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Character Animation - Yrg Worker
02 Jun | 10:00 am

Twitchy, isn't it? Just don't let it grab your companions!

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Our crowdfunding campaign is LIVE at Fig.co. Get instant access to the Alpha build now!

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#art #animation

Project Update - New Demo on GoG
28 May | 5:00 pm

The time is upon us! As we have previously announced, new versions of Vagrus' free Demo is going to be published to GOG.com in the next couple of days or so (perhaps it is already out as you are reading this). You will probably be pleased to know that this incarnation of the Demo will have a small set of achievements you can complete!

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#projectupdate

Project Update - Home Office
28 May | 10:00 am

As the days of the pandemic continue to drag on, we thought about showing you guys how we've acclimated ourselves to the current situation and have a little tour of each team member's home office space.

First thing first, let me introduce the MVP of the team, Stitch, without whose supervision Szonja's art station would not be the same.

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#projectupdate

Location Artwork - Lumen
26 May | 10:00 am

'You know the saying: Only and idiot looks directly at the sun. Now, just so you know, only the king of the land of the greatest idiots looks directly at the calerus in daylight.'

- Valkhor, local guide of Lumen, to a group of newcomers

Nestled at the border of the South Calerus, the town of Lumen sprung up many decades ago when the Empire decided to try and emulate the successful crystal harvesting operations of the Kalani people of the east. To date, the settlement is indeed the most successful such operation outside of Sargot Kala.

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#art #location

Character Poses - Sand Wyrm
19 May | 10:00 am

Sand Wyrms are a race of huge, worm-like creatures that burrow in sand. Thought to have been extinct, they resurfaced a few decades ago, albeit exclusively in remote desert regions and in small numbers only, so the Empire and its allies do not need to fear another destructive war against their kind. Or do they?

In combat, Sand Wyrms try to overwhelm their opponents with their numbers, but they are not pushovers alone, either: high Vitality and Evade stats make them difficult to kill, as is their armored carapace. Their Skills are ideal to cause serious damage and weaken opponents:

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Project Update - New Demo Coming to Steam and GOG
14 May | 10:00 am

TL;DR: A new, extended Demo is coming to Steam and GOG so that those on the fence can take Vagrus for a spin and see what we've been cooking for a while now. This all comes at the tail end of over a month of hard work with the freshly released Open-World prototypes.

Now, let us see in more detail all the things that happened recently around the game.

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#projectupdate

Character Animation - Slinger
12 May | 10:00 am

A new combat idle animation we wanted to show off is right here! Slings are deadly and these guys know it.

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Our crowdfunding campaign is LIVE at Fig.co. Get instant access to the Alpha build now!

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#art #animation

Companion Healing (Game Design Post)
07 May | 10:00 am

We have always planned a fairly elaborate system of healing mechanics but when creating 'Pilgrims of the Wasteland', we first focused on getting the main features ready and implemented a more streamlined, placeholder set of healing rules.

Out with the Old

The PotW system simply had you use a relatively valuable resource - medical supplies - to fully heal one Companion at a time during camp. This is not only too 'gamey' but also very obtuse and not what we intended for the game or the setting.

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#gamedesign

Character Artwork - Dragon Mages
05 May | 10:00 am

'We do not worship the Dragons like you do your false Imperial Gods. We do not sacrifice to them or beg for their fickle blessings. Our Dragonlords are our paragons; a testament to what every being can aspire to and the source of the Flame that lives in all of us. That same Flame can burn your ass to crisp if you dare slander their name again.'

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#art #character #enemy

Trade Tasks (Game Design Post)
30 Apr | 10:00 am

According to players currently testing the open-world, it is hard to make a living as an independent comitatus in the Empire. That was an intended design choice, because almost all the trade is controlled by factions on the continent, be they Trading Houses, religious organizations or criminals. With their Imperial trading monopoly licenses or their raw negotiating power, factions buy and sell at significantly better prices. With that in mind, we have planned to include a Task-system from the beginning and we are now getting closer and closer to implementing it.

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