Vagrus: the Riven Realms

The_Proletarian

Sonny, I Watched the Vault Bein' Built!
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This is an edit. Vagrus is now released. It's good and you should play it!


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It's now live on FIG!

Looks pretty interesting to be honest.

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It doesn't look like there is more than combat screen and worldmap. (i mean, in term of locations)
 
I found a Steam title recently, Vagrus, and want to share. It's early access blah blah, but I feel it has potential and NMAers may enjoy. Premise that that you're the cross between a merchant and adventurer in essentially a post-apocalyptic world riven with magic and mayhem. You adventure around, using trade to pay for your endeavors, and do quests, explore dungeons and the like; standard D&D faire in that regard, but with enough (or enough potential) world richness to keep my grognard ass interested.

You play as the Vagrus, or leader of a Comitatus, which is an elected/appointed role to lead a group of traders and mercs around to do stuff. Like, buy iron in the mines to resell at the place that needs iron but sells food cheap, then you traffic it to the next place that has other good buys. Money is really just a means toward the adventuring end, but is an interesting conflict and movement driver in its own right.

It is primarily text driven. The graphics and minimal animations are not for the twitch gamer.

You can own slaves, or free your slaves and be a slave freedom fighter. Your companions have alignments that you need to cater to (or bribe) to keep them around. And there are dragon factions, secret society factions, religious factions, all of whom have allies and enemies, so your effort on one faction's behalf impact the other factions. Admittedly the interaction is a bit one-dimensional, boiled down to a numerical value you must raise or lower, but there's a starting point there for much potential fun.

Combat is via two modes: companion combat and comitatus combat. Companion is straightforward squaring your companions against an adversary, turn based. Has positioning perspectives, blocking, stun effects and all the standard tropes. Comitatus combat involves everyone in your traveling trade entourage (your Comitatus) fighting someone else, whether they are ghosts, raiders, escaped slaves or whoever in a turn based manner that you can influence. You can raise your Vagrus stats, or spend XP (in the form of Insight points) to raise your companion's abilities, and those abilities when all added together affect what you can do, see, interact with, and perform, based on the challenge's angles and needs.

Again early access, and there's a free to play demo version available on Steam etc. Lemme know if you try it and want pointers. Thanks for reading.
 

Vagrus is out now! This is a game that I have been looking forward to for a long time. I'm thrilled!

Lost Pilgrims Studio said:
After three decades of pen-and-paper campaigns and four years of development Vagrus is now in Full Release

And by Ahskul what a journey this has been so far. Speaking of which, there is a bit of a parallel here that could be drawn between caravans trudging across a barren, post-apocalyptic dark fantasy world and a tiny studio scrambling to deliver a huge open world game but we let's not go there on this fine day! :D

What's truly important in this whole journey is that it would not have been possible without the continued, constructive, persistent support of so many of you, the players. Everyone who spent hours and hours delving into the Early Access, everyone who dropped a few kind words or a review of the game, shared posts, talked to friends about Vagrus, sent bug reports, pointed out typos, and of course, bought the game - you are what made all this work worth it. If you could keep this up by playing the game and sharing this post we would be eternally gratefu

Size and Content
With companion questlines, a new companion, and a new region, the game grew by about 30-35% compared to the last public Early Access build, with a lot of UI and feature improvements. Because of this large amount, there are certainly still glitches here and there but the team is ready and eager to address those as they rear their ugly heads. We also have some unfinished business regarding the Wealth victory path and the adding of new playable races, which we'll get around to presently.

For a detailed description of what is to come, check out the previous devlog post here. Below you will find the full patch notes, which is basically the same in a bullet point list.

The Future
Because the Riven Realms have been part of our lives in one form or another for 30 years, rest assured that we have no intention of abandoning the game now that 1.0 is out, of course. On the contrary, our plans involve improving mechanics, adding content, and creating DLCs if there is a demand. We'll share more detailed plans when the tumult of the release abates somewhat.

And again, thank you for coming along for the journey with the Lost Pilgrims!
 
Maybe. The prologue was very good and the game itself is very atmospheric and keeps you on small margins so that you have to struggle. I would probably have preferred a grid based travelling system but those nods are good enough.
 
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