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Devlog #59 - Our high level plans for next year


Hey everyone, 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. 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. Bear with us though, as we are getting closer to realizing these plans. For now, let us look at what we are working on in more detail.

Producing Merchandise is Hard


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. Still, that was within our domain. What came as a bigger shock was how hard it was to find partners for the actual production. No one wants to deal with small order numbers or produce on the level of quality we aimed for. 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. But hey, at least now we can say they are truly "handcrafted". 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. So expect some new posts about the ready products soon.
Overall, it also means that we will only be able to start merchandise deliveries this month (December 2021).

Planning Our Future


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. Video games, especially indie games, often earn half of their lifetime revenue in the first month of their release. From that perspective, the launch of Vagrus was satisfactory. Not bad but not particularly amazing either. 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.

Continuing with Vagrus


With Vagrus, being short on content- and improvement ideas has never been an issue. 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. We received tons of great insights from our players. That helps us in prioritizing our endless improvement-idea list. So we would definitely like to implement some of those sooner rather than later. The question is how far we can go with those before switching to porting and other endeavors. We are a tiny team, you see, with a single coder, so presently that is a bottleneck we have to account for.

Hedging long term


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. 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. 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. But then, afterwards, the new speed can be higher, so naturally, it's an investment into the future.

The Next Months and Beyond


There is little left of 2021 but we do hope to get some work done and then build on that in early 2022. So here's a vague outline of what to expect (subject to change of course, due to a number of unforeseeable reasons):

Plans for PC:


  • Continue with general bugfixes
  • UI design improvements based on community feedback
  • Smaller content bits (stories, NPCs, additional options, portraits, etc.)
  • DLCs
As for the latter, we are currently considering three DLCs by the end of 2022 on top of smaller content additions:
  • DLC1 (Free) - A new Companion [yes, a Supercargo steamthumbsup]
  • DLC2 (unsure if Free or Paid) - Additional major storyline(s) within the currently available playable area
  • DLC3 (Paid) - A new region with new stories

Opening New Revenue Sources


The above-mentioned DLCs can be one new source we could count on (naturally, only the paid DLCs). Their creation requires a significant investment, though, so they are not exactly a surefire way to drum up money for the future. Thus, we are trying to come up with other avenues as well. For example, once the game is fairly stable, we will be looking into potentially releasing it on other, smaller platforms (like Humble, Epic, etc.). Their potential is tiny compared to Steam but maybe the effort is low enough to release on them and get access to a new audience.

Porting to handhelds


While Nintendo Switch and iPads seem like two good candidates, there is a lot to be reworked on the UI to make it usable on their smaller screens, not to mention controller support, if we can solve it, otherwise, we will just need to stick to touch controls. Porting would certainly require a higher investment (time and effort) but one that looks promising enough to explore further as an option. Update: - thanks Rusty Dragon for pointing out - we forgot to mention Steam Deck which comes into play here too, requiring all the UI re-work but not extra porting effort, hopefully.

Merchandise


Having gone through the pain of creating our merchandise portfolio, it would be great to leverage that better and make it into a revenue-generating thing.

Reinvent our Patreon presence


With the game released, we need to revisit our content pipe anyways, so it's also a great time to consider how we could offer other and better things on Patreon that would be appealing to more people to pitch in. We'd love to hear your input on what you think we could do, like offering Tiers that include physical merch rewards, perhaps? Would you see more, exclusive posts about the world of the Riven Realms or perhaps about the creation of the game? Let us know.

Partner up


Perhaps there are mutually beneficial partnerships out there for indiedevs that could enable us to upscale our team. We are exploring this avenue too. As always, thanks a lot for your continued support, it means a lot to us! Stay tuned and conquer the wasteland! - The Lost Pilgrims Team https://store.steampowered.com/app/909660?utm_source=steam&utm_medium=organic&utm_campaign=website&utm_content=footer ------------------------------------------------------------------------------------------------------ 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! Fig| Website|Youtube|Twitter|Facebook|Instagram|Patreon|Discord


[ 2021-12-02 14:53:44 CET ] [ Original post ]

Vagrus - The Riven Realms
Lost Pilgrims Studio Developer
Lost Pilgrims Studio Publisher
2020-07-22 Release
Game News Posts: 159
🎹🖱️Keyboard + Mouse
Very Positive (1205 reviews)
Public Linux Depots:
  • Vagrus - The Riven Realms Linux [1.29 G]
Vagrus is an award-winning Roleplaying Game with strategy elements, where the player takes the role of a vagrus - a sort of a caravan leader, who makes a living on a strange and dangerous dark fantasy world by leading a traveling company on all kinds of ventures.



A vast continent is yours to explore, filled with unique locations, strange factions, lurking dangers, and a lot of characters you can interact with. In order to punish the Empire for their sins a thousand years ago, the Elder Gods manifested themselves in the world, letting loose powers that ended up devastating it. Following this Calamity, the Empire was slow to rebuild and became a dark caricature of its former image. The continent is now a wasteland, riddled with arcane anomalies, twisted monsters, and undead.






A large selection of longer and shorter stories make up the game’s narrative in the form of events and quests. The choices you make in these often affect the companions and the world around you. Pick your background from trader, mercenary, or explorer; work for factions, follow rumors and trading opportunities; acquire wealth, gain fame, and discover hidden knowledge. The world is sandbox, yet it is filled with hand-crafted content.






Engage in turn-based, tactical combat that involves your companions and a large variety of enemies, both humanoid and monstrous. Use a wide range of character skills to succeed, as well as your own leadership-related abilities. Positioning and support skills are of paramount importance when your companions struggle against powerful foes.






Most journeys have to be planned and prepared for carefully, lest they end in disaster. Manage your supplies, morale, and the freshness of your people effectively to survive. Haul cargo and valuables across the wasteland or take it from others. Your crew of workers, fighters, scouts, and slaves have to be managed to optimize their effectiveness. Equip your caravan with upgrades and your companions with magical gear.






The player can recruit a wide variety of companions into the caravan to serve in versatile roles, such as scoutmaster, guard captain, quartermaster, or navigator. Each of them comes with their own combat skills, background stories, and personal quest lines that, when completed, can upgrade them in unforeseen ways. They can progress through experience levels to become more potent crew members as well as in combat.

Get instant access to the Alpha build by backing Vagrus at https://fig.co/vagrus


MINIMAL SETUP
  • OS: Ubuntu 12.04+. SteamOS+
  • Processor: Intel Pentium 2Ghz or AMD equivalentMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: 1280x768 minimum resolution. DirectX 9.0c compatible graphics card
  • Storage: 6 GB available space
GAMEBILLET

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