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Vagrus - The Riven Realms News

Vagrus – The Riven Realms: Old Acquaintances is Out Now!



[h3]Hey everyone,[/h3]

The time has come to release our next DLC, Old Acquaintances, which adds Javek and Sedarias to the main game, two Companions we’ve met in the prologue scenario previously. Both of them changed drastically in the time that passed since we first saw them and both offer extensive questlines to tell their stories, replete with new NPCs, enemies, allies, lore, and rewards.

The DLC also contains the Freelancers’ Guild, a specialized mercenary organization that allows you to recruit new hirelings (from a selection of four) to round out your crew. They can be found in the four major cities of the North and the Onyx Outpost.

https://store.steampowered.com/app/2672530/Vagrus__The_Riven_Realms_Old_Acquaintances/

Alongside the new content, the accompanying Patch (detailed below) contains a number of improvements and fixes to improve the general experience of Vagrus.

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.

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[h2]Patch 1.170 - Codename: Old Acquaintances [/h2]

[h3]New Content :gift:[/h3]
  • The DLC ‘Old Acquaintances’ will now be unlocked to all its owners. It includes two Companions for the main campaign – Javek and Sedarias – with fully-fledged storylines including new enemies and rewards, their own Skills, Prowess progression, as well as four new Hirelings available at the Freelancers’ Guild in Tor’Zag’s Shelter, Deven, Avernum, Larnak, and (for owners of ‘Sunfire and Moonshadow’) the Onyx Outpost.


[h3]User Interface Improvements :pencil:[/h3]
  • Clarified the visual guidance of Evading, including when you Evade to a position occupied by another character.
  • Clarified the visual guidance of Javek’s Hypnotize Skill.
  • We streamlined tooltip behavior while using a controller based on feedback and expanded their functionality.
  • Changed the Move Skill in Companion Combat, giving it better feedback and a more streamlined usage.


[h3]Bug Fixes :bug:[/h3]
  • Steam cloud saves are now working and can store up to 200mb of save files.
  • Tutorial windows no longer appear minimized under any circumstances.
  • Owned DLCs will now always show up properly under ‘Extras’ in Vagrus games in GOG and Epic Games Store libraries.
  • Event choices with an Achievement dependency now show the proper icon (chalice).
  • When using a controller, the Chart tutorial no longer scrolls the same way as the Chart is zoomed in and out.
  • Fixed a rare issue occurring on GOG and the Epic Games Store, causing players to be unable to select the Knowledge Ambition upon vagrus creation when owning the Vorax Free-LC.
  • You can no longer turn back in the initial parts of Pilgrims of the Wasteland when using a controller.
  • Fixed an issue caused by owning more than 10.000 Bross upon loading a game.
  • Fixed an issue that caused the game to freeze in Companion Combat when Suppressing Shot would trigger an Evade.


Stay tuned and conquer the wasteland!
- The Lost Pilgrims Team
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If you like Vagrus, please consider sharing our pages and posts with your friends through your favorite social media channel(s). It is much appreciated!

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

‘Old Acquaintances’ DLC Release Date and Trailer

[previewyoutube][/previewyoutube]

[h3]Hey everyone,[/h3]

The time is finally nigh: we have a release date for Old Acquaintances and a fresh release trailer to boot!

The DLC will drop on the 12th of June, 2024, and those of you who have already played the ‘Pilgrims of the Wasteland’ scenario will surely recall the identities of the two returning companions. For those who do not, the man by the campfire is Javek, a remarkable telepath and sorcerer with unique abilities, while the bony hand that pushes through the black sands of Arenas Negras belongs to Sedarias, a Knight of the Black Sun and defender of the Empire.

How these two companions with strikingly different backgrounds will return, what paths will they take, and what hardships will they face? All of these answers await you in the DLC, along with new enemies, abilities, quests, and locations. Additionally, players will be able to employ new hirelings through the Freelancers’ Guild. For a full breakdown check out our refeshed store page.

https://store.steampowered.com/app/2672530/Vagrus__The_Riven_Realms_Old_Acquaintances/

With that, we must leave you now, for the wasteland beckons; stay safe, stay vigilant, and conquer the wasteland!

– The Lost Pilgrims Team

A New Build is OUT - Patch 1.166 - Codename: Dissonant

[h3]Hey everyone,[/h3]

This time, we come to you with a nice package of changes to the game. The first order of business:

The Prologue (Demo)

This scenario offers players a fixed timeframe within which they can play Vagrus without purchasing the game. Since its release in May of 2023, we’ve been eyeballing it for quite some time, and have finally overhauled it with many of the quality of life improvements the main game has seen. See our Steam post here for more information.


And now, onto the patch for the open-world campaign:

Patch Notes 1.166

As part of an ongoing effort to address any concerns players may have, improve the game across the board, and offer hotfixes to any issues that have cropped up, we’re releasing another build today. Scroll down to the patch notes section to see exactly what smaller issues we have fixed and read on if you wish to know about some of the more significant gameplay changes.

Dissonance Mode Changes

As part of the lead-up to our coming Old Acquaintances DLC, some members of the team have been taking on board the feedback regarding certain aspects of the game’s difficulty, and thus, we have decided – along with a slew of other things – to revamp Vagrus’s Dissonance Mode. Most importantly, once we release this update, players will be able to switch their Wasteland Mode savegame into Dissonance mode at any time. After the switch, if they then save the game, two copies will be available in the Main Menu: one will contain the old Wasteland save and a fresh, new Dissonance mode savegame. Players only need to click the new icon (circled below) and they will be taken to a transition screen where they can confirm the change.


We’re also working on adding several additional elements to Dissonance Mode, but before we get into that, let’s talk a little bit about the goals of the game mode.

It is no secret that Vagrus - The Riven Realms simulates a difficulty more often found in old-school RPGs, which is why we knew at release we’d have to implement a mode that would be a little more forgiving. That mode was and still is Dissonance Mode. While Wasteland Mode simulates dynamics closest to what we feel is the reality of the Riven Realms, its alternative is set up to give players various advantages and make things slightly easier. It is, by no means, an “easy mode”. Dissonance Mode confers the following benefits to players:

  • The vagrus receives a hidden advantage in Tests and other percentage rolls
  • Companions heal at a faster rate while resting
  • Reduced enemy Accuracy in Companion Combat
  • Respeccing Companions can be done an unlimited amount of times
  • Trading is, as a whole, slightly more profitable
  • Supplies are cheaper
  • Hunting or Foraging have higher yields
  • There are greater breaks between random Crew Combat encounters
  • The player has more favorable odds in Crew Combat encounters that occur randomly
  • Penalties for missing crew are less harsh
  • In general, the game is more forgiving to players from the start of a playthrough and for a longer time


Those benefits are already in play, but the trouble was that players could only begin a new campaign in Dissonance Mode. Consequently, if a player was struggling to survive there was no way out; they simply had to start a new campaign. With the mode now accessible during a playthrough, those players will be able to curb some losses and effects through Dissonance Mode. It is important to note that once a savegame in Dissonance Mode is made, there is no going back in that game; this would cause too many issues and exploits. The player can, however, return to their old Wasteland Mode save. We are also considering offering some further optional benefits when the switch happens to somewhat set off the previous hardship, some of which are immediate. These are subject to change but currently include:

  • Stat boosts for comitati (Nutrition, Vigor, Morale, and Obedience)
  • Upfront coin to help propel a vagrus’s operations
  • A workforce boost to help the comitatus along (especially so if the comitatus is already dangerously low)


After this has been implemented, all players will need to do is select any savegame already in Wasteland Mode and load it into Dissonance Mode. Doing so will give a number of warnings (most notably that it is a one-way change), but after you click through, both immediate bonuses and long-term benefits will be accrued moving forward.

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.

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[h2]Patch 1.166 - Codename: Dissonant [/h2]

[h3]New Features :gift:[/h3]
  • The ability to switch Wasteland Mode savegames to Dissonance Mode is now available.
  • Introduced a tooltip mode for controllers, albeit it is incomplete as of now.


[h3]Bug Fixes :bug:[/h3]
  • From now on, players will always gain the Insight reward for every tenth Codex entry (the fix was for an edge case related to saving and loading a game when the Insight was awarded).
  • The Outpost’s overseer is now more aware of what is going on at the Outpost and won’t nag the player upon leaving the Outpost to fix things that were not broken in the first place.
  • All Custodia type enemies are now visible again.
  • Fixed a number of bugs connected to the Outpost, most importantly one that stole money from the Outpost (yikes).
  • The Goods and pieces of Equipment whose effects on the Outpost were removed will no longer be visible in text-based Outpost interactions.
  • Fixed some edge cases that caused players to be unable to continue their savegames from the Demo in the main game.
  • Improved some Glossary entries to be more helpful and more informative.
  • Fixed a number of typos and textual errors in Events.


Stay tuned and conquer the wasteland!
- The Lost Pilgrims Team
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If you like Vagrus, please consider sharing our pages and posts with your friends through your favorite social media channel(s). It is much appreciated!

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

A New Build is OUT - Patch 1.165 - Codename: Shore Up

[h3]Hey everyone,[/h3]

We haven’t released a new build since way back in February, so we have got a slew of changes to discuss. While the changes are wide-ranging and significant, we’ve broken down each batch into easily digestible sections, the first of which is the Outpost and its coming update. For those of you looking for an abridged breakdown of what we’ve been working on you may simply scroll down to the patch notes.



[h3]Refurbishing and Redesigning the Outpost[/h3]

The Outpost feature has been on our minds for a long time but with all the other pressing matters it kept getting pushed down our priority list. In the end, however, we were able to dedicate a week to making improvements, focusing on adding clarity and showing more information to players. Please note that while these changes are final for the time being, we welcome feedback and will patch accordingly.
To better understand all of the Outpost’s issues, we asked our players on the various forums and on our Discord server to provide feedback. This has been extremely useful, as it has flagged multiple areas where the design was already covered but the game did not communicate it sufficiently. One good example is the consumption of Supplies at the Outpost. Due to its location in an extremely desolate environment, Scouts had little to no chance to hunt and provide for the crew there, which was never intended to work like that. As a result, players believed they needed to keep hauling Supplies to the Outpost themselves. For many, this turned its Upkeep into a chore, as they would never be able to journey far from the Outpost’s proximity. This, however, was a matter of miscommunication. The reality was that the crew automatically bought any missing Supplies to run the place from nearby comitati in the background and the UI failed to communicate that fact.
Realizing that we had to remedy that created an opportunity: one that allowed us to include an option for players to choose where their Outpost gets their Supplies from. There are now multiple options (from cheapest to most expensive):
  • From nearby settlements (requires to have Beasts at the Outpost)
  • From passing comitati for a higher price
  • From Factions based nearby, which is even more expensive but will in turn help raise your Reputation with them


We have also added a new element called Work Shifts. Work Shifts allow players to set an amount of hours per day that their workforce will toil at the Outpost. Generally speaking, longer hours increase production but take a heavier toll on the crew’s Vigor, Morale, and Obedience. They also increase the potential for accidents or mishaps at the site, essentially offering the player another risk versus reward scenario for their operation. For this reason, we advise that you only set higher Work Shifts when the comitatus returns frequently to the Outpost and can take various measures to ameliorate problems if needed.



UI improvements have been made across the board; these focus on getting more accurate and better information across through the UI. Equipment that affects the Outpost is now highlighted in the Equipment section under the Warehouse tab and the length each such Equipment covers the needs of the Outpost for is also displayed. Green is used for anything beyond a year, yellow for half a year, and red for anything below. Equipment lost due to getting broken, eroded, or expired (in the case of animals) is indicated on a pop-up screen to the returning vagrus so they can bring replacements on their next arrival.



Players were instrumental in helping us decide on several further changes, and to that end, we’d like to offer our thanks. Though far from an exhaustive list, these changes include the following:
  • Scouts now decrease the chance of the Outpost getting attacked
  • The number of Equipment that affects the Outpost in some way has tripled
  • We went through all the UI panels to add missing tooltips and/or extend them with further information

While additional changes may still be on the cards, we are satisfied with the areas we’ve covered thus far, and we believe that all mechanics are now communicated in a much clearer fashion. As always, we encourage feedback and discussion regarding the new Outpost on both our forums and Discord server.

[h3]General Quality of Life and Design Improvements[/h3]

As we close in on the release of our Old Acquaintances DLC, the portions of the team that are not busy drawing or writing have been hard at work on a plethora of miscellaneous QoL improvements, the fruits of which have now been made public.

[h3]Mercenary Tasks[/h3]

We’ve always endeavored to make some sweeping changes to how Mercenary Tasks work, and happily, we’ve now had the time to implement them. These tasks have always had time limits, yet now, they function far more logically. This is to say that after you complete an elimination or defending task, you may return to the faction that gave it to you at any time after you do so, while in the past the time limit was still active, even after you had completed but haven’t turned it in.

Additionally, we have made significant changes to the corresponding UI for the Tasks, which will now be presented much like quests, displaying all appropriate information in an orderly fashion.



[h3]Companion Loyalty Details[/h3]

You asked for it and we’ve implemented it: more detailed information regarding Companion Loyalty changes. We have achieved this by providing an additional option in the main menu, which will allow players to choose between “Basic” (the same change log messages that were shown in the past), “Indicative” (additional information that will let you understand the gravity of the Loyalty changes), and “Off”, which won’t show anything at all regarding Loyalty. The last might just be the best choice if you’re looking for a fully immersive experience!



[h3]Tests in Events[/h3]

Tests in Events now indicate (via icons and tooltips) whose Perks are taken into account in the given Test: the whole comitatus’s, only those of the Companions previously selected to accompany the vagrus, or only the vagrus’s.



[h3]General Design Improvements[/h3]
Here’s a selection of design changes that we’ve also included in the update:
  • Negative Resistance values now raise damage from the specific type as it was originally intended (for example, a -50% Cold Resistance raises a Cold type damage of 2 to 3). The way Resistances work against Effects remains unchanged (ie. they provide a chance to entirely negate Effects when the Resistance roll is successful).
  • Damage from Critical Strikes in Companion Combat is now always calculated from the upper half of the used Skill’s damage value (for example, if the damage of the Skill is 3-6, then Critical Strikes from it are always calculated as if a 5 or a 6 were rolled). This makes Critical Strikes deadlier for both foes and Companions.
  • Critical Strikes in Companion Combat are now always Armor-Piercing, which also raises their usefulness but also makes it possible to down very armored enemies even without the right abilities (albeit still being very, very difficult).


[h3]General QoL Improvements[/h3]
Lastly, we have also made a number of smaller improvements to make life easier for players:
  • We have reworked tooltips and general UI elements to provide more detailed information in a more understandable way
  • We concluded another round of performance improvements all across the board (related to both CPU and GPU usage)


And that, ladies and gentlemen, is it – at least for now. We’re sure to have further improvements on the way, though for the time being we are primarily focused on our upcoming DLC. More news is coming on that front soon, so stay tuned. In the meantime, you can check out the aforementioned patch notes below.



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.

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[h2]Patch 1.165 - Codename: Shore Up [/h2]

[h3] New/Updated Features :shiny:[/h3]
  • Outpost rework: most of the UI (buttons, structure, tooltips, and more), mechanics, and balancing received a major rehaul.
  • More pieces of Equipment have an Outpost-related effect now.
  • Savegame files made in the free Demo can be loaded up automatically in the full game from now on.
  • Negative Resistance values now raise damage from the specific type as it was originally intended (for example, a -50% Cold Resistance raises a Cold type damage of 2 to 3). The way Resistances work against Effects remains unchanged (ie. they provide a chance to entirely negate Effects when the Resistance roll is successful).
  • Damage from Critical Strikes in Companion Combat are now always calculated from the upper half of the used Skill’s damage value (for example, if the damage of the Skill is 3-6, then Critical Strikes from it are always calculated as if a 5 or a 6 were rolled).
  • Critical Strikes in Companion Combat are now always Armor Piercing.
  • Penalties for successive Evade and Block attempts in the same Round have been doubled (for example, the second attempt in the Round incurred a -5% penalty and now it incurs a -10% penalty).
  • Timers on Mercenary Tasks now stop when it makes sense narratively (and so timed task bonuses are granted based on this moment in time, not the moment of the turn-in). Once the timer stops, players have more freedom to turn in these Tasks. For example, the timer on Defense Tasks stops when the vagrus successfully defeated the foe during the defense battle.
  • Added a new setting to Options: Companion Loyalty Details. You can now use it to set the nature and depth of information the game log and Events provide on the Loyalty changes of Companions: Off: No feedback is provided. Basic (Default): Only the fact of the change is provided and its direction. Indicative: The measure of change is also provided (for example: Greatly disapproves, Slightly approves).
  • The highest Loyalty tier for Companions was renamed from ‘Amicable’ to ‘Loyal’.
  • Companion Upkeep (daily) is raised by 5 Changers for Companions assigned to a Deputy role and this is reflected on their character sheet and the tooltip of Companion Upkeep.
  • Further tweaked and enhanced the controller experience.


[h3]Updated Content :gift:[/h3]
  • Some Perks that Harvek was supposed to have but were actually missing were added back in. Players who have him in their comitatus receive a complete reset on him and regain the Insight to be able to respec him.
  • Gor’Goro received new, easier gift options in his Banter. Additionally, his personal questline’s first segment awards a lot more Loyalty now.
  • The Prowess (2) requirement to trigger Renkailon’s personal questline now has an alternative of a Renown requirement.
  • Entering Avernum’s Ossuary is now possible even with the Disdain of Ahskul property (allowing the completion of Nedir’s questline in a playthrough where you aim for certain achievements).
  • Eylani now loses Loyalty when you decide to fight against beasts in Kabur’s arena.
  • New entries on Companion Loyalty and the Outpost were added to the Glossary.
  • We have added a hidden, alternative way to get a certain quest item for Vrak the Haunted’s quest whereby you can circumvent having to interact with the Ahskulites in Deven (allowing the completion of Vrak’s quest in a playthrough where you aim for certain achievements).
  • Removed much of the Coal from Scrapheap in ‘Pilgrims of the Wasteland’ to avoid players accidentally buying it out and going broke during the early tutorial.


[h3]User Interface Improvements :pencil:[/h3]
  • The display of chances in Crew Combat (Critical Success, Success, Failure, Critical Failure percentages) now shows the actual percentages (this was only a display issue).
  • Reworked the “Faction Reward Filter” button on the Settlement UI to be more logical, displaying the active filter’s status.
  • Long savegame names will now be broken into more lines and they show in full on the loading screen.
  • The (glitchy) highlighter on selected choices in Events was changed to a more subtle underline.
  • The new “Enervated” Skill effect now has a proper icon and tooltip explaining it on the Character Sheet.
  • The ‘minimize’ button on tutorial popups was moved to the top right corner.
  • From now on, you can only change font size while the Event UI, Journal, and Codex are closed to prevent locks, and other issues.
  • All Mercenary Tasks now display objectives in the quest-style (using status-sensitive bullet points).
  • The Mercenary Task UI in the Journal was significantly improved and now presents more information more consistently.
  • The requirements of using certain Advanced Tactics in Crew Combat that were nebulous before are now much more informative (including why you cannot use one when you do not meet said requirements).
  • Added and improved various new Crew Combat tooltips to provide better information on mechanics.
  • The bug that caused the Outpost’s Consumption to be erroneously displayed was fixed.
  • The Font Size slider in Options became more informative (providing a percentage as well as demonstrating actual font size below the option, not in a janky tooltip).
  • Equipment tooltips no longer display the price you originally bought it for (it was obsolete and confusing).
  • Localized steps and choices in Events are now marked differently if they were merely machine-translated or were translated by a person.
  • Vitality and Power Regeneration are now correctly displayed on Companions’ character sheets.
  • Tests in Events now indicate (via icons and tooltips) whose Perks are taken into account: the whole comitatus’s, only those of the Companions previously selected to accompany the vagrus, or only the vagrus’s.



[h3]Bug Fixes :bug:[/h3]
  • Fixed missing or glitchy dependency icons in Events.
  • You can no longer win the main campaign by retiring to your own upgraded Outpost while not having the Wealth Ambition (this was possible by choosing a combination of options during the Outpost upgrade process).
  • The Ahari and Chimera Legion Faction tabs now always display valid (including unlocked) Faction presence locations.
  • Cadmador does not show its faction locations any longer, as was originally intended.
  • Passengers headed to the Sunken Tower will no longer show up until a path to said location has been unlocked by the player through quests.
  • Removing a Deputy that provides an Equipment slot for the /comitatus/ now refreshes the slots immediately, preventing players from keeping Equipment in a closed slot.
  • When owning no Beasts of Burden, swapping to a different Beast Type no longer modifies Movement Points.
  • The font size of the Glossary will now reflect the one set in Options.
  • Great Lamps are no longer sold in core game territories when you do not own Sunfire and Moonshadow.
  • Tweaked Companion Combat AI significantly, especially regarding the avoidance of performance drops and the use of Overwatch-type Skills.
  • Performance improvements all across the board (regarding both CPU and GPU usage).
  • The Spell Penetration Perk now provides the -15% Resistance it advertises.
  • Fixed several bugs related to Mercenary Tasks (mostly related to Escort Tasks with interim targets).
  • Fixed various glitches, typos, and performance issues in the Glossary.
  • Dragging Market listings and dropping them earlier than your own cargo space will not purchase them now but cancel the interaction as it was supposed to.
  • Fixed an issue that caused parts of some localized (machine translated) tutorial windows to be off-screen.
  • Your Scouts can no longer find perilous calerus Events (that would slay an unprotected comitatus) when you have protective Equipment equipped.
  • In Crew Combat, you no longer need an active character to Stand Down once the enemy is retreating (as opposed to Pursue where you need someone to pursue the foe).



[h2]Coming Up Next[/h2]
  • The option to change between Wasteland and Dissonance modes during a playthrough
  • New DLC: Old Acquaintances



Stay tuned and conquer the wasteland!
- The Lost Pilgrims Team
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If you like Vagrus, please consider sharing our pages and posts with your friends through your favorite social media channel(s). It is much appreciated!

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

Hail, Praetor!

[h3]Hey everyone,[/h3]

Great news, everyone: today we at Lost Pilgrims are excited to announce the release of a new Praetor Edition of the game coinciding with Steam’s Spring Sale. Similar to the Centurion Edition, the Praetor Edition will feature the updated soundtrack, which we wrote about at length here, the Patronage Pack, and here’s the kicker: the Season Pass, too. The Season Pass is a package that includes our major expansion, Sunfire and Moonshadow, and two upcoming DLCs we plan to release: a Companion DLC and a Region DLC. Picking up this is a great way to support the ongoing development of Vagrus and nab some of our upcoming content at a slight discount to boot.



Perhaps the best thing about the Praetor Edition – aside from the glorious art, mind – is its simplicity. We’ve set it up so that buyers will always receive the package discount on the products they don’t already own; this way, no matter how many Vagrus products you own, you only ever get the ones you don’t. This discount is cumulative with any ongoing sales that are taking place on various platforms, like Steam’s Spring Sale. And yes, we are taking part in that sale, so if you’re looking to get the best bang for your buck, keep your eyes peeled for us.

But wait, there’s more! We’d be remiss if we didn’t mention our plans to expand the Patronage Pack to include more goodies for those who wish to support the team in such a generous way. Another way to show support is via our Patreon page, where you can unlock wallpapers, early access to articles, and more for a monthly contribution.

https://store.steampowered.com/bundle/37029/vagrus__the_riven_realms_praetor_edition/?utm_source=steam&utm_medium=organic&utm_campaign=post&utm_content=art

The Praetor Edition is a great way to complete your set of Vagrus products. It’s the game’s Collector’s Edition, except without all the wasteful spending and tedium other such editions force you to endure. Perhaps most interestingly, when our next two DLCs are released, any Praetor Edition owner will have immediate access to every conceivable extra to boot. What will those DLCs contain? What locales or adventures will they explore or delve into? Well, we’ll keep that close to the chest for now. Development continues apace as we strive to bring you more of the wasteland, so until that time, do as you always do: stay tuned, stay vigilant, and conquer the wasteland!

- The Lost Pilgrims Team
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If you like Vagrus, please consider sharing our pages and posts with your friends through your favorite social media channel(s). It is much appreciated!

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