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Project Update - Quest, Quests, and More Quests!
30 Sep | 8:00 pm

This week’s devblog is all about the plethora of quests being added to Vagrus with the full launch on October 5th. The update will include a revamped UI, a new companion to recruit, and plenty of quests to find on your journies across the wastelands. Let’s take a look at what’s coming!

Revamped User Interface and Extended Campaign Map

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#projectupdate #release #UI #quests #trailer #companion

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.

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#projectupdate #patch #demo

Project Update - Event UI Revamp
02 Apr | 10:00 am

The long awaited rework of the in-game Events' UI is finally here! It brings a number of visual, gameplay, and QOL improvements, so let's have a quick rundown on what these are.

Choice Boxes

There is a frame around each choice now, and the whole box thus created is clickable while also providing visual feedback when hovered over, too. These choice boxes help differentiate the various choices better and contain everything you need to make the choice.

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#projectupdate #event #UI

A New Build is OUT - Patch 0.5.29. - Codename: Perky
31 Mar | 4:00 pm

Hey Folks,

this next patch is a bit lean on content but that is because we are gearing up to the next one that has a huge new region with tons of adventures awaiting - and it is coming sooner than you think! That said, this current update contains a pile of new features and Quality of Life improvements that will hopefully make you happy - like a completely reworked Event UI, Test boosting that allows you to use Resourcefulness to improve chances in Events, additions to Chart markers that makes it easier to find things in the wasteland (but still keeps it a challenge most of the time), new Hirelings, combat Skill tweaks, and a lot more!

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#projectupdate #patch

Project Update Video - New Equipment System
05 Feb | 10:00 am

This short video was made to give you a rough idea how the new comitatus equipment screen and system were changed for the next build. Categories have been revamped, with new ones added into the mix. Deputies have an impact as well, opening up new slots when assigned.

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#projectupdate #video

Project Update - End of the Year Summary
21 Jan | 10:00 am

Hey everyone,

and first of all, Happy New Year! We made it to 2021 at last.

We hope you all had the chance to relax during the holidays. 2020 has been a challenging year for us at Lost Pilgrims as much as for anyone else but it also brought a number of things that we really appreciate.

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#projectupdate

The New Open Access Build (v0.5.11) is OUT!
18 Jun | 10:00 am

Based on the ton of feedback concerning initial difficulty and learning curve, we have listened to you, our players, and implemented Trade Tasks to make the initial experience smoother in the open-world campaign. While there, and because they are deeply intertwined, we also decided to include the brand-new Factions UI and the faction tier system. We were happy to see that everyone who tried it in the preview build loved it and we are also satisfied with the result. To top it off, we also have a long list of adjustments, fixes, and tweaks (see patch notes at the end of this post).

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#patch

New Codex UI (Alpha)
14 Mar | 10:00 am

As we are cycling through and iterating the various UI elements of the game, we have now arrived to the Codex and gave it a neat little redesign. Many of you have enjoyed reading Codex entries (yay!) and we wanted to upgrade and update the experience, especially along the lines of your feedback.

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#2019 #art #codex #unity #userinterface

Project Update - 2018 Summary
10 Jan | 10:00 am

We at Lost Pilgrims will always remember 2018 as the year when it all began to come together, the year when everything changed for us. It was the year when development on Vagrus got out of the preparation phase and into hardcore production.

Now that this crucial year is done and over with, we felt it would behoove us to recount how 2018 went for those of you interested (and for posterity!).

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#2018 #gameportals #projectupdate #prologue #socialmedia

Icons! Icons Everywhere!
23 Oct | 10:00 am

You may have noticed that Vagrus is pretty heavy on UI, being a strategy/resource management game and an RPG rolled into one. A lot of UI means a lot of buttons and icons, and drawing those is a challenge in its own right. Not only because of the size of the set but also due to the requirement of having them look right: easy to discern and to tell each apart from the rest.

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#2018 #art #artists #assets #prealpha

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