Vagrus - The Riven Realms - Lares Hill
New Milestones Revealed on Fig

We have just announced some new features and enhancements that are coming down the line. There are smaller and bigger ones, all leading up to the major release that will be the Open World campaign of Vagrus. Every new build we create is immediately shared with our Backers over at Fig, so it's definitely worth checking out our milestone tracker below.



Laurels All Around

In our endeavour to get Vagrus into the sights of as many cRPG lovers as we can, we applied for featured spots in a number of nearby game shows - successfully!



Not only did we get invited to present Vagrus the game itself but our art design and developer pitch has been rewarded as well making it into the official selection of said shows (see above). That reminds us to bring to your attention the upcoming opportunities to meet us in person:
  • Game Dev Days 2019 in Graz (Austria) on September 6 - 8 GDD 2019
  • The Strasbourg Fantastic Film Festival in Strasbourg (France) on September 20-22 FEFFS
  • AdventureX 2019 at The British Library in London (United Kingdom) on November 2-3 AdvX2019

Needless to say, we are extremely proud and grateful to everyone who helped us get here. So again, thanks for your support, know that it means a lot to us and to the project!

The Lost Pilgrims Team
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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!

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Vagrus - The Riven Realms - Lost Pilgrims


We are extremely proud to announce working alongside Chameleon Comix and Ian Livingstone on a City of Thieves graphic novel. Ian has been our hero ever since our little group of friend gathered around one of his books in elementary school. It has been without a shadow of a doubt a key moment in our lives to turn towards table-top roleplaying games, and eventually start our indiegame development studio, Lost Pilgrims.  Having this opportunity to work with him is a dream come true and it's even better since we are joining forces with one of those friends huddling around said book. Gyula has been a long time member of our RPG group, played countless hours on our own world, The Riven Realms too, and he now leads this awesome project with his comic books publishing house.  Interested in hearing more? Be sure to follow Chameleon Comix and Lost Pilgrims, and meet us at our stand next to Ian's at Fighting Fantasy Fest 3 at the end of August.

This is a small project compared to Vagrus but it still feels great that such esteemed author like Ian Livingstone thought us worthy to carry on and support his Fighting Fantasy Universe this way.
Vagrus - The Riven Realms - Lares Hill


Ever since we came up with the idea of Vagrus, a game where you manage a comitatus, we knew we needed to develop an elaborate, dynamic trade system that would serve as one of the major features of the game and would also aid in fleshing out a living world.

Basic Premises

While trading was always to be one of the main sources of income for the player, we also wanted to avoid creating a pure trading simulator game. It's not that those are not fun for the right people - stories about Gabor dominating the Auction House on our server in World of Warcraft for a period of time still surface in conversations among friends - but because our strengths lie elsewhere. Our unique setting, The Riven Realms, and telling stories with memorable characters was the first and foremost motivation to create Vagrus, so it was also much more likely to excel in that rather than in a simulation - which we knew relatively little of.

For the same reason, our goal was to come up with a game design for trading that supported story-telling and wasn't gonna overshadow it. Hence, trading in Vagrus is just profitable enough to keep you going, to cover the upkeep and consumption of your crew but not much else, making the player look for additional opportunities in the form of Events, carrying passengers and news, or taking on contracts or tasks (a feature we plan to add later on).

Many players highlighted how deep yet consistent the lore and general workings of The Riven Realms felt to them. With a setting so strongly established and transmittable, the challenge of game design is how to integrate other more 'gamey' features into it without breaking immersion too much. With trading, the idea was to create the feel of a natural flow of goods from where they produce them to where others consume those.

The Design

After several prototypes, which either were too complex or too shallow, the one we have been working on implementing into Vagrus during the last few weeks involves quite a number of variants.

Source and Demand

For each settlement, from cities to encampments, we mapped out which goods are created there and whether that was enough for that place. Do they produce a surplus or need a bit more from other sources, or perhaps are completely dependent on the merchants of the realm to bring certain goods to them, or they do not trade at all; we came up with a scale with ten stages describing all kinds of scenarios.

Goods on the Road

If something is not mined, crafted, or produced locally, then it's imported from the closest place where they have a surplus. Of course, no one in their right mind would risk their money - and especially their lives - to carry cargo for the sake of doing good. They do it in hopes of profit, which directly correlates to how distant a location they need to transport those wares from. Towards the right direction that is. In some games, it's enough to carry goods and it's value increases based on how long you have been holding on to them. Not in Vagrus. Players can only make a profit by following the natural commercial flow, from sources of goods to where they are are less available. Carrying cargo between two main sources will result in a net loss if one considers the cost of labor and upkeep.

The Size of Settlements

Of course, commerce is different in a big city than in a small encampment next to a quarry. It impacts the range of goods available on the market, their quantity up for sale, and their prices as well. Cities are generally a bit cheaper since more comitati pass through them, keeping the vital flow of goods running.

Conditions

The Riven Realms is a living, breathing world with a grim reality beating down on its inhabitants. Famine, epidemic, oppression, and rebellions are all too known phenomena. Such events affect the market in many ways. A source location suffering from a plague would have less available workforce, leading to the drop of production and ultimately to the rise of prices. Famine in an area means the drop in the number of paying customers and so merchants often drop their prices to be able to make any trade at all.

Time is of the Essence

For the flow of goods to appear even more realistic, we record conditions in time and their effect ripples through the region(s) like a whiplash. The farther the distance between two locations where essential trade occurs (a source and a buyer) the later in time the players will see the prices going up. It may well be that a slave revolt has already been dealt with by the time the price of pottery increases in a place importing that.

The future

Gaining advanced knowledge about an epidemic that stopped, which enables one to sell all their hoarded cargo before the prices on the market drop, can be worth a fortune. Gathering rumors like that would be no small feat but extremely profitable if acted upon.

With the current implementation of our trade system we are not yet adding the generation of rumors about the change in conditions but it is certainly something we would love to add to the game sometime in the future, so you might see it as a future milestone in our Fig.co campaign.

Let us know what you think about the design and how our development progresses, and of course, thank you very much for your continued support!

The Lost Pilgrims Team

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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
Vagrus - The Riven Realms - Lares Hill


As we are getting closer and closer to releasing the first playable build of the main campaign of Vagrus, it is perhaps a good time to talk a bit about the differences between the open world campaign and 'Pilgrims of the Wasteland'. The focus of this is going to be narrative design and stories but there are going to be implications on gameplay as well.

Encounters of a Random Kind

One of the most noticeable differences between the standalone story and open world (thought the second part of Pilgrims has this to some extent) is the frequency and importance of random encounters. These Events appear while you are traversing the Riven Realms. The longer it is you haven't come across an Event or encounter, the more likely it is that something will come up.

Part of the encounter Events are unique to each location (regions or sub-regions) while others are more generic and thus can appear in a wide variety of locations. The intent was to give interesting (and dangerous) things to do while en-route to some place and of course, to keep players from becoming careless while 'just traveling'. 

There's a Right Place for Everything

Another significant part of Events in the open world part are fixed in location. You can find them by the use of Scouting (or by happening upon them on their node) and interact with them by using the Explore button. 

A much more elaborate form of these fixed Events are settlement and point of interest Events. We like to call these persistent Events, though many will disappear upon completing them due to narrative reasons.

Have Anything for Sale?

The aforementioned settlement Events are also mostly persistent; many of these you can repeat again and again, as these represent facilities, shops, tasks you can take, or activities you can do in cities or villages. The selection of these Events gives character and utility to settlements; it also makes players travel between them a lot when certain functions are only accessible (or are only profitable) in certain places.

A Tale for the Ages

The meat and potatoes of content when it comes to Events are of course quests and storylines you can take part of. These are typically started in settlements, though some are accessed through random Events, too. Such storylines come in all sizes and varieties. A certain part of these will be dedicated to Companions' personal questlines. These don't only give backstories to your heroes but are also tied into their progress: Prowess levels 3, 6, and 9 are unlocked by reaching certain points of their questlines.

The impact of quests and stories on the world and the player vary as well but many influence one or the other. Tone also plays into this: Vagrus is low key for the most part but sometimes the player does have an influence on things, for example, in deciding which Trading House wins a rivalry to dominate a settlement. Or if a camp of outlaws get to thrive or be ousted by the Empire.

Challenge Accepted

As you can guess, writing and testing all this complexity is quite a task: the challenge to judge and balance the size and difficulty of Events grows exponentially as more and more content is created. Another tough part is to find the sweet spot of the frequency of random Events, as well as their distribution spatially and even in a timeline (would a story activate only in certain season or at a given point of time?).  We have our work cut out for us but the intent is to create a living and changing world that feels dangerous but certainly one you'd want to explore.

We are eager to share the Open world prototype with our Alpha Backers to get feedback about all this and to see what you think of the branching, layered narrative. There are still many things to complete beforehand but we are progressing well, so you can probably expect an announcement about it in the next few months.

The Lost Pilgrims Team
 

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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
Vagrus - The Riven Realms - Lost Pilgrims

At long last, Scouting is making its way into Vagrus. It is a vital feature in navigating and surviving the many wastelands of the continent of Xeryn. 

What is Scouting for?
Scouting has two main uses. First, it can give you an indication of what to expect when moving onto specific neighboring nodes on the campaign map. Though these are given in percentages (what are the chances of a fight, and event, or that nothing happens) it still gives a rough idea of risks so that players can make informed choices. Second, Scouting can indicate if there is something fixed on a specific node (either a fixed Event or a Task objective for a faction). This is immensely helpful when looking for something out there in the wilderness with only vague directions to go on.

How do you use Scouting?
You can use Scouting when standing on a node. When you do so, you will have the option to select which neighboring nodes you wish to send scouts to - more than one route costs Resourcefulness for each additional node scouted. Naturally, you'll need scouts to even initiate this action. Scouting costs Movement Points: you have to pay equal to the highest route MP cost. The chance of success for each scouted node depends on how many scouts you send that particular direction and a Scout Master deputy provides further bonuses.

What are the risks of Scouting?
Apart from spending the Movement Points (and potentially Resourcefulness), your scouts have a chance not to return (having fallen prey to one of the many dangers of the wasteland) when you roll a critical failure. This makes spamming Scouting a bad idea, even with a Scoutmaster whose presence reduces the chances of a negative outcome.

Success vs Critical Success
A successfully scouted route provides percentage chances of an Event, combat encounter, or nothing happening. A critical success provides exactly what is going to happen (Event, encounter, nothing) and in case of an event or an encounter, it gives a relative idea of what to expect (obstacles, boon, chance for combat, the challenge rating of a fight, etc).

Scout Master
One of the deputy roles, the Scout Master is extremely useful when it comes to Scouting (as expected). When this role is assigned, it provides flat bonuses to critical success, and reduces the chance of a critical failure. Additionally, you can send scouts to a second node without paying Resourcefulness.

We are very excited to be able to now test Scouting and see how it impacts exploration in the open-world part of the game. We are even more excited to be able to include it in the game builds soon and see how players react.

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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!

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Vagrus - The Riven Realms - Lost Pilgrims


Have you played the previous Open Access build of Vagrus? Or are you considering just now to dip your feet into the deep lore of the Riven Realms for the first time? 
Visit our crowdfunding campaign and you can jump right in with some pretty neat improvements (via Discord).

The Story Behind the Patch

Truth be told, we got trigger happy. We went further and deeper with some of the changes than we originally planned to, thinking that preparing the system for future features and enhancement will make our job easier later on and it would not impact our delivery timelines much. The first part we still stand by but the second... we were, well, a bit naive. We pulled ourselves into complexities we did not consider, game design decisions we thought to make only later on, not to mention testing and retesting every little thing. Especially the Journal part, which has already been an integral part of the game, proved troublesome to revamp. With all the changes, the hardest part was making the save files compatible backwards. We knew we would break the system - on purpose - we just did not expect to break it this much - not on purpose. Well, that and the untimely sickness grabbing our coder lead resulted in quite a bit of delay. We learnt from it though: gotta keep biting smaller chunks so we could keep up the pace of updates we would like to give you folks.

With the first two milestones delivered in this patch, we are going to start working on Scouting next. Mock-ups are ready; we've given it quite some thought, so we are fairly confident to deliver it in the indicated timeline.

Flash news
We have been invited to showcase Vagrus at Dreamhack Summer between June 15-17, so if you are coming too, don't forget to drop by our booth and say hello.

But back to the present. Here's the list of changes. Let's call it:

Patch Notes 0.3.7
Behind the Scenes 🚧
  • Revamped the complete Journal engine to prepare the module for new features
  • Relocated Passengers and Rumors between databases to allow expanding their use in the future
  • Companion combat deployment logic upgraded to have more control over deployment restrictions (aka: so the Narrative designers could make things even harder for you 💀)
New Features / Content
  • Delivering News 📜: from now on you can carry news between settlements, and trade with them at the Mansio
  • Eight combat backgrounds refreshed 🎨
  • New location art for Avernum 👀
User Interface Changes
  • Divided the Journal 📖 tabs into Objectives, Qualities, Rumors, News, and Tasks (which is currently limited to Passengers) [includes a new UI art asset]
  • Combat deployment ⚔️ icons added to indicate who can/can not/must be deployed, is locked to a position and/or wounded
  • New/Improved Tool-tips and Tutorials for the above features
Bug Fixes
  • Companion healing camp event now only displays wounded companions
  • A number of event tweaks


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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 | Game Jolt  | Itchio  | IndieDB
Website | Youtube | Twitter | Facebook 
Instagram | Patreon | Discord
Vagrus - The Riven Realms - Lost Pilgrims

The soundtrack of Vagrus is of key importance in conveying the powerful atmosphere of the setting. Be it foreboding or hauntingly beautiful, the score by George Olah captures the essence of the ravaged world of the Riven Realms perfectly. Even more importantly, the majority of fans and influencers have told us that one of the most important parts of the Vagrus experience for them was the music.

Ever since we started working with George, we usually had him pour over the specific environment artwork and game world descriptions for each theme and together we listened to fantasy music that evokes the feeling we were looking for in that environment. With our tabletop RPG background, we were aiming for ambient, atmospheric music that goes well with each region of the game. Yet it was important for the environment tracks to be non-intrusive not to detract from the reading parts.

You can now get a taste of the main theme of the game above and listen to some other themes over at our SoundCloud page.


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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 | Game Jolt  | Itchio  | IndieDB
Website | Youtube | Twitter | Facebook 
Instagram | Patreon | Discord
Vagrus - The Riven Realms - Lost Pilgrims

Throughout your journeys as a vagrus, you will come across many people who want to get from one place to another on the broken continent of Xeryn. This might seem trivial but travel over the accursed wastelands of the Empire a perilous venture which makes most people try to avoid it whenever they can.

Those who that do undertake journeys often pay comitati such as yours to take them where they want to be. In-game, this provides an optional source of revenue to help you keep afloat but one that requires you to plan your path ahead considering several factors, including where your passengers wish to go and how long you have to deliver them there.

Passengers are available at mansios (and are randomized) or sometimes in events (where they are specific). You do not only have to feed them on the way but also have to protect them as attacking monster or outlaws can easily slay them. Mind you, some of them can even give you a hand in defending your comitatus (more on that later).

You can see the statistics of passengers related to crew on the Crew Pane, while other information can be observed in your Journal (redesigned to include a Passengers Page).

We feel this system adds another layer to planning and risks during travels in Vagrus, one which also has the potential to tell tiny stories of people who risk a lot by venturing forth with you.

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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 | Game Jolt  | Itchio  | IndieDB
Website | Youtube | Twitter | Facebook 
Instagram | Patreon | Discord
Vagrus - The Riven Realms - Lost Pilgrims
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]{LINK REMOVED}. 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. ;)
Vagrus - The Riven Realms - Lost Pilgrims

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!

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