Author Topic: Vagante (now at v1.0!) $  (Read 3524 times)


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Vagante (now at v1.0!) $
« on: February 22, 2018, 12:57:49 PM »  $17.99 Win/Mac/Linux

Vagante is an adventure set in a dark fantasy world filled with monsters, demons, and crooks. Despite these dangers, adventurers commonly travel these unforgiving lands questing for fame, riches, and power.

A recent rumor has it that a certain cave at the edge of the woods guards an unfathomable treasure. While a handful of intrepid adventurers have ventured into the cave already, none have returned. Undeterred by the potential danger, you set out by caravan to investigate...
Key Features

    Local and Online Co-op - Adventure cooperatively with up to four players, either locally or online through Steam!
    Procedural Generation - With procedurally generated levels, no two runs are ever the same, allowing for countless hours of gameplay.
    Choose How You Play - Choose a unique class, skin, and background, then customize your character further as you play with your choice of unique class skills at each level.
    Enchanted Items - Discover magic items that bestow powerful enchantments and game changing abilities.
    Discover Secrets - Keep track of unlocked classes, backgrounds, music, and more in the Book of Secrets.
    Explore a Rich World - Explore five unique areas each with their own set of dangers such as monsters, unique bosses, and traps.
    Tough, but Fair - Play a game designed for players looking for a challenging but rewarding experience.

It’s been a long road (over four years!), but we’re super happy to present version 1.0 of Vagante. It wouldn’t have been possible to make it this far if it weren’t for all the people who supported us. Thank you all for sticking with us throughout Steam Early Access!

What’s in store for the future of Vagante you might ask? We plan on continuing development as we have throughout Early Access, with bug fixes and new content, as well as adding localization and porting to other platforms. We’ll also start looking into support for modding and adding user-generated content to the game.

Vagante will retain its Early Access price until February 25 2018, after which we’ll be increasing the price to $17.99. However, if you miss this window of opportunity you can look forward to Vagante participating in future Steam sales.

If you like the music of Vagante, Sam English has released the full Vagante OST on bandcamp[]. We’ll also be making the OST available on Steam in a couple days, if you prefer getting it here.

Without further ado, you can read the full changelog below.

    Added final area + credits to the game
    Added new progression and unlocks system
    Reworked Shadow Knight Boss
    Reworked Necromancer Boss
    Multiple Rock Worm Boss can now be hit with the same swing
    Items stolen from Shops now have a new property that identifies them as Stolen
    Reduced monster health scaling per player from 33% to 25%
    Reduced Mechanical Soldier vertical spinning speed
    Polished title screen
    Polished game over menu
    Changed default keyboard controls
    Added input presets
    Reworked emote menu
    Reworked Tutorial
    Removed starting affinity point
        Leveling up now occurs at Bonfires, rather than on entering an intermission
    Increased Bonfire healing hp (10 -> 20)
    Fish Man now has a chase leash range
    All characters can now aim up and down with bows
        Bow aim persists between shots, until you attack with another weapon or press Melee while aiming
    Reworked Archery affinity
    Changed exiting of levels to use holding Up instead of Interact
    Increased lighting persistedness
    Increased Summon Monster spell tier, and slightly reworked the levels
    Reduced bat instability 1.9 -> 1.0
    Increased starting Int of non mage classes
    Polished a number of weapon sprites
    Added some new backgrounds

    Fixed Rock Worm Boss sometimes getting stuck in walls
    Fixed multiple bugs with the Thief sidequest
    Fixed speech bubbles sometimes not being drawn
    Fixed Factory monsters not being frozen properly, and sometimes dealing damage while frozen
    Fixed Icebolt and other projectiles not hitting monsters that it spawns on
    Fix wallmeat spawning in tiles that serve as platforms
    Fix boulders being pushed by Vine Lord’s poison clouds
    Fix players being able to phase through non-level geometry
    Fixed Mushroom Golem Boss’s boulder attacks teleporting through walls.
    Fixed Spikes sometimes spawning in Breakable Walls
    Fixed Shopkeepers not spawning when loading a saved game
    Fixed some units not having a visible sprite until they have a target
    Fixed Piranhas freezing at bottom of water
    Fixed frozen imps falling through walls
    Fixed arrows sticking to Wisps after their death
    Fixed intermissions not being indestructible
    Fixed Wisp Queen aggroing from non-player damage
    Fixed a handful of untraversable room types
    Fixed being able to hurt self when using Lion’s Roar while standing on a crate
    Fixed being able to roll while casting spells
    Fixed being able to roll through Tower gates
    Fixed being able to get underneath Tower Serpent boss without triggering boss fight
    Fixed charged sword’s sprites wandering off when the game is paused
    Fixed Man-eating Plant eating doodads other than crates/barrels
    OMP: Fixed tile updates not being synced sometimes for new levels
    OMP: Fixed a number of issues with Platforms and their sync.
    OMP: Fixed Demon Armor attacks being desynced sometimes
    OMP: Fixed bug where shop inventory becomes desynced
    OMP: Fixed rod charges being set to zero upon starting a new game
    OMP: Fixed being able to use an item while moving it, resulting in an inventory desync

Such a long road, but at last one of the particularly big projects in this vein has gotten there.   8)
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training