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Project Update - Companion Progression
15 Oct | 10:00 am

One of the most requested additions by our Early Access players has been Companion progression for a while now, and it's no surprise. Being a party-based RPG at its heart, Vagrus has a roster of unique Companions that are your most trusty lieutenants with their own backstories, skills, and personalities. It is only natural that they can become stronger with time and effort - and we have naturally designed this progression system in the beginning, but we held off on adding it because there were a lot of specifics to work out and the EA experience functioned fairly well without it.

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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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Vagrus - The Riven Realms: Prologue NOW AVAILABLE on Steam
10 Jul | 5:00 pm

The time is upon us! As we have previously announced, a permanent version of Vagrus' free Demo has finally landed on Steam today (July 10) following the success of the temporary Demo of the Steam Summer Event. You will probably be pleased to know that this incarnation of the Demo has a small set of achievements you can complete, too.

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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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Project Update - A New Era
02 Apr | 10:00 am

We have started almost every single project update with 'A lot has happened since our last update' but now the 'lot' of the past seems kind of tiny compared to the 'LOT' of today.

The Pandemic

Corona hit hard and unexpected. What we looked at with blissful ignorance and naivety in the early days turned our lives upside down in mere weeks.  Luckily, everyone from the team is safe and sound as of now, though being in the middle of the flu season we cannot be certain whether we've been exposed to the virus already or not. Either way, we  stay home to keep everyone around us safer.

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Character Poses - Scortaur
03 Dec | 10:00 am

This time, we'll revisit the dreaded Scortaur and take a look at their stats and skills in general. These creatures are devious, fierce, and horribly mutated, so you'll have to be prepared to be challenged by their combat abilities when you run into them.

The most apparent stats when it comes to these horrid savages are the high Vitality and Block chance, which often adds a bonus to their already considerable Armor. Additionally, they are quite resistant to many status effects and have great Initiative. Their four Combat Skills make them versatile opponents:

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The New Open Access Build (v0.4.5) is OUT!
18 Oct | 6:00 pm

Key Highlights on what's included in the new release

 

  • Milestone 3 - Extended Narration Voice Over for Agos
  • Milestone 7 - Character Idle Animations in Companion Combat
  • Milestone 8 - Enduring Effects (it means curses, of course)
  • Milestone 9 - Random Passengers, and
  • Milestone 12 - Workforce Mechanics (partially).



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.

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Project Update - Social Media Update Q3 2019
17 Oct | 10:00 am

It's been a long time since we posted an update about our social media numbers, so it is time to set that right.

We have twice as many followers on game portals - like Steam, GameJolt, and so on - as we did in Q1 this year, and another few hundred came even on top of that with GOG.com accepting Vagrus into their portfolio just recently (as a note: we only consider actual followers, and do not count people who put the game on their wishlist).

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Project Update - GameDevDaysGraz 2019
19 Sep | 10:00 am

In short: GameDevDays was phenomenal. The speakers and the community made it an absolutely amazing experience for us.

It started off a little rough considering that we could not borrow a reasonable size car for the trip to Graz and with all the tech equipment we needed to bring along it was a miracle that everyone could squeeze in. In the end we did get there even if a bit cramped. The next hoop we needed to jump was a mix-up with our accommodation (someone was already in the room we booked :O ) but eventually we solved that, too.

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Enduring Effects (Game Design Post)
29 Aug | 10:00 am

As I am writing these lines, we are actively working on what we call Enduring Effects for the game. What are these? Well, in short and to put it simply, these are all buffs and debuffs that last for several in-game days or are permanent (until removed somehow). They come in a variety of types and can be used for a lot of things to enhance gameplay and narrative alike.

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#enduringeffects #gamedesign #openworld #projectupdate #unity

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