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Vagrus - The Riven Realms News

Crowdfunding Campaign Update - Five milestones funded - Crew Combat on the way

What a Great Start!


Just in a few days after launching the public phase of  our campaign we have passed five milestones already.

Thank you so much to all our Backers and supporters on social media! This would not have been possible without you!

So, let's take count of where we are and what comes next.



Achieved Milestones


Last week was all about launching the public campaign but we also made some preparations to enable the development of Milestone 1-3, and now we can add Milestone 4 and 5 to the list, too.





Milestone 1 - Journal improvements | On Track


We've already had fairly detailed plans, including mock-ups, for the Journal updates so we could start implementing those right away. So far the development seems to be progressing well. Beside adding the new features, we also need to break then reconnect some of the pieces. The reason for that is that in the new structure we're changing how and where we store certain data elements. Good examples would be Rumors and Passengers, both finding their new home in our data tables while before Rumors were recorded in our text editor and passengers were added directly in the code. We will also need to make some tutorial changes as multiple user interfaces are affected by this update.



Milestone 2 - New Combat Backgrounds & Deployment UI | On Track


This update includes two improvements:

1) We decided that the combat backgrounds needed some rework. Partly to make them visually more pleasing but also to harmonize their perspective (horizon, angles, etc.). We are also adding new combat backgrounds, some will come as extra into the stand-alone story *Pilgrims of the Wasteland*, while others you will only encounter in the main campaign. Producing art assets of course takes longer so we started to work on them soon after entering BackStage Pass. The good news is that not only are they ready but our artist working on them had time to create a brand new digital painting for Avernum, too. We felt we needed to do justice to that great city.



2) The redesign of our Companion Combat deployment user interface - which we prioritized so high based on the feedback of our players, and our experiences during a recent GameShow we attended; a good percentage of players found it unclear which companions were deploy-able vs. fixed already on the battlefield. With this change, though, we are also making preparations for future options, like indicating companions that must or must not be deployed, or the minimum / maximum number of companions to be involved in the given combat, and so on. We will start implementing this part soon after finishing the first Journal update, so while that is being tested we could add this.



Milestone 3 -Extended Narration | Pending


We reached out to the voice actor who recorded all the lines for Agos the Wanderer in the past but have not heard back from him for over ten business days. It may not mean anything but we need to keep an eye on this. Based on his account updates - or rather the lack thereof - something may have prevented him from practicing his voice over service lately. Our preference and stance on the matter at this point is definitely to wait and keep trying to reach him but eventually we may need to consider recasting for Agos if we were not able to have him record the remainder of the narration for him. We will keep you posted on the subject but even until then feel free to let us know your views on whether to wait. Alternative voice actor recommendations are also welcome, just in case.



Milestone 4 - Scouting Alpha | On Track (Queued Up)


Have you felt during your Alpha build play-through how nice it would be to have some information about what you can expect on the nodes around you before committing to a direction with your *comitatus*? If yes, you will definitely like this feature. Scouting ahead will not only bring you intel about the events that may occur in a given location but also the likelihood of crew combat encounters ([Milestone 6](https://www.fig.co/campaigns/vagrus-the-riven-realms/milestones/14)). Of course, like everything in the game, this will come at a price: you will need to spend movement point (possibly Resourcefulness) and risk your scouts each time you send them out, making you weight the pros and cons of recon missions. Working on the coding and testing of this Scouting feature will come after the completion of Milestone 1, running parallel with the implementation of Milestone 2.





Milestone 5 - Trade Pricing System | On Track (Queued Up)


Trade Pricing System is a typical underdog feature: deploying it will involve no new shiny interface, it will just runs in the background, minding its own *business* (pun intended). Yet, it will have vital importance ensuring that hauling cargo between settlements would make sense financially. Well, if you take into account supply routes, actual demands and can deduct what some rumors might entail as to the prices of certain goods in given regions. The development of this feature will only come after on Milestone 4 so it for now just quietly stands in the queue waiting for its turn.





Milestone 6 - Crew Combat Alpha | Coming Up Next!


The next big thing. Having fighters and outriders in your crew might have given it away already that they would play an important role during your journeys across the wastelands of the continent. The feature that builds on them is crew combat. The design of this feature is in quite an early stage - we are in the process of prototyping our ideas. The main objective is very clear, though: we would like to give the option to players to get through random encounters using this feature instead of the slower companion combat. Players in most cases could pick between those two allowing them to build on their strengths. Of course, there will be many engagements where it is predefined which combat type - or even both - takes place.



Support *Vagrus *by Spreading the Word


Hope you are just as enthusiastic about our progress and upcoming milestone as we are. If so, help us pushing the campaign further with spreading the word about Vagrus. Start by sharing this post on your favorite social media channel. Post(s) with the highest Like/Upvote/etc. might earn the sharer some perks on our Discord server. ;)

Devlog #18 | Rumors (Game Design Post)


Another crucial game mechanic that is being added to Vagrus as we are writing this is a system of Rumors. Rumors are short entries in your Journal that are meant to guide players to content and unlock locations on their Chart in order to help them plan journeys and find places. We have come to the conclusion during playtesting that not only do we need to differentiate these Rumor entries from your Objectives in the Journal but we also need to separate them entirely and move them to a different pane. As evident from this, Rumors have undergone quite a lot of change since their original conception.

Acquiring Rumors


Rumors can be found in Events sometimes or can be bought in settlements (in mansios, specifically) from a semi-randomly generated list. You will be able to discern from the list what each Rumor can grant you but not the specifics. We are still tweaking the way they generate but a certain randomness is going to play into it, so expect to rarely see the same set of Rumors in different playthroughs.

Types of Rumors


There are several types of Rumors we are planning to add:

Unlocks a Chart Item
This type of Rumor unlocks a settlement or point of interest location on your Chart. Apart from running into such places by wandering around, this is the only way to discover map locations.

Provides Information on a Storyline
This kind of Rumor points the player in the direction of a potential storyline or quest and gives hints on how to initiate it. Though the text is short, players may have to consult the Chart or explore a bit to find the exact place.

Provides Information on a Settlement
Information on a settlement's trade opportunities (what goods sell there for a good price), unique inhabitants, or important characters (such as the rare blacksmith or a powerful mage). Some of these might end up being generated to match the ebb and flow of markets around the Empire.

Gives Information on Encounters
These Rumors inform players about the dangers of a certain region or even provide hints on creatures and their habits that dwell there.

There might be other types added later but these four we would certainly like to appear in the game eventually.

Archive


In order to avoid keeping track of a huge amount of already obsolete Rumors, players will have the option to 'retire' a Rumor, that is, to move it into a searchable archive section of the Rumors list. This will be necessary to do from time to time for transparency's sake.

We feel that Rumors will play an important role in how players manage their goals and objectives, as well as in the way they explore the unknown and perilous reaches of the Riven Realms, so we will most definitely keep expanding on the concept as development goes along.

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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 | Game Jolt page | Itch.io page | IndieDB Website | Youtube | Twitter | Facebook 
Instagram | Patreon | Discord

Vagrus finally gets lootboxes!

Dear fans!

Following emergent trends and constant feedback we finally decided to go with the times and redesign Vagrus into a fast-paced, card-collecting, rogue-like battle royale game with a lot of crafting and loot boxes.
Coming to all mobile platforms!

Now you guys really can't say we do not listen. :)

Fig | Game Jolt page | Itch.io page | IndieDB Website | Youtube | Twitter | Facebook 
Instagram | Patreon | Discord

Vagrus - The Riven Realms | Teaser 2

https://www.youtube.com/watch?v=cnWLduhE01k

We are very proud and excited to finally release the second Teaser for Vagrus!

This one is focusing more on delivering a gist of the game's feel and atmosphere than showing off gameplay elements systematically like the first teaser did. Also, it will be used - in part or in whole - in our upcoming​ Fig.co crowdfunding campaign​. 

We can't really express how much work went into this - not only into the video itself but also into every single game system and art asset that is shown (or heard) in it. A very special thanks to everyone involved in its creation and also to you guys who continue to follow us through this journey.

Watch, share, and tell us what you think!

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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). It is much appreciated!

Fig | Game Jolt page | Itch.io page | IndieDB Website | Youtube | Twitter | Facebook 
Instagram | Patreon | Discord

Vagrus coming to Fig.co in April 2019!

https://youtu.be/YR5-v1XAjN4

We are proud to announce that Vagrus is coming to Fig in April 2019!

Our campaign is going to follow Fig's new Open Access model which shakes up the rather stale indie game crowdfunding scene by combining an open-ended campaign structure with offering supporters early involvement in development. Sounds like Early Access? Yes, it does have similarities but there are major differences:
  • Firstly, and this is important: games typically enter Early Access close to a Beta development readiness stage, as opposed to Open Access which - as the name suggest - opens up the game for players much earlier in the process. The upside is that upon pledging, people can see the actual game (in its current form at the time) and see it improving month by month. That gives value in the sense that many times crowdfunding campaigns insinuate a development being already well on the way while in fact many of their images and gifs are only created with after effects, unlike in an Open Access campaign where you can get your hands on the product right away.
  • Traditional Early Access offers the game only with a variety of frills to treat yourselves with (like having your name added to the Credits, getting the Digital Art book, designing your own enemy character). In our Fig campaign we aim to offer many options to get personally involved in creating Vagrus.
  • There are no goals to speak of either during an Early Access period; you buy the game and that's it. In Fig's Open Access campaign though, pledges are accumulated and contribute to cover development milestones, like adding a new feature, content, or recording additional voice over. There will be smaller and bigger chunks of work that we add as milestones, showing everyone what we are going to work on and how much that will take.

The campaign will start with a so-called Backstage Pass (BSP) period where only people who signed up (and agreed to keep it confidential) see the campaign page. That serves to 'test the waters' and make improvements to the page, as well as to start the public part of the campaign from an elevated position. In Backstage Pass, we will also be offering special tiers (similar to 'Early bird' tiers in traditional Kickstarters). Should you or your friends be interested to see those offers, you can sign up for BSP on Fig at any time.

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 | Game Jolt page | Itch.io page | IndieDB Website | Youtube | Twitter | Facebook 
Instagram | Patreon | Discord