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Vagrus at Tiny Teams 2022
01 Aug | 6:00 pm

Our team at Lost Pilgrims Studio is delighted to announce that we have been chosen for an ongoing event this week, which aims to showcase some of the smallest studios and their indie games. Called the Tiny Teams Festival, the event is run by Yogscast and will be covered online through both Twitch and YouTube. Several streamers who are involved in the event have requested keys to play Vagrus – The Riven Realms and naturally, we’re happy to comply. You can check out those streamers below:

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#sale #2022 #tiny

A New Build is OUT - Patch 1.1.00 - Codename: Voracious
05 May | 8:00 pm

Hey everyone,

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.

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#projectupdate #patch #DLC #Vorax

Project Update - Figure Reveal
19 Aug | 10:00 am

The time has come to reveal the miniature of Finndurarth that is packed in the game's Collector's and Emperor's Edition (available via fig)! It is a 28mm scale figure and here you can see the 3D model that is the base of the final product. Soon, we'll reveal painted versions of it, too.

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#projectupdate #reward

Project Update - DreamHack Beyond and Gamescom
12 Aug | 10:00 am

It's been a while since we've attended a game show but we are finally back in the - alas virtual - saddle! With none other than DreamHack, in fact. It's a gaming event that we have loved ever since our trip to showcase Vagrus at DH Summer in Sweden back in 2019.

DreamHack Beyond was held between July 24 and July 31 as a fully digital event. What made it unique was that they created an actually video game that you could log into, pick your avatar, and walk around in a world reminiscent of Rick and Morty's. We as developers were invited to participate in the event by customizing our virtual game console so that visitors could walk up and interact with it on the virtual show floor.

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#projectupdate #dream

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

Project Update - AMA and FAQ
16 Jul | 10:00 am

Lost Pilgrims had an AMA session over on discord where players asked us questions about the game and the studio alike. We had a great time talking to people and decided to compile the questions and answers into a single AMA article for posterity. We also added some very frequently asked questions to the beginning that players or those looking up information on the game might find informative.

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#projectupdate

Vagrus coming to Early Access on July 22
02 Jul | 5:00 pm

We promised that we would bring Vagrus - The Riven Reams to you in Early Access on Steam and GOG.com when we felt the game was ready for it. Today we are proud and exhilarated to announce that the time has come, and now we know the exact date.

Vagrus - The Riven Realms enters Early Access on Steam and GOG.com simultaneously on July 22 2020.

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#projectupdate

Trading Between Settlements (video)
08 Aug | 10:00 am

We are super excited to share some of our progress as we are getting closer and closer to releasing the build that has the new trade pricing system feature.

This short video demonstrates how the comitatus carries goods from one market to the other trying to make some profit. The quantity and price of goods are calculated based on their source location and the time spent on the road to get to a certain place. Will your comitatus be able to transport them quicker than the market flow to realize a profit? 

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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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