Vagrus - The Riven Realms on Steam - User reviews, Price & Information

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Embark on a perilous journey across a realm forsaken by the gods and devastated by an arcane cataclysm. Accompanied by a hardy crew, you must trade, fight, and explore your way to success as the leader of a traveling company in Vagrus, an award-winning turn-based post-apocalyptic fantasy RPG.

Vagrus - The Riven Realms is a story rich, open world and dungeons & dragons game developed by Lost Pilgrims Studio and published by Lost Pilgrims Studios.
Released on October 05th 2021 is available in English on Windows, MacOS and Linux.

It has received 1,418 reviews of which 1,212 were positive and 206 were negative resulting in a rating of 8.2 out of 10. 😎

The game is currently priced at 29.99€ on Steam.


The Steam community has classified Vagrus - The Riven Realms into these genres:

Media & Screenshots

Get an in-depth look at Vagrus - The Riven Realms through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS *: Windows 7
  • Processor: Intel Pentium 2Ghz or AMD equivalent
  • Memory: 4 GB RAM
  • Graphics: 1280x768 minimum resolution, DirectX 9.0c compatible graphics card
  • DirectX: Version 9.0c
  • Storage: 6 GB available space
  • Sound Card: DirectX 9.0c compatible
MacOS
  • OS: Mac OS X 10.9+
  • Processor: Intel Pentium 2Ghz or AMD equivalent
  • Memory: 4 GB RAM
  • Graphics: 1280x768 minimum resolution, DirectX 9.0c compatible graphics card
  • Storage: 6 GB available space
  • Sound Card: DirectX 9.0c compatible
Linux
  • OS: Ubuntu 12.04+, SteamOS+
  • Processor: Intel Pentium 2Ghz or AMD equivalent
  • Memory: 4 GB RAM
  • Graphics: 1280x768 minimum resolution, DirectX 9.0c compatible graphics card
  • Storage: 6 GB available space
  • Sound Card: DirectX 9.0c compatible

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

May 2025
Reviewing Vagrus is not unlike reviewing an epic "mature" fantasy novel like Song of Ice and Fire - and not only because of the huge amount of text that needs reading. It's complex, layer upon layer of brutality, fun, politics, intrigue, all-too-human behaviour (no matter what race you pick for your character) and of most of all - death after death. It draws a subtle inspiration from many other fictional universes and a few real ones ;) but ultimately manages successfully to stand proudly on its own feet. It's a demanding game in many ways - it asks for a lot of your time, a lot of your attention and sometimes - a lot of your nerves. What it offers in return is something genuinely charming and captivating, which is a bit weird in the modern world of corporate game development that tends to produce legions of soulless clones of some original concept that died a long time ago, but no later than the 90s of the XX century. That's pretty much the summary and if it sounds appealing to you - get the game. BUT! Only do so if you enjoy reading A LOT. There's a very good reason why the team behind it has given an official warning to potential buyers to skip Vagrus if they are not ready to read and read, and read... Now, some details. The game, roughly speaking, has three main layers. By far the biggest one of them, which will consume no less than 70% of your in-game time, is navigating through walls of text and occasionally making choices based on what you have read. Vagrus could have failed miserably as an entertainment product if that wall was bland and boring - but it's not. The writing style, even though somewhat inconsistent (I really doubt that one person has written all of... this), manages to transform the innumerable lines into something that does not require a struggle to overcome. It just flows fluently (well... almost all the time) and keeps you interested. The lore of the world, which is the main engine that powers everything else, is original and mysterious enough to make you want to discover more - be it through the hundreds, if not thousands of interactions, or the hundreds of codex entries. There isn't a "story" per se, at least there isn't a "main story", but there are many clusters of interlinked or independent plot lines which ultimately form a very consistent whole. There are many quests on top of the limitless amount of randomly generated "tasks" you can perform, and some of them have more than enough story and gameplay for a full game by the modern standards. Vagrus is meant to be played (and read) for hundeds of hours. I have more than 150 already and I'm still to finish some of the companion storylines and a few other major quests - and I have barely started the Sunfire and Moonshadow DLC, which is allegedly quite big on its own. In short - the reading content is excellent, a major success in my opinion. My only complaint is that some of the stories, even though technically finished as game quests, remain "open" and you're not told how something you have invested yourself in actually ends, or the ending leaves you with more questions than answers. The second layer is the one for the exploration and trading. The map is enormous and even though you have access to something like 25% of it (20% without the DLCs), you can easily spend 100 hours on it and still have some places to discover and/or visit. The points of interest are camps, villages, towns and cities, where you can re-supply, hire crew for your commitatus and trade whatever goods you're carrying with you - bought elsewhere or transported as part of a contract. These are the remnants of civilization after the apocalypse that happened centuries ago and there you can expect more or less civil behaviour (of course this includes civil backstabbing, civil hypocrisy, civil misery and arrogance, as well as all other wonders of the civilization). Outside of those small islands, you have a vast desert, which you will traverse many times and which will kill you about as many times with starvation, random events and random encounters. There's a number of uninhabited (by nice people) ruins which serve as dungeons to explore and loot - and of course die a few times in the process. The rewards for the exploration are usually good, but you have to plan each and every expedition that is not strictly between bases which can provide you with supplies. You can hunt and forage in the field (and usually fail, even if your respective skills are maxed up), but there are big regions where the success chance for both is virtually 0%. The third layer is the squad management and the tactical combat. Here come the companions. Each one of them is really unique, with a personal story that typically has a few twists in it. From RPG standpoint there isn't much - each companion has 4 skill, all of which are accessible from the beginning and can only be upgraded. On top of that, he or she has a wider range of passives which improve his/her performance in combat, or during different events. To "promote" a companion to a higher level, as well as to improve your own character, you use Insight. That's basically a currency, which is earned similarly to XP, but only by progressing through the story or discovering stuff on the world map - no Insight from combat victories. It takes quite a while to develop all of your companions to maximum proficiency, but they get noticeably better. Initially each one of them is barely more capable than a random thug you encounter in the desert, while in the end you can take on an entire enemy squad with just 3 of your guys without breaking a sweat. The tactical combat is heavily RNG-based, but it's not really unfair. Positioning is important, as well as upgrading your team members to serve a specific role. That game will try hard to f*** you up no matter how well you think you have planned your battles by throwing more and more waves at you, or changing the rules between the encounters (for example, in the first combat from the series you can deploy 6 fighters, but in the second - only 4), but there aren't really impossible fights - just some really, really tough ones. The combat is fun overall. Vagrus fancies itself a difficult game and technically speaking - it is. But it has built-in exploits that make it much easier than it has the right to be. The game auto-saves every day in the desert and also when you leave a settlement. All encounters, except the story-based ones, are completely random and the chance for them to occur is being calculated when you step on a certain "node" on the map - this essentially means that an encounter which kills you, robs you or generally makes your life very miserable in some way, can be completely avoided by reloading an auto-save and going the same way (the game will re-calculate something and this time you'll safely pass through the exactly same route, which destroyed you before the reload). Additionally, you can grind yourself out of any financially perilous situation by doing easy trade tasks between relatively safe locations. The game likes to squeeze tons of money from you during some of the quests, sometimes a bit surprisingly, but you can make thrice the amount by just ignoring the plot and spending half an year making money (if there are timed quests in the game, I haven't reached any of their deadlines). There's a lot more to say, but Vagrus already offers enough to read. For me, that's one of the best games for this decade, but I can fully understand that some people won't even dare touch it - and they'll be in their right to do so.
Expand the review
May 2025
Gameplay: A+ Writing: C+ This game is very fun and challenging. I feel rewarded for building my caravan and overcoming the increasing difficulty of managing a larger and larger caravan. Watching the market, paying attention to "good deals" and planning my travel routes to be a combination of the most profitability while also accomplishing tasks and quests all while keeping my food reserves and my coin in mind requires a lot of critical thinking and balancing all of these factors is really engaging. The combat is really unforgiving (in a good way) and even the army battles themselves are always a financial question of "will i profit or lose money on pursuing the survivors", or even "should i just buy them off or kill them all and hope to make back money on selling their slaves and goods" , which is a decision you never have to ask in any other game with violence where the question of whether violence is a good is almost always "yes." The writing can honestly drag on a lot though, and at times some of the dialogue (especially from some companions you interact with a lot) feels like its coming from a teenager talking to you in the mid-2000s California rather than adult survivors from ancient cultures of a fantasy wasteland. I end up skipping a lot of the dialogue and backstory when it drones on forever; frankly, i don't care about the background of some librarian who provided 1 codex entry update and has no other apparent purpose. I contrast this to games like Age of Decadence or Colony Ship ; both text-heavy RPGs where the writing is significantly shorter but significantly more captivating. If they improved on the writing in Vagrus this would go from being a good game to an amazing game but i would still recommend playing it either way.
Expand the review
May 2025
I usually don't post reviews but had to give my support to this gem of an indie game. In truth, it is not what I expected, but I've grown to love it. Here are my thoughts: -Early game is a grind. Admittedly, I failed the prologue the first pass around then jumped directly into the main game thereafter. On my third attempt, I finally got the hang of it after some trial and error. For any first-time players, you'll really need to focus on building up wealth. reputation among the factions, and trying to expand your comitatus. I really would not recommend exploring westward towards Avernum until you can get minimum 8-9 movement points, maintain high levels of vigor, and have around 300-400 military strength. -Trade contracts are key for early- to mid-game. The stretch between Deven-Arken-TS are ripe for easy money back-and-forth. Trading marble bought from Arken especially can be a good money-maker. Once you have some expanded cargo space and some money for investments, buying crystals from Lumen to sell at Deven or buying cheap ore at the Mines of Plenty to sell at Deven are great. By mid-game, buying up scrap metal from your constant back-and-forth trading to smelt down at Avernum then selling at Deven will (by far) be the best, albeit requires heavy investment and time. -Some quests are meant for early-game and I would really recommend getting companions early. Try to get them to level 2 or 3 and experiment with combinations. All of them have their ups and downs and there is atleast four or five companions I've yet to get despite my hours in the game. Lining up Goro and Harvik together for constant back-row attacks I have found to be really OP, especially with their attacks upgraded. Magic casters can also deal heavy damage but are prone to getting stomped on by heavy-damage enemies (having tanks like Vorax in front of them are key) and some late-game enemies seem to have strong magic resistance (although there are some items and perks you can get to negate this). -The lore is absolutely amazing if you can get through the walls of text. As an avid reader, I love stuff like this but I know for some it isn't quite their cup of tea. However, my biggest gripe is that you really won't get into the weeds with the story and lore until mid-game as you'll be so focused on grinding up money to even just survive. However, as mentioned previously, by mid-game you'll feel more confident to explore and the game really begins to open up. You'll get disappointed that you can't visit the Dragonlands, the northern ash lands, or the south (which I really hope will be future DLC) but there tons of content that I am still finding things after 50 hours. Hell, there are still locations I've yet to visit nor have I even tried the new DLC land besides getting the astralobe and did with Argos. -Do not feel the need to take on every challenge. Especially once you get disposable income to spare, not every fight is worth it, even if you have a high chance of success. Sometimes you'll get f*cked by the randomness of the dice rolls, but usually the fights will screw with your vigor and thereby movement points even if it's a sweep. And because they always seem to attack when I am off the beaten path exploring, that can be life and death depending on how far you are from a town (and some times sell barely enough supplies to survive besides the big four cities). When I am raking in 400-500 dross easily, I found it's just easier to buy off bandits than fight them (unless they have some items I want). -Once you get enough reputation with the factions, buy all your trade items from them in bulk for cheap. In fact, by mid-game, besides supplies and scrap metal (and ingots/ore), you really shouldn't be purchasing anything from the main market menu. Not only is it cheaper, they help you min-max your space. Also, if you are selling in a high demand area, overflowing the market too much will reduce the selling price and make you lose out on profits, The 3-5 full stacks they provide will be more than enough to maximize your profits. -Because you'll be trade grinding so much in the early game, you'll get a good hang of where to sell what and how many supplies you should bring for each journey. I've gotten use to certain loops around the map and you will find what works best for you. I usually do Deven (buy chitin/scrap) --> Arken (buy marble, sell chitin) --> TZG (sell marble, buy mushroom beer/scrap) --> the Quarries/Lumen (sell mushroom beer, buy crystals) --> Mirage (buy dried fruit) --> Larnak (buy weed) --> Avernum (smelt down your scrap, sell part of your load) --> Ash to Sun Rock to Deven (where I sell off the rest of my crystals and smelted ingots). I'm still trying to min-max the proper items to sell but that scrap to ingot pipeline is really good if you 1) have the money for it (which by mid-game you should) and 2) don't get destroyed by bad RNG and have your caravan get ambushed. Although by 400 military strength with extra guards for sentries at night (as well as some other items you can attach on your comitatus), I rarely if ever get ambushed nowadays. Overall, if you enjoy visual novel games and trading games, I would highly recommend this game. To be honest, it's been one of my best buys in recent years and I can't get enough of it. I really hope there will be more expansions than just 2 (one released and one to be released soon) so that we can get eventually a full map experience. If any developer reads this, here are some minor suggestions: -Some more events while travelling would be nice. Nothing big, just small RNG things that have a long MTTH (mean time to happen) so I'm not always getting the crappy bandit ambush event that I destroy in everytime. -Please, please, please give us more interactions between the companions. There are all great but I would love some more cross-pollination between them. Perhaps quests involving a pair of them if you have both in your comitatus? RNG camp events where they have disputes between each other? Right now, they feel so... isolated from each other besides asking them for their opinion on their fellow attachees of the vagrus. -I've only just started getting into the outpost system and it is a great late-game challenge. However, one thing I would love is eventually the ability to buy a villa in one of the major cities. As a House Venarus loyalist (Human Imperial Aristocrat), having a home in Larnak with the possibility of using it for buffs or just for the RP would be awesome. -A very minor thing, but I would like some additional customization options for your vagrus and comitatus. I'm not sure if you have the means or time, but it would be cool to be able to have a custom appearance for your vagrus (even if it just appears in the corner of the main screen and in conversations). Furthermore, it would be nice to be able to recruit non-combatants (or even promote them from your own workers/slaves/fighters through random RNG and if you get one that lasts awhile) to give some buffs while costing dross for upkeep. A book-keeper, personal bat-man slave, etc. -Combined with above, allow us to eventually have smaller comitati under us as we get massively-wealthy (unless we can already do this with the outpost system). Either your own faction or with a preexisting faction, it would be cool to fund small trade caravans with large risk but large reward. They should be expensive but it would cut back on the constant small-scale travelling late-game. Promoting fighters/workers above can be useful for this or having our companions become smaller vagri underneath us (would you become an arch-vagrus? lol). -And lastly, please do not stop expanding this game. You have my loyalty with the current product that I'll probably buy any expansion you make. Eventually having the ability to do cross-continent journeys from one corner of the continent to the other would be immensely gratifying.
Expand the review
March 2025
I had this game on GOG did 100 hours on it and then bought it on steam for a fresh playthrough and to be able to have it on the Deck. This game simply opened my love for the Fantasy genre. The setting is fresh, grim and with no concession. Every story lines are beautifully crafted and I easily have several dozen of memorable quest that I can remember fondly. The world is the real antagonist here and everything is set for killing you and you caravan. Therefore you have to plan your travels wisely and it really helps the caraven gameplay to thrive. The lore is so good, I spent hours reading the codex and trying to know more about every little details. Companion quests are long and really original This game is just a gem...And I want more of it
Expand the review
Dec. 2024
Over 200 hours on record. Yes, I recommend this game providing you are looking for an old school, pen and paper style choose your own adventure style caravan simulator. The type of caravan is a choice between the usual 3 for these types of games: Explorer, Merchant and Mercenary. The storylines and attached characters are interesting, they'd have to be for you to go so far to visit some of the worst places humanity can imagine and fight the horrors you find there. The stories are 99% of the time a book page that you choose your answers on. Yes, there are a lot of words in this. If you can't read well or don't want to, this game absolutely isn't for you. Combat is difficult to learn and more so to master, party combat and caravan combat both influence each other and both are punishing but once you start to feel out the tactics available to you and sus out the enemies you're fighting you can ensure you always come out ahead. The economy is simulated well enough but only impacted by your actions, sell to much of something you crash the price and it might take a week or month to recover. You can't affect what goods are produced by factions and try to influence the market that way. I'd like to see goods moved by NPC caravans affect the world to introduce reactive gameplay elements. Caravan management is in depth, managing your employees and... Uhh... freedomly challanged workers is interesting and has pros and cons to your employment style. Same goes for the types of beast of burden you use, all have pros and cons. There's gear and equipment to install that will affect how you cross the wastes too. I love this aspect of the game. There's no beating around the bush, this game is hard and you can find yourself in a tail spin, going down, before you've realised it and you're probably looking down the barrel of restarting the game or a soft restart where you make it to a town, downsize everything and get back on your feet with small contracts. Yes, I recommend this game, I recommend playing it on the default difficulty and once you've played a few hours I recommend playing on 1 save mode where you have to live with the consequences of your choices. This is a game about telling an interesting story, a story without conflict and strife isn't as interesting.
Expand the review

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Frequently Asked Questions

Vagrus - The Riven Realms is currently priced at 29.99€ on Steam.

Vagrus - The Riven Realms is currently not on sale. You can purchase it for 29.99€ on Steam.

Vagrus - The Riven Realms received 1,212 positive votes out of a total of 1,418 achieving a rating of 8.15.
😎

Vagrus - The Riven Realms was developed by Lost Pilgrims Studio and published by Lost Pilgrims Studios.

Vagrus - The Riven Realms is playable and fully supported on Windows.

Vagrus - The Riven Realms is playable and fully supported on MacOS.

Vagrus - The Riven Realms is playable and fully supported on Linux.

Vagrus - The Riven Realms is a single-player game.

There are 8 DLCs available for Vagrus - The Riven Realms. Explore additional content available for Vagrus - The Riven Realms on Steam.

Vagrus - The Riven Realms does not support mods via Steam Workshop.

Vagrus - The Riven Realms supports Remote Play on Phone, Remote Play on Tablet and Remote Play on TV. Discover more about Steam Remote Play.

Vagrus - The Riven Realms is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Vagrus - The Riven Realms.

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Last Updates
Steam data 14 June 2025 00:23
SteamSpy data 08 June 2025 22:07
Steam price 15 June 2025 04:48
Steam reviews 14 June 2025 00:09

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Vagrus - The Riven Realms
8.2
1,212
206
Game modes
Features
Online players
80
Developer
Lost Pilgrims Studio
Publisher
Lost Pilgrims Studios
Release 05 Oct 2021
Platforms
Remote Play