of Warleader Tor'Zag, an Orc general, capitulated, leaving the tunnels beneath the mountain at the end of the Orc War. People who lost everything came here to share respite from the scorching sun of the Jagged Waste with traders who were looking to establish a way-station between Deven in the north and the Province in the south. Now, a couple of hundred years later, the Shelter is among the five greatest cities of the continent.

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#art #location

Project Update - A New Era
02 Apr | 10:00 am

We have started almost every single project update with 'A lot has happened since our last update' but now the 'lot' of the past seems kind of tiny compared to the 'LOT' of today.

The Pandemic

Corona hit hard and unexpected. What we looked at with blissful ignorance and naivety in the early days turned our lives upside down in mere weeks.  Luckily, everyone from the team is safe and sound as of now, though being in the middle of the flu season we cannot be certain whether we've been exposed to the virus already or not. Either way, we  stay home to keep everyone around us safer.

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#projectupdate

Location Artwork - The Plains of Bone
11 Feb | 10:00 am

'What draws them to this place, I wonder. Is it the utter sadness that permeates this forsaken expanse? Does it call to them when they begin to feel the chill breath of death? Perhaps there is a wordless language spanning all species that speaks as the realm of Ahskul starts to beckon.'

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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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Location Artwork - Maar Gorad
26 Nov | 10:00 am

I'd sooner go walking in Maar Gorad.

- A common saying in terra supra, meaning 'not a chance'

Not all regions of the northern part of the continent are deserts or arid wasteland, even though those are the most recognizable features as well as the most numerous. One region stands out with its wet, humid atmosphere and its moors that are almost impossible to navigate: Maar Gorad, the Unforgiving Swamp.

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Obedience and Unrest Mechanics (Game Design Post)
10 Oct | 10:00 am

Obedience is a stat describing how disciplined (or disgruntled) the slaves owned by the comitatus are at a given time. It was implemented to give a rather fluid drawback to owning slaves: they might provide free workforce but keeping men and women enslaved does have its risks even if it is 'part of the system'. You typically lose Obedience if you do not guard your slaves well enough (too few fighters to look after them), if you get or buy a lot of new slaves, if you do not feed them enough, if you arm them in Crew Combat, or keep choosing options in Events that endanger or embolden them.

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Location Artwork - The Singing Winds
20 Aug | 10:00 am

The wind was speaking to her, telling her terrible things, singing of her demise, chanting of her worst fears becoming manifest, of her never reaching her destination, never achieving her dreams, never being content, never finding rest or refuge or love. It kept on whining and screaming and whimpering until she herself started screaming in a vain attempt to blot it all out.

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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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Narrative Design for Vagrus
25 Jul | 10:00 am

As we are getting closer and closer to releasing the first playable build of the main campaign of Vagrus, it is perhaps a good time to talk a bit about the differences between the open world campaign and 'Pilgrims of the Wasteland'. The focus of this is going to be narrative design and stories but there are going to be implications on gameplay as well.

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