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Vagrus discord
Vagrus discord








vagrus discord
  1. Vagrus discord how to#
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Vagrus discord free#

  • DLC2 (unsure if Free or Paid) - Additional major storyline(s) within the currently available playable area.
  • vagrus discord

    So here's a vague outline of what to expect (subject to change of course, due to a number of unforeseeable reasons): There is little left of 2021 but we do hope to get some work done and then build on that in early 2022. But then, afterwards, the new speed can be higher, so naturally, it's an investment into the future.

    vagrus discord

    Of course, hiring and onboarding new folks take time too, so if we do that, it will slow down things even more for a period of time. It's a risk but one we are leaning toward taking, hoping that our community will appreciate those efforts and supports us on the way. The solution to the above conundrum would be to grow the team (aka: hire more people), so improvements and other development areas could run parallel. We are a tiny team, you see, with a single coder, so presently that is a bottleneck we have to account for.

    vagrus discord

    The question is how far we can go with those before switching to porting and other endeavors. So we would definitely like to implement some of those sooner rather than later. That helps us in prioritizing our endless improvement-idea list. We received tons of great insights from our players.

    Vagrus discord how to#

    The challenge we face now is how to split our resources between improving the base game and creating new revenue sources like DLCs, ports, and so on. With Vagrus, being short on content- and improvement ideas has never been an issue. We have enough runaway to continue but we also need to find and create additional revenue sources within a reasonable time to ensure our long-term financial stability, especially considering our debt payments in the future. Not bad but not particularly amazing either. From that perspective, the launch of Vagrus was satisfactory. Video games, especially indie games, often earn half of their lifetime revenue in the first month of their release. We promised to share our plans soon after launch, but to do that, we needed to make said plans first: assess options and decide where and how we would like to get to with the game and with our studio. Overall, it also means that we will only be able to start merchandise deliveries this month (December 2021). So expect some new posts about the ready products soon. With the little delays eating into our timeline and due to the game's rocky launch, we had to pause our merch production for October but once our hotfixes were rolled out, we got back to it and everything seems to be on track. But hey, at least now we can say they are truly "handcrafted". Just as an example, we tried four suppliers to produce our Emperor's Edition boxes but in the end, we ended up giving the job to a creator who makes them by hand because that was the only way that the final product would meet our expectations. No one wants to deal with small order numbers or produce on the level of quality we aimed for. What came as a bigger shock was how hard it was to find partners for the actual production.

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    When you have a game full of content, you might think that it's easy to "pull together stuff" and produce merchandise from it but in reality, anything you want to use needs some rework to fit for that new purpose. For now, let us look at what we are working on in more detail. Bear with us though, as we are getting closer to realizing these plans. Throughout November, most of our team members were either on sick leave or vacation, while the rest of us were trying to finish tasks related to our physical Vagrus products or were busy formulating plans for the future of Lost Pilgrims. This last month has been slow but we managed to push out new builds for both the main game and our demo last week, so that's a relief.










    Vagrus discord