As you may know, terra supra, the northern part of Xeryn, is dotted with perilous and deadly places most people tend to avoid. Now, we are going to take a look at these, focusing on the ruined cities of yore. Embark with us upon a dread journey into the most dangerous ruins in the Riven Realms. Be warned, though, they are not for the faint of heart!
Arx Mortis
The Desert of Black Sands is a terrible place where no living thing can exist for more than a few hours due to its life-draining curse. At night, a strange bluish-white, sickly glow can be seen on the horizon: the dread mirage of Arx Mortis, the City of the Dead, and the source of all evil in the region. The place used to be Calderum, and it was the capital of the Sanvorati province. Known as the City of Light, Calderum was turned into its most horrible caricature by the Calamity. These days it is a dead city filled with eerie moaning and groans, cast in perpetual twilight, and beset by bone-chilling cold and a pale, warmthless light emanating from the faded rocks that are almost all that remain from its beautiful buildings and walls. The curse affected the surroundings of the city as well and thus the Desert of Black Sands was born, bereft of life and joy, and light forever.
Rhadamantis
Rhadamantis lies in the ancient valley of the River Lethe. It is known far and wide on the continent that touching the river’s waters will almost certainly erase one’s memory. Constant change storms rise from the valley and strike out north and west. Furthermore, the cursed ruins of the city itself are rumored to change people in even more despicable ways. Everything in the region is considered accursed, and it is said that people exiled from their tribe often wandered up the valley to meet their doom. Still, most travelers maintain that no sane person has any reason whatsoever to venture even close to Rhadamantis, so this region is largely abandoned. Unfathomable dangers lurk in these lands and the shattered city, the gray, broken ruins of which spread out on both sides of the Lethe for miles under strange skies. Is the doom that reached ancient Rhadamantis, oldest of cities, the same as the creeping blight that took over Agathon to the southeast?
Scorponar
The strange desert called the Plains of Bone used to be a place of rolling flats and gentle hills, but now it is a rocky desert region of gray and beige sands, as well as large piles of bones. In its heart, travelers can find the ruins of the once beautiful Madrigos, an Imperial city famous for its wealth, hospitality, and snow-white marble walls. Today it is a forsaken ruin that has become the capital of the Scortaur, a race of scorpion-men who hunt all other races mercilessly and uncompromisingly on and around the Plains of Bone. They call their city Scorponar, and very few can tell the tale of seeing its shattered buildings and crumbling walls. Those who did see it talk about bone scaffolding and fortifications – from ivory taken from the surrounding plains –, flayed bodies hanging from battlements, and banners crafted crudely from the skin of the Scortaurs’ victims. Scorponar is a place of horror and despair, with the old white stone of Madrigos peeking out from under the colorless sands like broken teeth or shattered bones. Much like a dreadful nest of poisonous wasps, Scorponar belches forth vermin when kicked, which has happened whenever someone decided to put an end to the Scortaur threat by attacking the ruins – and failed spectacularly every single time.
Vaelenesthil
Vaelenesthil is a great Elven ruin in the region of hills on the southern edge of the Bronze Desert. Before the Calamity, the place was a city-state of Elves that was loosely associated with the elder race’s realm of Dor Anthelas. Its inhabitants were famous for creating a magnificent garden in the otherwise arid regions of the northwest, although these Eldin (or ‘Green Elves’) were disinclined to contact and educate humans – though they were not hostile either. They traded with the Imperials and the Bandul locals but remained diplomatically detached from them.
The Calamity devastated the tranquil hills and great forests south of the city, turning them into cragged, arid rock desert and into the Dead Forest, respectively. Vaelenesthil's Elves did not survive the magical cataclysm and no account of their fate exists. Today, the city's ruins are half-buried under rocks and sand at the center of maze-like ravines and valleys that make them very difficult to approach. The few travelers who dare enter speak of cracked marble towers and domes, heralds of a faded beauty, but not much else. No gardens or riches remain, except perhaps deep below the ruins, though none have lived to tell the tale after delving below. There is talk of strange noises, voices, eerie lights – even odd scents during nights that make people avoid Vaelenesthil altogether. However, in truth, most ruins on the continent have such phenomena attributed to them.
Some whisper of the great ruins being haunted, fearing in equal measure the terrifying, azure apparitions that lurk in the night and at its tenebrous crannies and nooks. Such accounts are few and far between in the Fourth Age of Xeryn, though one such story does exist – a story we wrote of a comitatus that dared venture forth into its depths, facing down Yrg and the even more horrifying denizens that reside there.
If you fancy a read, you can find that story here. Sadly, as of yet the story remains unfinished, but we don’t want to give everything away now, do we?
Carravon, the Howling City
Carravhon, called the Howling City, is one of the most prominent ruins of the middle regions of Xeryn. It is of Elven origin, and it is said that the ancient magic of those fey people made the winds around its silver towers go mad. For that reason, no living soul has been able to enter Carravhon since its fall during the Calamity.
Carravhon was an independent Elven city-state on the edge of the Empire’s arboreal middle provinces. It seceded from Dor Anthelas - the Elven kingdom of the continent - many thousands of years ago when the Elven Queen Orowen aen Muír Dramwúa took her people over the continent and settled at the foot of the Sepis Mountains. There the Elves built a city of wonderful white marble and clear silver, and were foremost among those that taught the humans, thus aiding in their rise to dominance. Cultured and learned, Carravhon’s Elves were the masters of music. Orowen’s singing voice was said to be able to make people weep in joy, and her magic worked wonders through that voice. When the Calamity burned and destroyed everything, Carravhon was not spared either: the magnificent city shook and collapsed, its residents and music falling silent forever. Now situated at the far end of the Singing Winds, Carravhon is a haunted place.
The ruins look pristine from afar. The city was built of white marble with Elven decorations of silver and gold running in floral patterns along its slender towers and clean walls. Golden domes were rising above gardens and parks. Now only desiccated trees remain but the shining metal decoration and white marble can be seen even from afar, drawing many treasure hunters close who then fail to return. People speak in hushed tones of the voice of Queen Orowen being carried on the melodious winds of the desert but anyone going close to the ruins themselves tell tales of a horrid, deafening cacophony coming from there on the brutal gales and tornadoes.
Quite recently, the city has seen a lot of activity. A series of earthquakes and terrible, screaming winds burst out of the ruins northward, opening up the earth in giant, snake-like chasms. Ever since, the wind does not relent, burning the mind of anyone who ventures too close.
The Dread City of Agathon
Once a marvel of culture, creativity, art, tradition, and learning, Agathon stood as a symbol of prosperity long before the Calamity struck. Nestled in the ancestral lands of ancient Daromar southeast of the River Lethe, the great city fell into ruin in the wake of the Calamity’s decimation, and it is said that it has now been entirely consumed by a fleshy, membranous mass of interwoven organic matter, infused with an entropy that corrupts everything it touches. The dreadful corruption is said to have originated from the nearby source of River Lethe to the northwest, from whence it spread, enveloping and consuming everything in its path.
During the Restoration Period in the Fourth Age, legionnaires and settlers attempted to retake the city, only to perish against the tide of otherworldly corruption that the strange organic growth brought with it – a growth, which, according to some accounts, ails its victims with a sickness not dissimilar from the Taint or as is sometimes the case in the area, through Change Storms. For these reasons, the Imperials soon learned that survival in or near the confines of the Dread City was an impossibility, though their losses were already manifold. They named the accursed region the Plains of Agony and forsook their attempts for good. To this day, the reasons for the city’s surrounding corruption and deadly effects remain an enigma, for few dare to approach its dreadful, looming presence, and even fewer have returned to tell the tale in the thousand years that have passed since its thaumaturgical downfall.
As you can see, the Calamity has caused great damage to the once-great cities of the Empire but even worse - it cursed them so that they now cling onto a bleak, terrifying existence, waylaying travelers and corrupting whole regions around their sad remains. However, if you like reading about these kinds of things, we might return with another round of perilous ruins from the wasteland.
Until then, stay safe, stay sane, and conquer the wasteland!
-The Lost Pilgrims Team ------------------------------------------------------------------------------------------------------
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!
Today we are releasing a large patch with features that we’ve been talking about for some time, most of which are a reiteration from the post we released about a public Beta weeks ago. With that Beta now over, you can now scroll down to see all of the details regarding our implementation of full controller support, UI and text zooming, improved initial game loading times, and much, much more. Alongside these, we have also implemented a new pop-up window for players to see what’s new when they load up the game, and a DLC catalog, which lets you see what content you already own, as shown below.
Indie Cup Celebration 2023
As part of our recent participation in the 2023 Indie Cup and this patch’s release, we will be offering a 28% discount on Vagrus - The Riven Realms between the 22nd and 27th of February. So, if you have a friend who has been waiting to buy the game at a discount, now is the time!
Hand-held Porting, Screen Optimization, and Accessibility
We’re proud to finally release what our best and brightest pilgrims have been working on here at Lost Pilgrims Studio. The first major change is porting.
Included under porting is the optimization of Vagrus for all mobile devices, tablets, and, of course, the recently released Steam Deck. Naturally, the main goal of these projects has been to bring the game to a larger audience; an audience that can play on the move, which certainly suits turn-based games such as our own.
Another key aspect it has allowed us to address is accessibility. Players have, at times, expressed concerns about the font size in Vagrus, and with us focusing on porting, we have also been able to implement a zoom feature for the PC client. We are still in the process of fine-tuning and fully integrating the feature, but we are confident that in doing so we will improve user experiences across the board.
First, we optimized the formatting of the text to be legible on handheld devices. But is it possible to read all the wonderful prose that players have come to expect from the Riven Realms on a small screen, you ask? Absolutely! Just use the new double-tap to zoom in, as shown below.
We’ve also included another screenshot of a closer view – after the player has used the double-tap feature, of course! Check it out below.
Because we want to make sure that players’ user experience does not suffer even slightly while using a small screen, players will also be able to scroll or swipe to navigate the UI, as captured below with the Journal.
Here’s the subsequent result of the player swiping left…
Multi-platform Controller Support
We have now implemented full controller support for standard X-box controllers and Switch gamepad layouts. Although everything should work on most other controllers, assuring that is our future goal and the feature needs to be adequately tested before we can ensure flawless functionality. We have created a modern navigation system on the UI and for all functions from scratch, specifically for controllers. In other words, it isn’t simply the existing cursor-based system repurposed for controllers.
Direct buttons have been assigned for specific functions to make things easier.
Selecting and switching between UI elements during gameplay is also comfortable.
What about analog stick use? We’ve come up with a radial menu to best tackle that.
We have also implemented an easy drag & drop system to be used at various points of gameplay.
We have simplified Perk selection and trading functions in settlements, too.
After a long time in development, we are ecstatic to finally release these new features, and hope that they will improve player experiences across all platforms.
Now let's jump into the patch details:
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.
Patch notes v1.1.300221S - Codename: Magnificatus est Controls
Content Changes
Knowledge victory questline: Increased the drop rate for Pristine Crystals in the Crystal Archives.
Slightly better price for Spice in Larnak, should you bring some from Tectum Carvos when it becomes available.
New/Updated Features :shiny:
Controller Support! Now you can also use your controller to conquer the wasteland.
DLC status can be checked on the updated Extras screen.
A new pop-up window has been added so you can see what’s new in Vagrus.
Dissonance mode has become a little easier.
User Interface Improvements :pencil:
Revamped Bug reporting screen (and backend integration on our side).
A new, Full UI Zoom feature can be activated in the Video Settings. It makes the game’s texts easier to read and manage on smaller screens.
Tutorial windows have been resized and repositioned while UI zoom is active.
Players can zoom in on an active UI window using the UI Zone Zooming feature also found in the Video Settings. UI Zone Zooming has 3 modes: Pinch, Double Tap, and Direct Button.
A button has been added to check the location info of newly acquired Rumors.
We replaced the “Hold Space” text with a button which you can use to go to the next step of the tutorial. You can still hold space as before.
Bug Fixes :bug:
The game no longer freezes on the Throw-out pane after a Mount-up + Dismount Outrider combo
Fixed a bug where Movement Points were not refreshed on a new day after inventory overflow
A number of tooltips that were disappearing have been fixed
Predicted Authority can no longer exceed 6
Fixed a bug where Event texts were chopped off on resolutions higher than 1080p (Full HD)
Fixed a bug where the Heat Shielding Crystal was not working in some cases
Some UI inconsistencies in ‘Pilgrims of the Wasteland’ have been fixed
Reenabled shadow effect on Load Game/Save Game screens
Fixed a bug that caused certain Companion Combat preparation animation phases to be missing
Fixed a bug where the decals of DOT Skills were missing
The name field of the description in Companion Combat is now empty when there’s no character to show the description of
Fixed a bug where sometimes the combat background was black if Companion Combat was triggered in a settlement
Finndurarth’s missing Skill SFX has been added
Fixed a visual bug where the positions of the frames in the key bindings menu were off
Fixed the issues with the Autoscout feature’s chance to find Events and/or fights
Known Issues:
There are still some inconsistencies with UI zooming and the new tutorial windows
Sometimes escort/rescue Tasks do not work correctly
The character sheet pictures are sometimes not correct in Companion Combat
Sometimes Gear is shown to be still used by a Companion who has already left the comitatus
Coming Up Next
Controller support /Beta/ refinements
Obstacles in Companion Combat
Stay tuned and conquer the wasteland! - The Lost Pilgrims Team ------------------------------------------------------------------------------------------------------
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!
finally, we got to a point where we are able to share with you what we have been working on for the last few months, albeit on the newly created public Beta branch (join at your own risk!) to allow the bravest of our vagri to take what’s coming for a spin.
Here's how you can join:
So what’s new on that public beta branch? Basically, everything we have added for hand-held porting and controller support, as well as screen optimization and accessibility features. A more detailed rundown of these can be found in our previous devlog here.
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.
Patch 1.1.30.0126J - FIRST OF ITS KIND PUBLIC BETA
Content changes
Knowledge victory questline: Increased the drop rate for Pristine Crystals in the Crystal Archives
Slightly better price for Spice in Larnak, should you bring some from Tectum Carvos
New/Updated User Interface Features :shiny:
Revamped Bug reporting screen (and backend integration on our side)
A new, Full UI Zoom feature can be activated in the Video Settings. It makes the game’s content easier to read and manage on smaller screens.
Tutorial windows are resized and repositioned when the UI zoom is active.
Players can zoom into an active UI window using the UI Zone Zooming feature also found in the Video Settings. UI Zone Zooming has 3 modes: Pinch, Double Tap, and Direct Button.
A button has been added to check the location info of newly acquired Rumors.
Bug Fixes :bug:
The game no longer freezes on the Throw-out pane after a Mount-up + Dismount outrider combo
Fixed a bug where Movement Points were not refreshed on a new day after inventory overflow
A number of tooltips that were disappearing are now fixed
Predicted Authority can no longer go over 6
Fixed a bug where Event texts were chopped off on resolutions higher than 1080p (Full HD)
Fixed a bug where the Heat Shielding Crystal was not working in some cases
Some UI inconsistencies in ‘Pilgrims of the Wasteland’ were fixed
Reenabled shadow effect on Load Game/Save Game screens
Fixed a bug that caused certain Companion Combat preparation animation phases to be missing
Fixed a bug where the decals of DOT Skills were missing
The name field of the description in Companion Combat is now empty when there’s no character to show the description of
Fixed a bug where sometimes the combat background was black if Companion Combat was triggered in a settlement
Finndurarth’s missing Skill SFX was added
Known Issues:
There are still some inconsistencies with UI zooming and the new tutorial windows
Sometimes escort/rescue Tasks do not work correctly
The character sheet pictures are sometimes not correct in Companion Combat
Sometimes Gear is shown to be still used by a Companion who has already left the comitatus
Coming Up Next
Controller support /'beta'/ refinements (e.g.: campaign map movement)
Deal with the slaves option at the end of Crew Combat
Obstacles in Companion Combat
Stay tuned and conquer the wasteland! - The Lost Pilgrims Team ------------------------------------------------------------------------------------------------------
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!
We hope all of you had a great holiday season, feel recharged, and are looking forward to the New Year. After a much-needed break on our side, we are ready to start the year now, reinvigorated to bring Vagrus to more devices and deliver a new DLC this year.
On the development side, we have been working on implementing small screen and controller support to enable playing Vagrus on Steam Deck (and eventually, other handheld devices, too). We did expect that tackling these additions would be a daunting task, though truth be told, it has proven even more difficult than we had hoped. Nevertheless, we are nearing a point where our progress may be worth sharing on a public beta branch so more folks with Steam Decks and controllers could chime in. We are implementing a new version of the in-game reporting tool. Not just to make it easier on the eyes but to improve their classification and automate part of the process on our end, thereby helping us not to lose track of anything important. Stay tuned for these changes.
Important Notice - Price Changes Coming
We published a thread on our discussion forum back in November about this but we would like to draw everyone’s attention to the upcoming price changes again. Especially, as the currently running discount cycle (Jan 12-16, 2023) is the last sale during which Vagrus can be bought at its current price.
As you may have read in the news, Steam has updated (and is said to be doing so more frequently) its regional pricing tables to better reflect the turbulence of current exchange rates, and we are following suit. In some currencies, the game will actually become cheaper, while in others the price will remain the same or increase slightly.
Some background on this: in our view, regional pricing is a great thing, allowing players who live in regions where their purchasing power is much less to buy games via Steam at a reduced price. Steam's system requires developers to set a fixed price for those regions which, as the exchange rates move, becomes outdated. We can also see that countries with the lowest prices account for a disproportionate amount of copies sold, which indicates that despite Steam's region-lock efforts, these currencies are also being used for resales.
We understand that no one likes price increases. We live in a country with 50%+ inflation on food, so we get it. We also have to pay for said food, so sadly, we do not exactly have the luxury to ignore these changes. We want to stay afloat and keep enriching the world of Vagrus. We hope everyone can appreciate this.
Currencies with no price change: USD, CAD, AUD, NZD, RMB, JPY, IDR, PHP, VND, CLP, COP, ZAR, SAR, AED, and ILS.
Currencies with the price decreasing: MYR, SGD, THB, MXN, TWD, PEN, KWD, and CRC.
In any other currencies, the price will increase (including the CIS regional USD price).
Skittering in the darkness
Last but not least, a bit of a shameless teaser; something is brewing in our kitchens at Lost Pilgrims, and it’s not just coffee. We simply wish to present you with an image, of a land whose denizens and inhabitants have been exterminated, but not by the Calamity… What could have happened? You will be able to find out, in time.
Also, in our next lore update, you will be able to read about the most dangerous ruins of the continent.
With all that out of the way, stay tuned and conquer the wasteland! - The Lost Pilgrims Team ------------------------------------------------------------------------------------------------------
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!
Oh, it’s that time of the year: jingles and laughter. Not in the Riven Realms or at the Lost Pilgrims office, though. 😈 We close this year by preparing with new dangers, difficult decisions, and harsh consequences for our upcoming DLC. It’s gonna take quite a while still but we hope that it’ll be worth the wait.
Meanwhile, on the development side, we have been working on implementing small screen and controller support to enable playing Vagrus on Steam Deck (and eventually, other handheld devices, too). We expected tackling those to be a daunting task but truth be told, it has been going even slower than we had hoped so, despite our best efforts, we are not able to share it before the holidays. It would be just too risky to release it before it’s thoroughly tested by enough people.
And with that, we are closing the books on this year. We will also be taking a little time off to recharge our batteries. As for the greeting card above, we did hold a photoshoot in the office for it but we worked so much on Vagrus that our images turned into in-game characters in the end.
To anyone who doesn’t have Vagrus or its DLCs yet, we would like to wish you Happy Holidays with some pretty neat discounts, too.
Stay tuned and conquer the wasteland! - The Lost Pilgrims Team ------------------------------------------------------------------------------------------------------
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!
Our friends at MuHa Games (Thea I-II.) and Slitherine have just released their amazing game here on Steam.
Imagine yourself looking into an arcane mirror and finding the other side calling out to you, promising great power and knowledge. You step through…
Imagine you see before you a realm where all the mirrors connect, where the very essence of Magic resides. The twin worlds of Arcanus and Myrror, ripe for the taking…
Whatever power and status you might have had before, here you must start anew. You will need to re-learn your magic and prove your worth to your new subjects.
Imagine leading your new subjects to conquest, carving a mighty empire, one that can fuel your thirst for knowledge and power.
In time, you would meet other Wizards, each rising from equally humble beginnings, each striving for the same prize - the ultimate power promised by the whispers from the mirror.
They will be your rivals. You might ally with them, for a time… but war is inevitable. Crush their armies, conquer their cities, and take their spellbooks.
For, In the end, there can be only one Master of Magic…
Master of Magic is developed in partnership between Slitherine and our friends from MuHa Games. It is the reimagining of the timeless classic released in the 90s: the original Master of Magic can be considered a milestone in the fantasy strategy genre, inspiring a whole range of titles. The new Master of Magic stays faithful to the original, with an updated game experience and in-depth content.
Fight and conquer the two parallel dimensional planes of Arcanus and Myrror, forge alliances, expand your dominion or dominate the world, every spell counts on the way to rule the world.
Lead 14 fantastic armies of otherworldly creatures, from orcs to elves and draconians for a total of more than 200 unique types of units. Use powerful spells based on a complex system of 5 schools of magic and 18 customizable wizard traits.
Research over 200 spells, and use over 60 special abilities and 250 unique items, to become the Master of Magic.
As some of you may remember, roughly one and a half years ago we started the initiative known as #TurnBasedThursday. At the time, the goal was to bring together other game developers and allow them to show off their games on inclusive Twitter threads. At first, the threads were small, the engagement scarce, but these soon grew along with the developers involved with them. The developers integral to the efforts included the likes of Terra Randoma, Trese Brothers Games, Hugging Dragons (responsible for Wicked Lands), and, at the time Strateture.
After much hard work and collaboration, with a number of new devs joining the effort, we worked hard alongside these other creative indie devs, growing #TurnBasedThursday to such an extent that we felt it warranted its own event and sale on Steam. Thus, through petitioning Valve, Turn-based Fest was born. Now, we are thrilled to announce that the festival we and others worked hard to create is finally here – starting on the 8th of December and continuing through until the 12th. Naturally, it involves large discounts on a plethora of great titles, including Vagrus. You can find all the details on the Steam sale page or on the Turn-based Fest website.
More than 300 titles participate, including RPGs, sims, grand strategy, deck builders, roguelikes, city builders, and much, much more.
With all that said and done, it’s come time for us to take a look at those awesome deals ourselves, so, on that note – stay vigilant, stay safe, and conquer the wasteland!
Wanna help to make the game's launch successful so we can keep expanding and improving it? Please share our pages and posts with your friends through your favorite social media channel(s). Appreciate it!
Steam has just launched its Autumn Sale as well, filled with huge discounts! This is an excellent opportunity to take advantage of an amazing deal and stock up on hundreds of hours of the splendid SRPG experience that Vagrus has to offer for the coming rainy, cold, and dark days.
In other related news, the Steam Awards nominations are now open! Allow us to ask for a little assistance here. If you feel like nominating Vagrus for the Labor of Love Award, please do so here! We have been working on Vagrus for over a year since its initial release, which has been made possible by the unwavering support of our players. Moving forward we will keep pushing to make our beloved game better, to create more content, and bring it to more people. We owe you a debt of gratitude for keeping us going; your support and encouragement is indispensable.
Wanna help to make the game's launch successful so we can keep expanding and improving it? Please share our pages and posts with your friends through your favorite social media channel(s). Appreciate it!
This week we’re proud to reveal a little more about what our best and brightest pilgrims have been working on here at Lost Pilgrims Studio. The first major change is something we foreshadowed in a Steam post a while back – porting. We will also be covering the integration of controller support across platforms later in this post, so read on if you’d like to know more about that.
For now, back to porting. Included under that heading is the optimization of Vagrus for all mobile devices, tablets, and, of course, the recently released Steam Deck. Naturally, the main goal of these projects has been to bring the game to a larger audience; an audience that can play on the move, which certainly suits turn-based games such as our own. So, without further ado, let’s examine what we’ve been able to achieve so far, starting as so many players do with Agos – the enigmatic vagabond who introduces players to the Pilgrims of the Wasteland scenario.
Another key aspect it has allowed us to address is accessibility. Players have, at times, expressed concerns about the font size in Vagrus, and with us focusing on porting, we have also been able to implement a zoom feature for the PC client. We are still in the process of fine-tuning and fully integrating the feature, but we are confident that in doing so we will improve user experiences across the board.
As you can see above, we’ve optimized the formatting of the text to be legible on handheld devices. But what about in-game? Is it possible to read all the wonderful prose that players have come to expect from the Riven Realms? Absolutely! Just double-tap to zoom in, as shown below.
For the sake of following up, we’ve also included another screenshot of a closer view – after the player has used the double-tap feature, of course! Check it out below.
Luckily, that’s not all. Because we want to make sure that players’ user experience does not suffer even slightly while using a small screen, players will also be able to scroll or swipe to navigate the UI, as captured below with the journal.
And since we’ve set a precedent of following up, here’s the subsequent result of the player swiping left…
Multi-platform Controller Support
We are working on full controller support for standard controllers and gamepad layouts including PCs, mobile devices, and – at some point – we hope we can get things working on hand-held and desktop console ports as well.
It is important to note that all this is still very much work-in-progress, most of what you are about to see and read is subject to change, and the implementation is quite time-intensive, so please bear with us. That said, PC players are likely to be the first ones to enjoy controller support.
We have created a modern navigation system on UI and for all functions from scratch, specifically for controllers. In other words, it isn’t simply the existing cursor-based system repurposed for controllers.
Direct buttons will be assigned for specific functions to make things easier.
Selecting and switching between UI elements during gameplay will also be comfortable.
What about analog stick use? We’ve come up with a radial menu to best tackle that issue.
We are also working on an easy drag & drop system to be implemented at various points of gameplay.
We are simplifying Perk selection and trading functions in settlements, too.
Though they are deep in the pipeline currently, we hope that when released these changes will help improve player experiences across all platforms. In the coming months, we will be able to share more and more of what we’ve been working on and intend to release.
Vagrus is also currently taking part in Steam's Autumn Sale, so if you or a friend is looking to pick the game up for a discount, the time is now, pilgrims!
As always, stay safe – stay tuned – and conquer the wasteland!
Wanna help to make the game's launch successful so we can keep expanding and improving it? Please share our pages and posts with your friends through your favorite social media channel(s). Appreciate it!
Good news, everyone: Lost Pilgrims Studio will once again be participating in Adventure X’s Narrative Convention. For those not in the know, the event is held annually in London and its primary goal is to bring together devs and gamers passionate about interactive storytelling. As it stands, AdventureX is the UK’s only convention dedicated to narrative-driven gaming, which is why we attended in 2019, and are ecstatic about being a part of it again, if only online this time. Aside from the in-person event, there will also be a live stream that you can check out here, and if you’d like to follow updates from the organizers, you can do so via their Twitter account here.
Perhaps most importantly, this also means that we’ll be running a sale as part of the event, so if you have got a friend who is a little on the fence about purchasing any narrative games, now is the time!
For those interested in a little trip down memory lane, you can also find some pictures of our attendance in 2019, with the first featuring a wonderful snap of our creative director and world builder, Geri:
The second shot below shows our amazingly talented graphic artist – clearly deep in an explanation – Szonja:
That’s all for today. Be sure to check the convention out, and of course – stay safe, stay sane, and conquer the wasteland!
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