Colony Ship: A Post-Earth Role Playing Game - Vince

Vagrus: The Riven Realms is an award-winning, turn-based, open-world dark fantasy strategy-RPG set in a deeply immersive world shaped by over two decades of tabletop roleplaying. Developed by Lost Pilgrims, a team who built their own setting – the Riven Realms – through countless DnD-style campaigns, the game features over 2.5 million words of story-driven, lore-heavy, richly-branching narrative that captures the spirit of classic tabletop adventures. In the game, the player takes the role of a vagrus - a sort of a caravan leader who makes a living in a strange and dangerous dark fantasy world by leading a traveling company on all kinds of ventures.

https://youtu.be/TkUKrDakcGY

Lost Pilgrims have just posted a huge announcement on their Steam development blog about releasing their second expansion of Vagrus – At the Heart of Ruin along with a Ruinous Supporter Pack – on Steam and various console platforms. This expansion offers a tight but multi-layered and dense region fraught with conflict and rich with opportunities. Vagri who decide to brave the forsaken paths of this broken realm will be challenged not only by new foes and villains, but also by the very nature one must traverse the mountainous terrain.

New Content and Features
  • A fresh, dangerous region unfettered from Imperial dominance and brimming with peril

  • A dark narrative adventure with several overarching stories as well as shorter adventures

  • Deep quests with multiple outcomes and a plethora of personalities

  • Many new opportunities and challenges for traders, mercenaries, and explorers

  • A host of new enemies, be they crazed scavengers or creatures cursed beyond recognition

  • A large cast of NPCs, some new and some old, who can be a part of your story

  • New minor factions the likes of which few vagri have ever had the chance to befriend or fight against

  • New obstacles, rewards, lore, and more of our signature visual art

Colony Ship: A Post-Earth Role Playing Game - Vince

Click here to read Part I.

It's been 6 months since we started working on the next project. We'll have to reevaluate the situation by the end of the year, but right now the future looks a little bit brighter. Here's a short update:

  • Setting - good progress, evolving fast, loving it personally.

  • Systems - the first iteration is done (on paper, the full implementation would take at least 2 years); while this is merely the first step and the final iteration would look like a distant cousin, this first step is important as it's like creating coherent order (where everything makes sense and works together) out of chaos of different ideas.

  • Combat - we have a rough prototype that looks good (maybe even surprisingly good) with the placeholders (as we don't have any assets yet, which is the real tragedy here).

  • World Map - unlike our previous games, the worldmap is a massive playable level and thus something new. It's shaping up well and Unreal 5 is a real marvel when it comes to terrain.

  • Weapons - we'll need 30 weapons (5 weapons per category, 6 categories - swords, axes, maces, spears, bows, crossbows) plus as many uniques. Fortunately, we have a good artist, so that's one less problem.

  • Armor - it would be nice to have 30 armor sets that show visual progression. Damage Resistance would only go to 7 or 8 (before upgrades) so we'd have to rely on the other stats like Hardness or Resistance to differentiate armor in a meaningful way. It seems we finally have a good artist (working on the test armor which looks good so far), so fingers crossed.

  • Location models (to go with the world map) - good progress there, see below; the three main cities are done, the rest (lesser towns, forts, ruins, and camps) should be easier.

  • Creatures - we have a long list, but haven't started yet, hopefully the location artist can handle it (he did the creatures for Colony Ship), probably year 2 (currently we're in pre-production so year 0).

  • Secondary items (potions, rings, amulets, alchemy and crafting components, etc) - probably year 3.

Harudal, the city of golden domes and bright lights visible for miles. Beneath that shining crown lies a mining town: cramped and dirty, ever burrowing deeper in search of ore. Space atop the mountain is scarce, so they push downward—into the old shafts, the collapsed tunnels, the hollow places that were never meant to be lived in.

Meanwhile in Sankarum, the great southern seaport:

Wearily, the Tidekeeper of Sankarum took his seat and gestured to the priests to proceed with the Offering. How many has it been this year? He lost count. In his father's days, a single sacrifice was enough to buy safe passage for a month, but now blood must flow with every tide to keep his ships afloat. And what was he without his ships? A lord of stone cliffs where nothing grows? He shook his head.

The sea was a harsh queen, and they lived and died at her pleasure. Every seaman knew that his fate was sealed the moment he stepped onto a ship's deck. Sooner or later the tides would take them all, but as long as the blood price was paid, they could all live to see another day. And then perhaps another....

A servant interrupted his thoughts, whispering in his ear. More trouble, this time over the trading towns. The Tidekeeper's efforts to gain ascendancy on the coast near Zangabar was drawing the wrath of the desert people, but without warships or sea whisperers, there was little they could do. Worse was the word of Harudal laying claim to yet another town. This required serious considerations, especially if the rumors were true.

Harudal was growing strong, while its rivals struggled to survive. That the mountain clans had struck some bargain with the accursed Ythlir was hardly a secret. Without it, their men wouldn't have lasted a day underground. The god of the sky holds no sway beneath the earth; there in the darkness you make your pact with darker things, whether you want to or not.

But there were limits there, lines that should never be crossed... Shouldn't they? Or was everything he was taught as a child wrong? Time would tell, it always did.

Colony Ship: A Post-Earth Role Playing Game - Elhoim
- Optimized performance inside Hydro Green camp.
- Improved PC walking animation.
- Party members now walk when the PC is walking.
- Improved several dialogue cameras.
- Fixed typos.
Colony Ship: A Post-Earth Role Playing Game - Vince
Before switching to the new project, we went over Colony Ship one last time to see what else we can improve and add:

  • Improved visuals in the Pit, Hydroponics, and Mission Control
  • Minor visual pass across the board
  • Arena crowd during matches
  • Animated Hydroponics' bioreactor (quite a difference)
  • Improved camera in certain dialogue interactions
  • More civilian animations
  • More interactions and dialogue options
  • A stealth option to escape the detention centre
  • A colorblind mode for the stealth mode (sorry it took so long)
  • Party members' gear comparison when trading
  • New NPC portraits, including monks and mutants
  • New combat tracks
  • Balance improvements and fixes
  • Further optimization
New details and lighting, before:


After:


To new players, we hope you'll enjoy the game. To 'old' players, as always, thank you for your faith and support over the years.
Feb 24
Colony Ship: A Post-Earth Role Playing Game - Vince

As you probably know, our next project will not be a full-scale RPG (like Age of Decadence and Colony Ship). If it's the first time you're reading about it, here's why:

Colony Ship sold well (for an obscure indie RPG), but not enough to pay for a more ambitious and complex sequel. The plan was not to do another story on the same ship, but to continue the story after planetfall. Such a game - such a new world with everything that entails - would have required a bigger team and a much bigger budget. We simply don't have the resources to undertake that now, but hopefully we can come back to it later.

So we're in a situation where we can 'go the distance' and handle a 4-5 year long project, provided we keep the costs low and focus on combat, i.e. a complex tactical RPG. We know that some people will be disappointed, but it's either that or shutting down for good. So let's roll the dice one last time and see what happens.


Keep in mind that we're starting to work on it just now, so many things can and will change over the next few years (and many things will go wrong). The purpose of this post isn't to drum up some excitement but to let you know what we're working on now and what the goals are:

  • Lovecraftian bronze age populated by humans, non-men races, and eldritch horrors

  • Semi-sandbox, roam anywhere but be aware that some dark corners of this land will be more dangerous than others

  • Three mutually exclusive main questlines with plenty of choices (including switching sides)

  • Procedurally-generated quests to keep you entertained (contracts only)

  • Colony Ship style feats (and skill points) on level up plus feats earned in various events.

  • 10-12 character levels plus mastery levels that don't grant any feats.

  • AoD style combat (action points, different attacks, focus on melee) but with a hex grid.

  • Spellcasting (think fighters dabbling in magic rather than DnD wizards unleashing pyrotechnic hell)

  • Crafting and alchemy, AoD style; magic weapons and armor

  • Party size 6, recruit as many as you need if your comrades (or should I say battle brothers?) fall in battle

  • Colony Ship's death timer with feats detailing the worsening effects of your near-death experiences

  • Runes carved into the flesh of your comrades (think Colony Ship's implants)

Setting intro:

From atop the ziggurat's shrine, the High Priest watched the sandstorm rage about his city. The winds battered the walls for hours, but the blood-fed wards held firm, and the stones stood unscathed.

In the desert only the strongest survived. The sands had swallowed many towns over the centuries, leaving nothing but shifting dunes and bleached bones, but Zanghabar and its people had endured and even blossomed. And yet, the High Priest was troubled. The tiding that came from afar were grim, and the dreams even worse. Something was stirring in the impenetrable heart of the desert, a darkness to which the city’s very existence was an affront that could be tolerated no longer.

Zanghabar's rivals sensed it too, circling and pecking like vultures at a dying beast. Harudal’s warbands openly raided their trading outposts, and Sankarum’s ships plundered their shores with impunity. In the past they wouldn’t have dared to venture that far, for the deep waters were even more treacherous than the desert, but their sea whisperers must have found a way to calm the waves. Or made some pact with the children of the sea, a possibility that was bleaker still.

Nothing good ever came from dealings with the Ythlir, the misbegotten spawn of another age. They dwelled where no man could: beneath the ocean's waves, deep within the mountains, and even – the High Priest flinched at the thought – in the heart of the desert, where nothing could live. Nothing except for the accursed Ythlir and their dark gods…

* * *

So, that's the plan. Will we get there? I'd say 50/50, if we're being honest. Unlike the sequel to Colony Ship, this project is actually doable but doable and easy are two different things. Colony Ship will remain the budget generator for this project, so hopefully it will continue selling and see us through.


PS. Thank you so much for the overwhelming support and encouragement. Many people ask about supporter editions and donations; while we appreciate your generosity, the best way to support us is to leave a review, no matter how brief. Reviews boost visibility and influence sales, and we'll need all the help we can get there, since the revenue generated by all 3 games is the 4th game's budget.

Thank you in advance.

Colony Ship: A Post-Earth Role Playing Game - Vince
If you’ve enjoyed our game and the countless hours we've poured into making it better, we’d be honored if you’d consider nominating us for the Labor of Love category.

This game has been a true passion project—seven years in development and a year of post-release updates and improvements. Everything we did was driven by our love for the subgenre and our amazing community.

Thank you for your support.
Nov 11, 2024
Colony Ship: A Post-Earth Role Playing Game - Vince
It’s been a year since release, so let’s roll out an anniversary update and celebrate:

  • Improved visuals in the Habitat, Factory, Maintenance, Heart, and Shuttle Bay
  • More exploration and interactions
  • New and expanded dialogues
  • New music tracks and portraits
  • New inventory filters
  • Balance improvements and fixes



To new players, we hope you'll enjoy the game. To 'old' players, thank you for your faith and support over the years. You helped us realize our dream and we’ll always be grateful to you.
Jul 3, 2024
Colony Ship: A Post-Earth Role Playing Game - Elhoim
- Improved visuals in Habitat residential areas, added more interactions.
- Faction slides images improvements.
- Blue hair is clearly blue.
- Increased resistances of enemies in the faction rooftop defense fight.
- Tweaked Mathias and Garret equipment and level on the final fight.
- Added video to the death timer tutorial.
- Polished several dialogue interactions in the habitat.
- Fixed wrong weapon skills on faction rooftop defense fight enemies.
- Fixed hydro red door missing when loading a save from the main menu.
- Fixed characters entering the reactor without the hazmat suit when they had it equipped.
- Fixed issue with grey crate in the armory not being visible in the first visit.
- Penetration Mod vs Creatures now applies to all party members.
Colony Ship: A Post-Earth Role Playing Game - Vince
Welcome to the 4th (and the biggest) 'ask and you shall receive' content update since release. Some of you wanted to go out with a bang, so we added a 'war hero' ending and a tough-as-nails (and completely optional) fight to go with it. Tell your faction leader that you don't want a desk job and he'll hook you up.

Other players asked for more exploration in Hydroponics Red (the Red Zone). Now they can enjoy new areas, interactions, and fights.

We also added 3 new implant upgrades, a new music track for the mutant town, reworked the pulse grenade based on your feedback, improved several locations (the visuals), added new dialogues, and enabled custom portraits.

Now you can finally play the game as Sailor Cyber Moon, so there's no excuse not to play anymore.

Apr 24, 2024
Colony Ship: A Post-Earth Role Playing Game - Elhoim
- Improved walking civilians animation when turning around, and added more variety.
- Fixed not being able to report to Carlos on CH3 that you killed Morgan.
- Fixed potential issue with Warring Kingdom quest door not properly closing if player is right next to it.
- Fixed potential issue with Morgan quest door not properly closing if player is right next to it.
- Minor text fixes.
...

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