SEARCH
Project Update - November 2018
28 Nov | 10:00 am

It seems we are getting into the habit of sharing project updates monthly now - there is just so much going on. To make the best use of your time, let's jump right in!

Social Media

We have got an awesome two months behind us since our last social media update. The most important development was that we put additional effort into regularly publishing news about Vagrus on major gaming portals like Steam, GameJolt, Itch.io, and IndieDB. And it paid off! We have gathered over a thousand new followers on those platforms. Just during the four days of being featured on GameJolt, more than five hundred fans signed up to follow our journey.

Continue reading ...

#2018 #alpha #gameportals #projectupdate #testing

Companion Combat Improvements
22 Nov | 10:00 am


During the first wave of Alpha testing just recently, we've received a lot of useful feedback, especially on the UI (and Combat UI specifically). We've been keenly aware that these elements needed a rework and labored hard on improvements. We are happy to report on how far we've got:

Continue reading ...

#2018 #companioncombat #ingamefootage #prealpha #video

We Want You! - For Testing
18 Nov | 10:00 am

The TIME is approaching! We are opening up our Prologue Alpha testing soon, folks!

   - So I can just apply & play the demo before everyone?
   - Well, you get to see the game early but you actually have to test & report bugs. 
   - OK! When?
   - When we get to 1k+ followers on Game Jolt. So go and share this!

Continue reading ...

#prealpha #prologue #testing #2018 #gamejolt #itchio #rpgwatch

Character Design - Part 4
15 Nov | 9:00 am

In Part 3 of our Character Design series, we discussed how a character concept gets to its final artwork state that is placed into the game. In this last part we'll talk about how characters are given stats, skills, and roles in game, especially in combat.

Vagrus has turn-based combat because we wanted to capture the tabletop RPG atmosphere and flow we know so well. It is also a fantasy game which comes with a few expectations of what roles characters fulfill in a party of adventurers. The similarities to DnD and other roleplaygames can surely be seen when observing combat and related character stats. It was along these lines that we designed our heroes (even though few of them are actually heroic) and enemies.

Continue reading ...

#2018 #character #companioncombat #gamedesign #projectupdate

Project update - October 2018
30 Oct | 10:00 am

We posted our last update only six weeks ago but as we have just reached two important milestones, it felt pertinent to share it with you all.

1) We've passed our 1 year anniversary working on the game! We have been pushing so hard in recent weeks that we forgot to take notice - let alone celebrate. So that is something we will have to make up for later this week. :)

Continue reading ...

#2018 #anniversary #prealpha #projectupdate #testing

Companion Combat Revamp
11 Oct | 10:00 am

Hey everyone, let's talk combat. So based on the initial feedback and testing of the Companion combat, we have decided to revamp quite a lot of it. The process is still not fully complete, but you can already see the improvement on the images in the post.

Continue reading ...

#2018 #character #companioncombat #projectupdate #userinterface

New Intern: Marci
18 Jun | 11:00 am

Great news! The newest addition to the team, Marci has arrived earlier this month, starting his two months internship at Lost Pilgrims. 

Marci studies software engineering at the Budapest University of Technology and Economics and being a life long gamer planning on working in the game development once he finishes his curriculum. 

Continue reading ...

#code #intern #lostpilgrims #projectupdate #team