1. Vagrus - The Riven Realms
  2. News

Vagrus - The Riven Realms News

Colony Ship released into Early Access

Our friends at Iron Tower Studio have just released Colony Ship on Early Access. You can play the first chapter of the game and explore the first three locations.

Colony Ship is an isometric, turn-based RPG inspired by Heinlein’s Orphans of the Sky. Your character's world is a “generation ship”, a massive spacecraft on a centuries-long voyage to colonize a distant planet. The Ship's original government has been disbanded following a violent mutiny and you must negotiate a treacherous path among your fellow passengers and the contentious factions striving to dominate the Ship. Your choices alone will determine who your friends and enemies are.



Turn-based combat with action points and different attack types with different pros and cons. Gather a party of adventurers or explore the Ship alone.



Turn-based stealth: action points, noise and alert meters, and takedowns.



Dialogues with various checks: stats, skills, reputation, items, deeds, etc.

[hr][/hr]
You start the game in the Pit, a container town sitting in one of the Ship's cargo holds. From there you can travel to two nearby 'locations': the Armory and Hydroponics. These and other locations will change and evolve throughout the game.



The Pit. The Free City. Ever since you were a kid, this has been your home: a sprawling heap of vacant cargo containers slowly getting filled up with those who couldn't afford to stay in the Habitat or needed to get away from its bosses and factions. Out here, folks have lived free and died fast, with those who survive earning their keep by either "diving" into the wreckage of Mission Control and bringing back valuable relics of the past, or figuring out a way to make money off the fools who do the diving.



Your destination lies ahead – a triply reinforced door flanked by twin auto-cannons drawing on a seemingly inexhaustible power supply. No one made it past during the Mutiny, and no one's made it past since. Like the proverbial flaming sword outside of Eden, it sits as a guardian, a symbol of ancient strength, and a promise of marvels beyond.



The Hydroponic Division was originally conceived to adapt Terran plants to the anticipated environment of Proxima Centauri. Extensive gene-editing was employed to develop resistance to alien fungi and pests, and accelerated adaptation hacked into the plants' genetic code.

Like many other critical systems, Hydroponics was abandoned during the Mutiny. The carefully cultivated flora and fauna was left on its own in harsh environs designed to propagate rapid and brutal evolutionary cycles. When men returned to reclaim Hydroponics, they discovered an environment as wild and hostile as any Earth jungle.

[hr][/hr]
Party members with personal quests, development arcs (reflected in changing portraits), agendas, and beliefs. The first chapter gives you 3 party members out of 10:



... and introduces a party member who might join you later:



[hr][/hr]

Wishlist and follow Colony Ship for up-to-date information about its development milestones and get notified about its release when the time comes.

https://store.steampowered.com/app/648410/Colony_Ship_A_PostEarth_Role_Playing_Game/

A New Build is OUT - Patch 0.5.29. - Codename: Perky

[h3]Hey Folks, [/h3]
this next patch is a bit lean on content but that is because we are gearing up to the next one that has a huge new region with tons of adventures awaiting - and it is coming sooner than you think! That said, this current update contains a pile of new features and Quality of Life improvements that will hopefully make you happy - like a completely reworked Event UI, Test boosting that allows you to use Resourcefulness to improve chances in Events, additions to Chart markers that makes it easier to find things in the wasteland (but still keeps it a challenge most of the time), new Hirelings, combat Skill tweaks, and a lot more!



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 0.5.29 - Codename: Perky[/h2]

[h3]New Content :gift:[/h3]
  • 1 new Venari and 3 new Oquo Hirelings became available at their respective headquarters
  • New Deputy Perk options now available on most companions (most of these you have to unlock via Prowess progression)
  • New SFX for a few enemies

[h3]User interface improvements :pencil:[/h3]
  • Event UI revamp including buy-sell icons, hover effect, the whole choice box clickable, dependency icon improvements, and tooltip improvements,
  • Test chance boosting is now available (normal & advanced with the 'Enhance' Perk)
  • Revamped Mini-comitatus UI (campaign view top left) with more information
  • Revamped Node & Marker cards on the Chart
  • Chart markers are differentiated by colors and icons from now on
  • Added the use of preview markers: this allows you to check the destinations of Tasks before picking them up
  • Enemy banners added in Crew combat for flavor and categorization
  • 'Ready' sub-header added under Journal Tasks


[h3]New/Updated Features :shiny:[/h3]
  • 'Enhance' Perk and functionality enabled (allows you to raise Test chances further in Events).
  • 'Traverse' Perk and functionality enabled (allows you to convert MMP to MP every few days).
  • A shedload of balancing changes to Companion Skills.
  • Tasks no longer automatically grant the settlement destination on the chart. Instead, they spawn a marker similar to quest markers that can be used to locate the settlement.
  • Passengers also get a marker. Their destinations also is now clickable in the mansios (so you could preview the direction they are heading to).
  • Several tweaks to market prices aiming to make cheaper goods a bit more profitable while curbing the effortless riches on expensive goods (let us know how you find these).
  • Trade task commissions got a ~8% increase to make them more worthwhile


[h3]Bug fixes :bug:[/h3]
  • Faction offers no longer accumulate the available offer quantity infinitely (hopefully that puts an end to the 1k bross rounds)
  • Sand Wyrm burrow got an interim fix - a proper fix will come at a later time
  • A number of smaller bugs squashed
  • Can no longer poach Yrgs from Crew Combat
  • Crew Combat offerings no longer disappear when clicking 'Back'
  • Event occurrence tweaks regarding the frequency of wind and dream events
  • Another round of infinite insight exploits closed off


Known issues:
  • The initial Loading time might have gotten even higher as we had added the new nodes for the upcoming content patch (hidden from players for now)
'Is Vagrus properly balanced now?' - Nope. 'Was it a step in the right direction?' - We think so. Please let us know how you find it.

[h2]Coming up next[/h2]
Meanwhile, we keep working on two major patches simultaneously. On the content side, the Smolderbone region has been coming along nicely, while the development of our single largest outstanding feature, Mercenary Tasks, is progressing well, too. We are not sure at this time which one will be ready for release first. Let us know in the comment section which of them you are waiting for the most.

Stay tuned, stay alive, 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
------------------------------------------------------------------------------------------------------

Wanna see the full game released 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 #41 | Hirelings

[previewyoutube][/previewyoutube]
Hirelings

Hirelings are a new kind of ally we have recently added to the game. They are in effect companions but can only be hired for a limited time - and for a steep price. They have no story of their own because they are only meant to represent nameless mercenaries, rounding out the abilities of your companions or making up for something you are missing in your comitatus. You always hire these henchmen from certain Factions.



Types and Use

There are two kinds of hirelings: non-combatants and combatants. The latter can take part in Crew- and Companion Combat encounters, and are quite capable in both, armed with their own Skills and Combat Traits. Non-combatant hirelings do not fight but provide their versatile skills to anyone who can pay them. They will be added in a later content update.

There are stronger variations of each hireling available to those vagri who can pay more.



Abilities and Limitations

Hirelings can not be leveled up, their Prowess is fixed. However, they start at a higher level, which makes them much more powerful than most starting companions. Several hirelings have Deputy Perks, which can make them useful when you want to obtain a character with a specific role. Hirelings' combat skills complement those of your own companions, with most of the mercenaries adept at crowd control, tanking, or support Skills.



Where to Get Them

House Venari is the sole purveyor of hirelings at the moment but you do not have to be on friendly terms with them, only neutral, to be able to make use of this service. Higher standing with the Faction will give you a significant discount on hirelings. If you are interested in these specialized mercenaries, seek out the Venari villa in the city of Larnak in-game!

The Lost Pilgrims Team

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

Wanna see the full game released 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 #40 | Last Year Summary

Hey everyone,

2020 has been a challenging year for us at Lost Pilgrims as much as for anyone else but it also brought a number of things that we really appreciate.

One of these is a gingerbread Vagrus fan art. Yes, that's a thing! Besides the Krawag we also received orc marauders and three replicas of the pilgrim with the lamp from our logo. Those have not survived long enough to be part of the final photoshoot, though.


The First Open-World Region

But let's rewind for a bit - to the start of 2020, in fact. It was a year we entered with big hopes, albeit with a lot of uncertainty. In January, we were in a frantic push to share the first open-world region of the game with our Fig and Patreon Backers, finally revealing our true vision for the game. We were all very excited to hear what people thought about it.

On March 26, the time has come to taste the pudding as they say. It was yummy but the crust was a bit too hard: new players struggled with the strategic aspects of Vagrus. After a few weeks, we knew that the game was not ready for an Early Access release in May as we had originally planned. We needed to implement Trade tasks first, along with a number of improvements in other areas.

COVID Impact

Soon after publishing the open-world patch, our team opted to work from home-office. An interim measure, or so we thought at the time. It took some getting used to but eventually, we got the hang of it. The occasional scare that one of us got the virus was not helping our mental health, and we had a storm gathering on the financing side. The private investment round we planned for spring tanked as one by one our candidates pulled out due to the global pandemic. We had to pull our belt in a few notches while working hard to get ready for Early Access and start generating some income. In the end, we held a smaller round of investment the same week that we released the game into EA. It wasn't fun but it bridged the gap until our first revenue share payment.

Early Access on Steam

After some shuffling around due to the Steam Summer Festival and Summer Sale date changes, we set a course to release the game at the end of July. We knew we were developing a niche game with a lot of reading from the start, so we set our expectations accordingly. Compared to that estimate, our debut ended up being a huge success (while remained modest in the grand scheme of things, of course). Most importantly, it was enough to keep us going.

The amount of initial feedback quite frankly overwhelmed us. At a certain point, we were over two weeks behind with processing our bug reports and other forms of communications we received but gradually worked it down to an acceptable threshold.

From all that insight from players, we gleaned new truths on how we should prioritize the upcoming features and fixes. It quickly became apparent that crew combat needed some additional love first. The good news was that there were plenty of people enjoying the game even in its Alpha state, which gave us hope and strength to march forward.

A Growing Team and Game

We got to know Laci, who joined Lost Pilgrims as a programmer, back in February and kept in contact, with the turbulent times of COVID ever-delaying our target-date for joining forces. His commitment to safely hand over his previous project to his replacement was something we admired a lot and proved that we picked the right person to join our team.

We added new content and features one after the other. Most recently, the largest content drop to date opened up the Deven region with a lot of new things to do. Looking at Steam, one can find many players with 60-70 but some over 150 hours of playtime. It's hard to grasp for how long some folks might play Vagrus when all the content will be added and finalized.

At the end of summer, the team decided to make home-office permanent and we canceled our office rent. With the second wave of the pandemic hitting not very long after, it proved to be a wise decision.

Social Numbers

It's been a while since we shared our progress in numbers. The trends have been similar to previous years. Traditional social media platforms grew a little but not significantly while the number of our following on gaming portals has more than doubled - a clear sign that most people follow their gaming news where they play.

The good news is that since Vagrus's Early Access release on Steam and other platforms back in July 2020, the revenues coming from those places cover the cost of our small development team, which means we can safely continue working on the game, adding new features and content with each patch to the great satisfaction of our existing player-base who come back to play and see more of Vagrus.

Perhaps the most significant news of 2020 for our team was that from our Early Access revenues we could expand our crew and so Laci joined us later in the year. He has proven himself an excellent and fitting addition to our team and we have high hopes as to our reinforced ability to deliver a great game during the course of 2021.

We still have a lot to do, of course. First, to add all the regions we plan to include in the final release, then to build on that and develop mid- and end-game content that connects all the places like a web. On the game design and code sides, the biggest ticket will be implementing Mercenary tasks, a feature that is much more complex than the already existing Trading tasks. As it stands, Exploration tasks will likely be added in a post-release patch only but who knows. We have an incredibly long list of other improvements we plan to cover until the 1.0 version, ranging from visual enhancements through complete User Interface revamps to Quality of Life features requested by our players.

We very much look forward to this new year and we'll see what it brings.

Thank you all for everything and cheers,

The Lost Pilgrims Team

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

Wanna see the full game released 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

Luminous - Hotfix 0.5.27...0301M - Live

Hey Folks,

so we uh... broke a few things again. Early Access for the win! 😅

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 0,5.27..M - Codename: Luminous - Hotfix![/h2]

[h3]Bug Fixes :bug:[/h3]

  • Crashes connected to Ashlander and Sand Wyrm variation character resolved
  • Companion Combat Formations crash if the saved companion is no longer with the comitatus resolved
  • Formation exploit allowing the deployment of companions not picked during hero select removed
  • Formation exploit allowing more companions to be deployed than the max limit removed
  • Gear and Status effects now added even if the companion does not have the given perk [They still do not count toward Combat Trait requirements]
  • Companions showing as Wounded even on max health fixed (you need to camp one night for the code to recognize the actual health status)
  • Event scripts related to the Oquo questline in Larnak corrected
  • Larnak Hive quest line fixed
  • The rare bug where Nedir could not be fitted out with any Gear resolved
  • Nedir's Famulus is now always (re)summoned on full health
  • Larnak is now by default visible on the chart just like the other major cities


Known Issues
  • Formations are still not perfect. We will improve the logic and its tooltip in a future build.
  • We will explore options to reduce the initial loading time.
  • The visual presentation of Companion Combat skills with two phases is not final yet.


'Is Vagrus properly balanced now'? - Nope. 'Was it a step in the right direction?' - We think so. Please let us know how you find it.

Stay tuned, stay alive, 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
------------------------------------------------------------------------------------------------------

Wanna see the full game released 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