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Devlog #59 - Our high level plans for next year



Hey everyone,

this last month has been slow but we managed to push out new builds for both the main game and our demo last week, so that's a relief.
Throughout November, most of our team members were either on sick leave or vacation, while the rest of us were trying to finish tasks related to our physical Vagrus products or were busy formulating plans for the future of Lost Pilgrims. Bear with us though, as we are getting closer to realizing these plans. For now, let us look at what we are working on in more detail.

[h3]Producing Merchandise is Hard[/h3]

When you have a game full of content, you might think that it's easy to "pull together stuff" and produce merchandise from it but in reality, anything you want to use needs some rework to fit for that new purpose. Still, that was within our domain. What came as a bigger shock was how hard it was to find partners for the actual production. No one wants to deal with small order numbers or produce on the level of quality we aimed for. Just as an example, we tried four suppliers to produce our Emperor's Edition boxes but in the end, we ended up giving the job to a creator who makes them by hand because that was the only way that the final product would meet our expectations. But hey, at least now we can say they are truly "handcrafted".

With the little delays eating into our timeline and due to the game's rocky launch, we had to pause our merch production for October but once our hotfixes were rolled out, we got back to it and everything seems to be on track. So expect some new posts about the ready products soon.

Overall, it also means that we will only be able to start merchandise deliveries this month (December 2021).

[h2]Planning Our Future[/h2]

We promised to share our plans soon after launch, but to do that, we needed to make said plans first: assess options and decide where and how we would like to get to with the game and with our studio.

Video games, especially indie games, often earn half of their lifetime revenue in the first month of their release. From that perspective, the launch of Vagrus was satisfactory. Not bad but not particularly amazing either. We have enough runaway to continue but we also need to find and create additional revenue sources within a reasonable time to ensure our long-term financial stability, especially considering our debt payments in the future.

[h3]Continuing with Vagrus[/h3]
With Vagrus, being short on content- and improvement ideas has never been an issue. The challenge we face now is how to split our resources between improving the base game and creating new revenue sources like DLCs, ports, and so on.

We received tons of great insights from our players. That helps us in prioritizing our endless improvement-idea list. So we would definitely like to implement some of those sooner rather than later. The question is how far we can go with those before switching to porting and other endeavors. We are a tiny team, you see, with a single coder, so presently that is a bottleneck we have to account for.

[h3]Hedging long term[/h3]
The solution to the above conundrum would be to grow the team (aka: hire more people), so improvements and other development areas could run parallel. It's a risk but one we are leaning toward taking, hoping that our community will appreciate those efforts and supports us on the way.

Of course, hiring and onboarding new folks take time too, so if we do that, it will slow down things even more for a period of time. But then, afterwards, the new speed can be higher, so naturally, it's an investment into the future.

[h2]The Next Months and Beyond[/h2]

There is little left of 2021 but we do hope to get some work done and then build on that in early 2022.
So here's a vague outline of what to expect (subject to change of course, due to a number of unforeseeable reasons):



[h3]Plans for PC:[/h3]
  • Continue with general bugfixes
  • UI design improvements based on community feedback
  • Smaller content bits (stories, NPCs, additional options, portraits, etc.)
  • DLCs

As for the latter, we are currently considering three DLCs by the end of 2022 on top of smaller content additions:
  • DLC1 (Free) - A new Companion [yes, a Supercargo ːsteamthumbsupː]
  • DLC2 (unsure if Free or Paid) - Additional major storyline(s) within the currently available playable area
  • DLC3 (Paid) - A new region with new stories

[h2]Opening New Revenue Sources[/h2]

The above-mentioned DLCs can be one new source we could count on (naturally, only the paid DLCs). Their creation requires a significant investment, though, so they are not exactly a surefire way to drum up money for the future. Thus, we are trying to come up with other avenues as well. For example, once the game is fairly stable, we will be looking into potentially releasing it on other, smaller platforms (like Humble, Epic, etc.). Their potential is tiny compared to Steam but maybe the effort is low enough to release on them and get access to a new audience.

[h3]Porting to handhelds[/h3]
While Nintendo Switch and iPads seem like two good candidates, there is a lot to be reworked on the UI to make it usable on their smaller screens, not to mention controller support, if we can solve it, otherwise, we will just need to stick to touch controls. Porting would certainly require a higher investment (time and effort) but one that looks promising enough to explore further as an option.
Update: - thanks Rusty Dragon for pointing out - we forgot to mention Steam Deck which comes into play here too, requiring all the UI re-work but not extra porting effort, hopefully.

[h3]Merchandise[/h3]
Having gone through the pain of creating our merchandise portfolio, it would be great to leverage that better and make it into a revenue-generating thing.

[h3]Reinvent our Patreon presence[/h3]
With the game released, we need to revisit our content pipe anyways, so it's also a great time to consider how we could offer other and better things on Patreon that would be appealing to more people to pitch in. We'd love to hear your input on what you think we could do, like offering Tiers that include physical merch rewards, perhaps? Would you see more, exclusive posts about the world of the Riven Realms or perhaps about the creation of the game? Let us know.

[h3]Partner up[/h3]
Perhaps there are mutually beneficial partnerships out there for indiedevs that could enable us to upscale our team. We are exploring this avenue too.

As always, thanks a lot for your continued support, it means a lot to us!

Stay tuned and conquer the wasteland!
- The Lost Pilgrims Team

https://store.steampowered.com/app/909660?utm_source=steam&utm_medium=organic&utm_campaign=website&utm_content=footer
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A New Build is OUT - Patch 1.0.16 - Codename: Lil' Bugger

[h3]Hey everyone,[/h3]

While our team is recovering from Covid/other illnesses, we finally managed to pull together a patch worth of bug fixes. More fixes are coming soon, but for now, let's take a look at what else we're working on.

[h3]Merch Shipped Soon[/h3]
Despite all the hurdles (production issues, massive paper shortage, etc.) our Vagrus-related merchandise is in the last stages of production. Shipping will start as soon as we receive the finalized items from the printing factories. We are sorry about the delays, it has been a difficult road to get here.



Should you be interested in placing a last-minute order, you can do so on our Fig page making a $1 pledge and shop for 'Add-Ons'. Note that considering all the global shipping issues we can hear about on the news, we cannot guarantee delivery before the Holidays.

Now let's jump into the patch details:

Important Note: Considering the extent of the improvements, there is little to no chance that we broke nothing in the process. Assume that we did not want to make anyone's life harder. If you see something amiss, please flag it to us using the usual channels, like the inbuilt reporting tool (F1 button), forums, and our Discord server.

--------------------------------------------------
[h2]Patch 1.0.16 - Codename: Lil' Bugger[/h2]

[h3]Bug Fixes :bug:[/h3]
  • Outpost progress-related bug (image and required crew not advancing properly) in older saves has been fixed
  • Various Outpost management related tweaks
  • Longer Journal entries can be scrolled all the way down
  • Goods placed in Hidden Compartments will stay there after loading the game
  • Camping during events can not be interrupted
  • Mercenary Task-related throw-out UI bug has been fixed
  • When a Perk is unlocked but we have insufficient Proficiency, a tooltip line now indicates how many points you lack to buy that Perk
  • Some save file exploits fixed
  • Fixed a few Event script issues


Known Issues:
  • Combat performance
  • Various Escort tasks related anomalies
  • A shed-load of bugs you folks reported but we have not gotten to process yet. On it!


[h2]Coming Up Next[/h2]
  • Bug fixes and tweaks
  • UI improvements
  • Early 2022 - A new companion as a Free DLC

The launch of Vagrus was good enough to give us some runaway to figure out the best way forward. While are still weighing our options on how to make the game and the studio financially stable in the long run and we are planning a post giving you a peek into our thought-process on that soon.

Stay tuned and conquer the wasteland!
- The Lost Pilgrims Team

https://store.steampowered.com/app/909660?utm_source=steam&utm_medium=organic&utm_campaign=website&utm_content=footer


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Fig | Website | Youtube | Twitter | Facebook | Instagram | Patreon | Discord

Steam Awards Nomination - Outstanding Story-Rich Game Category


Hey Folks,

Having played decades of tabletop RPG campaigns in the setting and Vagrus' narrative landing north of one million words in the form of stories and codex entries, Story-Rich certainly rings true when it comes to our game.

If you enjoyed the setting and stories of Vargus, it would be an honor to receive your nomination in the Outstanding Story-Rich Game category.

Thank you very much for your support!
The Lost Pilgrims Team

https://store.steampowered.com/app/909660?utm_source=steam&utm_medium=organic&utm_campaign=website&utm_content=footer

Ps.: the category template art of Steam does seem a little off from the dark tone of Vagrus but hey, here goes anyway. :D

Mother of All Secrets ㅡ new narrative-based RPG announced

Hey, everyone!

While we work on our next patch and formulate our plans for this and next year, we wanted to say thanks to our indie developer friends at Sever studio who helped us with a great Vagrus cross-promo post on their The Life and Suffering of Sir Brante Steam community page at the time our launch.

The timing is just great as they have just announced their new game:Mother of All Secrets, an RPG of mythical intrigues and occult mysteries.

https://store.steampowered.com/app/1747660/Mother_of_All_Secrets/


If you are one who's into the text-based game, consider following and wishlisting the game, so you won't miss the upcoming news, latest devlogs, and sneak peeks!

Mother of All Secrets, a mystery RPG about an orphanage where the fates of the heroes irreversibly change with every tick of the clock. Become one of the pupils and unravel the mysteries of the House by influencing the minds, hearts, and plans of its inhabitants.

Here's their official trailer:

[previewyoutube][/previewyoutube]

Get ready to dive into the very heart of the events that unfold inside the orphanage's closed society. Hand-drawn graphics will immerse you into the reality of your new home.

Create your own character and live out a unique story — only you decide how to spend each and every hour. Go about uncovering the asylum's secrets however you like. Make friends or enemies at your own discretion. Explore the darkest and most dangerous corners of the House. Unravel other people's schemes and draw up your own plans. Obey or risk breaking the cryptic rules that govern the orphanage and face the consequences.




Also don't miss other games from Studio sever and 101XP, including critically acclaimed narrative-driven RPG The Life and Suffering of Sir Brante. If you are interested in getting a glimpse of the game, check its free prologue now OR participate in the community event to win your personal Deluxe Edition.

A New Build is OUT - Patch 1.015. - Codename: Wasted



[h3]Hey everyone,[/h3]

We are putting out another round of fixes today. Though the list is shorter than usual, it has some bugs on it that we've been trying to squash for a while now. Hopefully, they won't cause any trouble from now on.

Important Note: Considering the extent of these improvements there is little to no chance that we broke nothing in the process. Assume that we did not want to make anyone's life harder. If you see something amiss, please flag it to us using the usual channels, like the inbuild reporting tool (F1 button), forums, and our Discord server.

Now let's jump into the details:

--------------------------------------------------
[h2]Patch 1.015. - Codename: Wasted[/h2]

[h3]New Content :gift:[/h3]
  • New Jagged Waste codex entry added to all vagri


[h3]User Interface Improvements :pencil:[/h3]
  • "P" hotkey now opens and closes Price History (the Chart remains in the background)


[h3]Bug Fixes :bug:[/h3]
  • Merging UI glitch (causing several interfaces to merge into a mess) is now fixed
  • "Less than a stack" drag&drop exploit is no longer possible
  • The issue causing various New Game related anomalies like ruined Velarias or Fort Larius has been fixed so it should not reoccur in the future
  • 'Cull Their Ranks' now shows the correct number of deployable companions
  • Withdrawing money from the outpost causing a crash fixed
  • Mount crew stats not showing up when 'All mounted' is now fixed
  • Abolitionist-related Tasks now always point to valid destination settlement (with unlocked Abolitionist presence)
  • Shift + click on the Outrider converting buttons (+/-) now work on the Crew Combat UI
  • Settlement UI no longer pops up randomly during Crew Combat


Known Issues:
  • A rare soft-lock when various UI actions follow each other mixing Event, camping, crew, and companion combats in a particular fashion we've not been able to reproduce
  • AI taking too long in Companion Combat is still being looked at by the team


[h2]Coming Up Next[/h2]
Bug fixing continues. Meanwhile, the team needs to regroup and assess things post-release, so this time we'll just say that our plans will be revealed soon.

Stay tuned and conquer the wasteland!
- The Lost Pilgrims Team

https://store.steampowered.com/app/909660?utm_source=steam&utm_medium=organic&utm_campaign=website&utm_content=footer
------------------------------------------------------------------------------------------------------

Please share our pages and posts with your friends through your favorite social media channel(s). Appreciate it!

Fig | Website | Youtube | Twitter | Facebook | Instagram | Patreon | Discord