Vagante cover
Vagante screenshot
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Genre: Platform, Role-playing (RPG), Adventure, Indie

Vagante

Patch 54b


  • Fixed a crash related to fire-water interaction.
  • Fixed a typo in an item name (Woodsman's Axe)

Build 54


This new build includes the new branch we've been working on. Although it's still a work in progress, we hope to get some early feedback. You'll find the entrance to The Factory in Act 4.


The resolution of fluid has been increased, to allow for more realistic and better-looking fluid movement. We hope this change will open up some interesting game mechanics in the future.


We've wanted to rework the worm boss for a while now. The new version of this boss is a little more interesting and challenging.


Potions other than healing potions tended to feel inconsequential. We've added new potions that offer permanent effects that we hope increase the usefulness of potions.


New/Balance



  • New Branch: The Factory (WIP, offline only)
  • Worm Boss reworked
  • Fluid physics reworked
  • Added 19 new potion types with permanent effects
  • Reduced volume of menu navigation sound effect
  • Added a small knockback to Magic Missile
  • Reworked Knight’s Holy affinity (again)
  • Reordered Knight’s Sword affinity levels

Bugfixes



  • OMP: Fixed bug where sometimes items would become undroppable and unuseable
  • OMP: Fixed bug where sometimes server would lag a lot more than normal
  • OMP: Fixed frozen golems playing animation while frozen
  • Fixed bow’s arrow spawning offset being slightly off
  • Fixed crash with BreakableWalls
  • Fixed a crash when certain gamepads are connected
  • Fixed Swooper sprite death offset

Patch 53b

Just a small patch today that marks the end of our Halloween event.

  • Pummelling 2 hit count lowered from 4 to 3.
  • Fixed being able to pick up items that are being sacrificed to a shrine
  • Fixed slimes lunging through boulders
  • Fixed being able to be killed by Spikes while underwater
  • Fixed game camera being jittery at certain frame rates
  • Fixed Tortoise and Tikiman not updating sprite positions while frozen

Halloween Update - Build 53

Today’s update includes a Halloween event, as well as a handful of larger changes that I’d like to take a moment to talk about.


Players can now jump while attacking with light weapons
If you’ve ever been in the situation where you’ve had a sword but found yourself struggling to hit a bat in a narrow corridor, this change may make sense to you. While experienced players could deal with most of these maneuverability constraints, we’ve found that combat feels more intuitive when allowing for jumping while attacking. This change only applies to lighter weapons however, so you won’t be able to jump while swinging a heavy axe.

Increased attack range of unarmed attacks and CQC weapons
Playing Wildling could be frustrating sometimes, due to the very short attack range of fist attacks. Increasing the based attack range of fists increases the viability of fist weapons, and incentivizes Wildling trees besides Animal.

Increased base damage of bows
Using a bow tended to not feel great, due to their low impact and high investment of drawing a string. Increasing the damage of bows increases the satisfaction of getting a fully charged hit. 

Added a new lunging attack to Slimes
We’ve also changed the behavior of Slimes (again). The rules for when slimes are able to deal contact damage felt a little unintuitive, especially for newer players. We’ve simplified slime contact damage to two cases: when slimes fall on your head, and when slimes do their new lunging attack.

As always, we appreciate your feedback. If you have any suggestions, bug reports, or even complaints, please us know on our official forums. Thanks for your continued support.

New/Balance

Bugfixes

Patch Update Schedule

Since Vagante first arrived on Steam two years ago(!), we've kept to a biweekly update schedule. While this schedule has worked out great in the past, as we near the game's completion we've found that we want to work on parts of the game which take longer than two weeks to complete.

So instead of keeping to a biweekly schedule of smaller updates, we've made the decision to change our releases to larger and more interspersed updates. This will allow us to make our updates more substantial, as well as focus our efforts on the last big pieces of content for the game.

We hope you understand our decision, and we appreciate everyone old and new sticking with us throughout our game's development.


stay tuned for a 🎃 update

Build 52


New/Balance

Bugfixes

Patch 51b


  • Removed Synchronized background from the game.
  • Fixed a crash related to DirectInput
  • Fixed certain sprite offsets being incorrect.
  • OMP: Fixed(?) getting stuck at a bonfire.
  • OMP: Fixed iceballs pushing players around.
  • Added additional logging to narrow down certain bugs.

Build 51

A seemingly small patch today, but we've made some major performance improvements which hopefully significantly improve the speed of the game for players on older machines.

New/Balance

Bugfixes

Build 51 Delayed

Hey guys, Build 51 has been delayed until next week. Between visiting family and moving into new places, we haven't been able to get as much done as we wanted to. But rest assured, we're getting back on track to our normal schedule soon.

Patch 50b


  • Fixed several crashes.
  • Fixed bug where Wolf Sprint would cause permanent exhaustion.
  • Bosses and spectating skeleton heads now use the same effect when revealing map as Magic Mapping
  • Slightly optimized Tower network bandwidth usage
  • Rolling / Wolf sprint is now activated by holding left or right and pressing [Interact]
    • Interacting normally with objects is now done by pressing [Interact] without holding left or right.