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.
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.
The have been or will be game design posts about all but one: narration so let's focus on that for a second.
New Content: Extended Narration
It has taken much longer than expected to reach Charles - the voice of Agos the Wanderer - due to some personal matters as well as his change of career. We are happy to share that now we have all the narration recorded for Agos through-out Pilgrims of the Wasteland, and even for the beginning of the main game as he leaves your comitatus after sharing his story. We plan to make a few minor sound editing changes to these new recordings but wanted to delay this build no further, so we will do that in a subsequent iteration only. When playing the PotW story, it gives so much to it already that we think you will like this a lot. Also, here's a shout-out for Charles' new focus as he instructs singers on how to become more confident. Check out and sign up to support his Patreon page if you are interested.
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.
In this video, you can check out the upcoming Scouting feature in Vagrus in action. Essentially, you can gather information about neighboring nodes by sending scouts there. You can find more information on this in a previous post here.
At long last, Scouting is making its way into Vagrus. It is a vital feature in navigating and surviving the many wastelands of the continent of Xeryn.
#fig #gamedesign #mapmovement #milestone #resourcefulness #scouting
Just in a few days from launching the public phase of our campaign we have passed two additional milestones: Scouting and Trade Systems.
Thank you so much to all our Backers and supporters on social media! This would not have been possible without you!
So, let's take count of where we are and what comes next.
#fig #projectupdate #development #team #crewcombat #milestone #crowdfunding
There's been a lot of character reveals for Vagrus - The Riven Realms here on our website and on our social media since we began posting about a year ago. We figured it behooves us to talk a little more about who these characters are and what their role is in the game.
The vast majority of the characters you see revealed are enemy characters, even if sometimes they can be allies in the game for short periods of time (or versions of them, anyways). Although Events will involve these enemy characters often, you will mainly see them as shown in the artwork in turn-based combat. All of them have their unique combat skills and synergies with other enemies.
Time for another project update! Seventy-seven days have passed by and even though it was summer - supposedly calmer times - it felt pretty frantic. In the good sense.
A huge Thank You! and wishing all the best to Marci
As your might remember, our previous post started with the news of Marci joining the team to complete his summer internship with us for his degree in software development. Marci has been instrumental to the progress we made on the Codex & Journal functionality and UI, as well as to catching up on our design documents. Now that he has returned to his studies, we wish him all the very best for his goal of finishing his Bachelor's degree. We're pleased to see that he is on the right track to become a great game developer!
One of the core mechanics of the game is that time passes in-game each turn (1 turn equals 1 day) and you, as the vagrus, have to plan ahead when it comes to distances, supply consumption, and upkeep. At the end of the day you make camp to rest and make decisions concerning the above. This is where the Camp UI comes in.