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Vagrus - The Riven Realms News

Project Update - December 2019

Hey All,

it's been a long time since we posted a project update, and we have a number of important news to share so here we go!


[h3]Lost Pilgrims is 2 Years Old[/h3]
It is hard to believe that we founded the studio two years ago - who would have thought that time was going to fly so quickly. We have achieved many things and learned a LOT about game development. We lived through highs and lows alike, but the most important thing is that we persevered. Just to give you an idea, here are a few highlights:
  • Founded Lost Pilgrims in 2017 December
  • Hired Szonja in March 2018
  • Published the demo of Vagrus in December 2018
  • Show-cased Vagrus for the first time in Dubrovnik in April 2019
  • Since then we attended: DreamHack Summer (Sweden), PlayIT (Hungary), GameDevDaysGraz (Austria), and most recently AdventureX2019 (United Kingdom)
  • Kicked off our crowdfunding campaign at Fig in May 2019, and since then raised over $50,000
  • Our narrative designers have written close to 400 thousand words of story and lore
  • Our graphic designers created hundreds of amazing art assets
  • Nobo has written approximately 113 thousand lines of code
  • We released six patches for Vagrus, the content and improvements of which our Fig Backers and Patrons can enjoy via the Discord library

It sounds quite exhausting even just to think of all the work that was involved. Therefore, a HUGE THANK YOU is definitely due to the team. So, what comes next?

[h3]Open World Patch Scheduled for Q1 2020[/h3]
We worked really hard to get the first Open World region of the game ready by the end of 2019 but truth be told, we are not happy enough with the overall experience just yet. We did know that it would not be as tested and refined as the Pilgrims of the Wasteland story was (which is currently included in the available Alpha build) but wanted to reach a similar level of polish. Achieving that is going slower than expected, however. It is partly because even just this first region is over twice the size of Pilgrims - in terms of narrative and content -, and way more complex due to its open-world nature. Thus, reaching the same level of stability and gameplay experience has proven to be a task that needs more time and effort.

We want it to be a positive experience right away, so that even if players encounter bugs and incomplete features, the overall look and feel of the game would be very much to their liking. We want them to feel that the available content and gameplay holds so much potential that they just have to come back and play again, or better yet, tell their friends about it.

[h3]The Last Patch of 2019[/h3]
One of features we have spent more time with than we had originally planned is Crew combat. We always wanted to have something like that but its overall importance increased significantly when we decided to give it a more prominent role in gameplay. The key trigger for that was the insights we received from our Alpha players: that while they liked the Companion combat look and feel for key moments, for the recurring bandit and Jhakra attacks they felt it was taking to long, keeping them away from progressing the story. Thus, we decided that those random encounters will mostly occur in the form of Crew combat but players who like the thrill of Companion combat will be able to switch to that (more on this in a future post).

That change in direction brought with it the need to design a system that allows for a more rapid progression of combat encounters, but one that players can still enjoy visually and that still presenting a fair challenge. We iterated the design many times, and finally came to something that we are happy with. That increased complexity, though, took its toll on our hours, and it is still not yet finished. However, we do want to share where it stands now so we are planning to release this first version of the crew combat in our next Open Access Fig patch still this year. Hopefully, people will like it and share ideas how to improve it further.

[h3]A big shout-out to Nowhere Prophet[/h3]
Before we conclude this post here's a game we can wholeheartedly recommend you to try out. Nowhere Prophet is a roguelike deck-building game. It is set in a post-apocalyptic world inspired by indian culture and sci-fi literature. In this broken world you lead a desperate band of outcasts in their search for a safe, new home. With two new leaders added in it's recent patch it is definitely worth to check out.
[previewyoutube][/previewyoutube]

[h3]In Conclusion[/h3]
Hope you guys enjoyed this post with its mixed topics. As always, there are no words how much we appreciate your continued support. Happy Holidays to you, your families, and friends!

Gábor, Lost Pilgrim
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🎉 Our crowdfunding campaign is LIVE ▶️Get instant access to the Alpha build at Fig

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Wanna get the game as early as possible with even more content? 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

Project Update - AdventureX Show (UK)



We went to London to exhibit Vagrus at AdventureX 2019 on the first weekend of November and it's time to talk a bit about all the amazing things that happened there.

The two-day event was full of awesome speakers who gave talks about the aspects of narrative in video games, be it writing, design, methods of storytelling, or other intriguing subjects. Wish we had more time to attend these but the two of us very so busy talking to participants and showing off Vagrus that we could only watch a handful of speakers, taking turns. We did have a great time chatting with people though - the event was very cozy, intimate even: a lot of like- and open-minded people coming together for a common interest's sake.



Similarly, we had too little time to check out the projects of many fellow indie devs who were also exhibiting there but many mages looked fantastic even at a cursory glance. Although the majority of titles were pure adventure games, the sheer variety and inventiveness of the genre blew us away - no two games were too similar. Just like Vagrus is a hybrid of narrative adventure, RPG, and strategy, some games showcased at AdventureX were displaying platformer elements, while others were puzzle games at heart or cinematic adventures.

The upside was, of course, that there was always someone talking to us about the game and someone else playing at the same time. Many attendees ended up playing for over an hour, reading stories and learning game mechanics, which is not a typical sight at gameshows. A lot of people loved Vagrus, the kind words and exclusively positive feedback was really heartwarming. Many of those we spoke to would not believe that such a small team could develop something this ambitious in such a short time.



This, together with how smoothly the event was organized made AdventureX 2019 a fantastic gameshow experience. If you are interested in narrative-heavy games and have the chance to visit the next show, we highly recommend taking part. Given the chance, we would surely go again.

Geri, Lost Pilgrim

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🎉 Our crowdfunding campaign is LIVE ▶️Get instant access to the Alpha build at Fig

------------------------------------------------------------------------------------------------------

Wanna get the game as early as possible with even more content? 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

Devlog #29 | Enhanced and Extended Sound Effects (Game Design Post)



One of the great benefits of our successful crowdfunding campaign is being able to expand on parts of the game we felt we were unsatisfied with. One such area was Sound Effects, which was largely (but not exclusively) populated by placeholders up till recently.



We are now happy to announce that we have began to cooperate with Gábor Szabó, a sound designer (and a great guy!) who is creating amazing effects for our combat characters and will go on to recreate sounds for all other areas of the game. We are very happy to work with him even though he seems to be enjoying creating sound effects for horrid monsters and undead a little too much. :)

Some good examples can be sampled below:

Jhakra Alpha - Roar

Congregated - Flail

Yrg Warrior - Acid Spit


The Lost Pilgrims Team
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🎉 Our crowdfunding campaign is LIVE ▶️Get instant access to the Alpha build at Fig

------------------------------------------------------------------------------------------------------

Wanna get the game as early as possible with even more content? 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

Devlog #28 | Obedience and Unrest Mechanics (Game Design Post)


Obedience is a stat describing how disciplined (or disgruntled) the slaves owned by the comitatus are at a given time. It was implemented to give a rather fluid drawback to owning slaves: they might provide a free workforce but keeping men and women enslaved does have its risks even if it is 'part of the system'. You typically lose Obedience if you do not guard your slaves well enough (too few fighters to look after them), if you get or buy a lot of new slaves, if you do not feed them enough, if you arm them in Crew Combat, or keep choosing options in Events that endanger or embolden them.

With a high Obedience, your slaves over-perform and you can end up with some small surprise Events (with a positive outcome). This is in addition to the fact that you won't get a headache thinking about what can go wrong.

Low Obedience is where it all goes from bad to worse. Slaves start to steal, escape their bonds, or even commit more serious crimes. You can try to punish all the slaves in this case in the hopes of raising Obedience but it can backfire.

So how can you keep slaves in check? Well, a thoughtful vagrus might consider liberating slaves from time to time, which raises the Obedience of others to a great extent - if there is a chance of becoming free, they will work more diligently towards it. Nevertheless, it is a very expensive route to take, as slaves cost a lot of coin. Then there is the Deputy role of Slavemaster, who generates Obedience, making a critically low score very unlikely (and also can punish unruly slaves more reliably). Some equipment also has similar effects. Additionally, certain Events can positively affect Obedience and it behooves you to pay attention to those.

But if you could easily influence everything about Obedience inside your comitatus, it would be too easy, right? And this takes us to Unrest. Unrest is a region that belongs to regions in the game. In most cases, there is no Unrest but from time to time, dynamic changes can occur during the game that raises this stat: Abolitionists or other elements cause strife among the slave population, or your own actions can cause Unrest to change, and this can easily affect your own slaves. Thus, high Unrest lowers your Obedience - the longer time you spend in such regions, the more Obedience you'll lose.

All in all, we've been poised to implement a fairly complex system to make your journeys interesting and in-depth mechanics-wise, and we feel that Obedience-Unrest is a great part of that. We are very excited about how players will react to this when the Open-world campaign opens up later this year.

The Lost Pilgrims Team
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🎉 Our crowdfunding campaign is LIVE ▶️Get instant access to the Alpha build at Fig

------------------------------------------------------------------------------------------------------

Wanna get the game as early as possible with even more content? 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

Devlog #27 | Workforce Mechanics (Game Design Post)


Workforce is a fairly hidden stat that measures the complete work output of your comitatus. There are a lot of tasks to be done around a venture like yours in the game, and your workforce has to meet the requirements. These include feeding and tending to beasts and mounts, logistical tasks (such as loading or setting camp), cooking, and much more. This is represented by each type of crew member generating a certain amount of 'workforce need'.

To meet this requirement, your workers and slaves generate 'workforce' (with sometimes passengers potentially adding to the mix as well). Ideally, the workforce generated is enough to cover your needs but this can change fairly rapidly out in the wasteland. For one, low Morale and Obedience - a stat we will tell you more about next week - affect workforce and by losing crew you lose workforce directly.

When you fail to produce enough workforce, bad things start to happen:
  • Understaffed (lower workforce than the requirement) applies Movement Point penalties.
  • Severely understaffed (workforce below 50% of the requirement) applies severe Movement Point penalties.

Additionally, with the new Enduring Effects and the brand new property system we've developed to support them it is possible to assign temporary buffs and debuffs to this stat, too, which goes a long way to spice things up a little.

The Lost Pilgrims Team
------------------------------------------------------------------------------------------------------

🎉 Our crowdfunding campaign is LIVE ▶️Get instant access to the Alpha build at Fig

------------------------------------------------------------------------------------------------------

Wanna get the game as early as possible with even more content? 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