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Vagrus - The Riven Realms News

A New Build is OUT - Patch 1.21 - Codename: Pactum Diais

[h3]Hey everyone,[/h3]

While work on the upcoming DLC (or rather, expansion: At the Heart of Ruin) is ongoing, the team at Lost Pilgrims is also busy fixing bugs and adding performance improvements. This patch includes several of both, with some added love to controller support. We’ve also thoroughly optimized our asset handling, freeing up a whopping 1.5 Gigabytes of hard drive space.

Additionally, Vagrus is currently available at various discount ranges across multiple platforms – including our running discounts on Steam that Valve will feature for a day on Friday the 30th (#DailyDeal🎉) – so be sure to check out deals if you’re interested. Enjoy this latest version, and thank you for your continued support and feedback from all of us, Lost Pilgrims!



https://store.steampowered.com/app/909660

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 1.2100526V - Codename: Pactum Diais[/h2]

[h3]Performance Improvements[/h3]
  • Improved performance (especially in camp, Companion Combat, and Crew Combat) related to the background rework of tooltips.
  • Thoroughly optimized our asset handling, freeing up a whopping 1.5 Gigabytes of hard drive space


[h3]Improved and Updated Features :gift:[/h3]
  • Changed the display order of DLCs in the Extras menu to make it more intuitive.


[h3]Controller-related Fixes (including Steam Deck) :pencil:[/h3]
  • Fixed the issue of not being able to navigate between UI levels on the Perk UI, preventing players from checking their tooltips.
  • Crew Combat log scrolling now works as intended.
  • Crew Combat actions can now be opened to read the effects they provide.
  • Fixed a variety of small issues that caused softlocks, missing icons, and navigational anomalies in Events.


[h3]Bug Fixes :bug:[/h3]
  • Fixed the issue of misaligned MP costs on the campaign map. Additionally, the new way they are generated will cause a slight performance improvement on the campaign map.
  • The cursor no longer disappears from certain positions while typing Notes for yourself in the Journal.
  • Quick Camp now pays Crew every day, as intended.
  • Fixed an issue that caused the same “What’s New?” pop-up window to appear automatically after its first appearance.
  • Fixed some anomalies that concerned settings during Camping.
  • Fixed an issue in “Pilgrims of the Wasteland” that prevented Price History from updating with visited settlements’ price data.
  • Fixed a localization-related issue that caused Gor’Goro to be unassignable as Marauder Prime.
  • Fixed an issue that caused the normal, panning/swaying movement of the location background art assets to cease.
  • Fixed the alignment of Skill effect icons where they were a bit off.


[h3]Console-specific Fixes[/h3]
  • Fixed an issue on the Nintendo Switch that allowed the use of certain special characters in vagrus names, preventing the saving of the game.
  • Fixed an issue that caused the game to crash on the Nintendo Switch if the platform-allocated savegame space was filled up. Now the game warns you if that storage space is about to be filled, and once it does, saving the game can not be done until savegames are deleted to free up space.


As ever, more is coming, so 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

At the Heart of Ruin DLC News



[h3]Hey everyone,[/h3]

Here at Lost Pilgrims Studios we are currently working hard on our At the Heart of Ruin DLC – which is swiftly and undeniably becoming another expansion – and, from the way things are looking, it is likely to come out later this year. We cannot give you an exact date for the time being, but rest assured, we’ve spent a great amount of time iterating upon, adding to, and generally enriching it with quality content and new gameplay mechanics to boot. In many ways, the content that you can expect to see will be different from anything we’ve ever created, though you can bet it’ll have intriguing lore and memorable characters, some returning, but most of them new.


By now, it is no secret that the majority of At the Heart of Ruin will take place in the Molten Kingdom, a harsh and unforgiving land that covers areas of the highly volatile Mountains of Fire that are still somewhat traversable. Those vagri who brave it shall have to rely on their wits, tenacity, and resourcefulness more than ever before. What lies beyond the lost kingdom’s fiery bounds is something we have alluded to in the expansion’s trailer.
https://www.youtube.com/watch?v=TkUKrDakcGY
As for who the figure in the trailer is, and indeed what it is he’s planning, you’ll have to wait and see; whatever the case, know that At the Heart of Ruin’s central narrative arc will urge players to go into one of the most perilous and completely unexplored lands of the Riven Realms.


As part of our ongoing enrichment of the expansion, we have shared some of the paintings our incredible art team has been working on, as well as abominable and terror-inducing creature art, too. Among the highlights are the Charred Shamblers who stalk the scorched earth with unfathomable tenacity. Then there are the abominable horrors that plague parts of Tahrar Barak (see image on the top). As for locations, they do not get any less deadly: the Skittering Reach characterizes Varnurud’s northernmost territories, and you can easily guess what lurks there.

Underground, there are subterranean magma rivers where the earth’s ichor threatens to devour any who dare delve into the deep, and elsewhere, there are countless other perils that would leave all but the most stoic of comitati shattered and broken. Will your fate be thus?


Finally, for those of you who prefer Vagrus on console, following the game’s console release on PlayStation, Xbox, and Nintendo Switch, we have put together a news round up for your perusal.

And needless to say, there will be more and more as we draw closer to our newest expansion’s release. Stay vigilant and stay tuned: the wasteland is about to get a whole lot more dangerous and unpredictable!

– The Lost Pilgrims Team

A New Build is OUT - Patch 1.200



[h3]Hey everyone,[/h3]

We return to you with another round of updates, this time the focus being on performance improvements and save game files. Controllers received some love as well, fixing inconsistencies, updating UI, and squashing bugs that pertained to them specifically. We also reworked the Extras Menu due to requirements on certain other platforms, though admittedly, its functions are much better now, allowing you to listen to tracks of the OST there and check out other extra content you own.

Speaking of which…

Vagrus - the Riven Realms and all of its DLCs are now live on Xbox, Nintendo Switch, PS4, and PS5! It’s been a long, hard road getting the game into a ready state for consoles, offering the features necessary that allow it to play well on these platforms, but we got there, and we can’t wait for console players to sink their teeth into the experience. If you have friends who prefer to play on consoles, we’d very much appreciate it if you were to inform them of the game’s console release.

And now, onto the patch notes!

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 1.200 - Codename: New Horizons [/h2]

[h3]Performance[/h3]
  • All around performance improvements.
  • Additional improvements to the save/load game menu points (they could become choppy when you had a lot of savegame files).
  • Significantly improved the performance in long Companion Combat encounters.
  • Known Issue: the Camp UI can still become laggy; we are working on it!


[h3]Improved and Updated Features :gift:[/h3]
  • Save file sizes have been reduced (and more reductions are on the way).
  • Reworked the Extras Menu (from the Main Menu): you can now check DLCs and artwork, as well as play music directly from there (the latter two only if you own the appropriate DLC of course – Patronage Pack and OST, respectively).
  • Removed some useless settings from the game options (for example, the ability to turn off tooltips).
  • Removed the option of double clicking/tapping for map movement – it is now default for mouse & keyboard users and disabled for controller users.
  • Deleted the obsolete, very old logs from local files, freeing up some (tiny) hard drive space.


[h3]Controller-related Fixes :pencil:[/h3]
  • Reworked how Companion Combat is managed by controllers (resulting in much better and intuitive handling).
  • Added context-switching for controllers, allowing for quickly and effectively changing active tabs and windows.
  • Improved a number of tooltips and tutorials to adhere to terminology relevant to controllers.
  • A few missing controller-related icons were added to the Chart UI.
  • Fixed an issue that caused certain Task-related icons on the Chart to be unselectable with the controller.
  • Improved the drag&drop functionality on the Cargo UI.


[h3]Bug Fixes :bug:[/h3]
  • The version number discrepancy between the main menu and the game log has been resolved.
  • Fixed an issue that caused certain location background illustrations to appear blank.
  • Fixed an issue that caused a soft crash during the tutorial (on Morwen’s Character Sheet).
  • Fixed an issue that caused the Outpost to switch back to selling Salt even after it was given a “Keep” order.
  • Fixed an issue that caused Deputies to be unassigned or prevented them from being assigned in the first place in machine-localized games.
  • Missing text on many UI elements in the Chinese machine localization due to font loading issues have been fixed.
  • The “Esc” key now consistently navigates to the Main Menu where it is intended to do so.
  • Removed the occasional double tooltip from certain vagrus (leader) Perks.
  • Corrected various inconsistencies in Events and fixed some typos.


As ever, more is coming, so 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

Development Update and Console Releases Announcement

[h3]Hi everyone,
[/h3]

As most of you probably know, we are currently deep in the development of our upcoming DLC (or dare we say expansion) for Vagrus, titled At the Heart of Ruin. It’s coming along nicely, though it’ll take some time to finish all the cool stories and juicy quests. In the meantime, we keep teasing locations, enemies, and characters from it over on our socials, so keep a weather eye on the horizon. However, that’s not all we’ve been cooking up, and it’s time to finally reveal that very soon, Vagrus is coming to consoles!

When we released Vagrus in October 2021, we could not have imagined that so many would be enthralled by the world of the Riven Realms. Naturally, we have been busy trying to get the game to as many people as possible, but the sheer complexity of the game left us skeptical of the viability of a release on consoles. However, those days are long behind us, and so we are thrilled to announce that Vagrus will be coming to consoles on the 31st of March, 2025 – specifically, to Playstation, Nintendo Switch, and Xbox.
[previewyoutube][/previewyoutube]
None of this would be possible if it weren’t for the devotion and ample feedback of our players. That feedback, coupled with a strong desire to experience the game with a controller, was part of what drove our team to deliver on console releases, culminating in the builds or ports we shall share very soon.

Both previous free DLCs have been integrated into these releases, which means if you’re eager to sink your teeth into the game, it will also come with the Vorax DLC and the shifting dungeon known as the Sunken Tower included in Seekers of Knowledge. All other DLCs will be available for purchase, too, of course.

Vagrus is a complicated game. We know that, and thus, bringing together elements relating to UI and UX have been instrumental for the impending release. The testing process – both in-house and outside of the studio – has helped us craft a version of the game that we are proud to put on the market.

So, if you’re a returning player or a console aficionado who’s been waiting for more intricate, strategic, and lore-rich RPGs (with a lot of reading) to reach your favorite platform, we’ve got you covered. We’ve also created a new trailer to mark the release; it’s going to be an important one, and we hope you’ll spread the word. It’s important to note that getting the game into the hands of more players vastly raises the chance of a small indie studio such as Lost Pilgrims being able to deliver more content, more adventures, and more stories to all players.

As always, we wish you prosperity and good fortune out there exploring the Riven Realms, or indeed any realm. Stay safe, stay awesome, and conquer the wasteland!

– The Lost Pilgrims Team

Meet the Gamer: An Interview with Ben the Human



[h3]Hey Everyone,[/h3]

Our aim at Lost Pilgrims is not just to create memorable gaming experiences, but also to introduce you to people who contribute to building our cozy community. Therefore, we have interviewed Ben the Human, who has been streaming Vagrus for a while now and recently arrived at a major milestone by concluding a run with over 250 episodes. This seemed like the perfect opportunity to ask him about his gaming journey and his experience with Vagrus:

[h3]Lost Pilgrims: When did you start playing video games?[/h3]

Ben the Human: I've been playing video games since I can remember. As a kid, my family had a Super Nintendo, and playing Mario was one of my earliest gaming memories and I never stopped gaming!

[h3]LP: What games do you feel were formative for you as a gamer?[/h3]

BtH: The games I played the most when I was little were classics like The Legend of Zelda: Ocarina of Time on Nintendo 64 and Age of Empires II on PC. As I got older, I started getting into more challenging games like Dark Souls and XCOM. I even have a soft spot for racing games because Need for Speed Underground was the coolest when I was younger.

[h3]LP: What is it that you particularly like about streaming gameplay? What are the biggest challenges in streaming for you?[/h3]

BtH: I started streaming and recording gameplay as a hobby in late 2022/early 2023. People seemed to enjoy it, so I kept it up. It's been a big learning experience – everything from video and audio production to figuring out what kinds of games people like to watch. But I'm still learning and improving all the time!

[h3]LP: How did you find Vagrus and what caught your interest?[/h3]

BtH: Vagrus was a game I had my eye on for a while before playing it. I had read some great things about this in-depth trading RPG, so when I decided to start recording for YouTube, I thought, "Why not give it a try?" Now I have over 250 episodes recorded!



[h3]LP: What aspects of Vagrus do you like in particular?[/h3]

BtH: I was instantly hooked by the incredible world-building in Vagrus. It's this living, breathing world that you get immersed in, where your actions can have major consequences – or go completely unnoticed. The narrative is brilliantly done, and the challenging yet rewarding trading simulation gameplay is a lot of fun to figure out.

[h3]LP: What are your most memorable stories, quests, or questlines in the game?
[/h3]
BtH: My favorite quest overall has to be the one with the Sand Wyrms. I spent so long fighting those horrible creatures that I think I developed some trauma! But the quest builds to this epic, climactic finale that it's definitely earned its place as one of my favorites in the game.



[h3]LP: In a Companion Combat, which Companions do you tend to use? What is your “best team”?
[/h3]
BtH: I find myself really attached to certain characters in combat. Right now, my frontline is Eylani, Gor'Goro, and Skornar, with Nedir, Finndurarth, and Javek in the back. Before Javek, I was torn between Crifta and Garrick for the other backline spot.

[previewyoutube][/previewyoutube]

[h3]LP: Full mounted or all-in hunting & foraging?
[/h3]
BtH: I think my approach is a bit of a middle ground - I'm too attached to my beasts of burden to go fully mounted, but I also don't max out my scouts or foraging parties. I just kind of pick up supplies as I go and it seems to work out.

[h3]LP: What was your biggest challenge so far that you had to face in the game?
[/h3]
BtH: Nedir's questline was one of the toughest for me to complete. It might have been because it was relatively early in my game and my fighters weren't fully leveled yet, but that was the combat I had to restart the most.

[previewyoutube][/previewyoutube]

[h3]LP: Do you remember any moment that drew an outstanding or weird reaction from you and your audience?[/h3]

BtH: One of the coolest experiences was the first time I used the portals to the Bronze Desert. Popping out on the other side of the world in that vast desert was just an incredible feeling - a really unique moment in Vagrus.



Ben is taking a little break from streaming Vagrus for now, but cannot wait to get back into it and try our new DLC coming later this year. Don't forget to follow Ben on Twitch or Youtube for more amazing content!

With that, we’ll sign off for now. As for you, as always, stay awesome and conquer the wasteland!

– The Lost Pilgrims Team