Compare Vagneria prices across trusted key stores and find the best deal. Developed by Vagner da Rocha Santos. Published by Vagner da Rocha Santos. Released on 8/24/2024. Available on PC. Genres: Action, Adventure, Indie, RPG.

Imagine Terraria and a medieval village-builder had a budget two-person conversation - that's Vagneria, a solo-dev 2D platformer worth knowing about before the crowd does.

I have a soft spot for one-person passion projects that try to cram too many ideas into a single executable, and Vagneria is exactly that kind of game. The solo developer behind it - Vagner da Rocha Santos - has stitched together a 2D side-scrolling platformer with survival crafting, village expansion, quest-driven progression, and tower-defense siege events, all threaded through procedurally generated stages. That is a genuinely ambitious list for any studio, let alone one person. The result is rough in the expected places, but there is real sincerity in the construction. The central loop starts simply: you drop into a near-empty settlement alongside a Village Chief and you build outward from there. Rescuing a lost blacksmith opens the forge, persuading a wandering merchant brings trade, and each new resident quietly reshapes what you can craft and where you can go. It has that same gentle gravitational pull you feel in early-hours Stardew Valley, though Vagneria keeps pushing you out into biomes rather than inward into relationship meters. The world spans forests full of slimes and spiders, pitch-dark caves where you genuinely need a torch to see three tiles ahead, a jungle region called the Flodra populated by a masked tribe, icy lands, an ocean stretch with pirates, and volcanic zones where lava is a genuine hazard. Procedural generation keeps individual stage layouts fresh, even if the biome-to-biome tone shifts can feel abrupt. Craft loop fans will find the resource chain satisfying on paper: chop trees, mine stone and ore, smelt at the furnace, hammer at the anvil, manage hunger, brew herbs into potions, and keep weapons from degrading. Equipment durability is a real pressure - your sword will break mid-fight if you neglect it, which creates genuine urgency around ore quality. The class selection at least offers some identity variety; the Ninja and the Mage play meaningfully differently, with an energy bar governing magical item use. Where the game stumbles is in communicating all of this to you. Early community reports flag confusing tutorial controls and missing crafting recipe visibility at the forge - friction that can make the first hour feel like archaeology rather than adventure. Post-launch patches have addressed some of these pain points, notably a durability buff across all weapons and equipment and improved torch range, which tells you the developer is listening. That matters with a game this young. The siege events are the most surprising element. When an enemy tribe announces an attack, the platformer briefly pivots into something closer to a real-time strategy layer: you recruit workers, command troops, build palisades, walls, barracks, and traps, and then try to hold your town center while waves of invaders press in. Controlling multiple units simultaneously genuinely changes the feel of those stretches. It is scrappier than a dedicated strategy game would be, but as a gear-shift inside a platformer RPG it earns its place. The question is whether all these intersecting systems have been balanced tightly enough to feel intentional rather than coincidental - and honestly, at this review stage, they sit somewhere in between. Vagneria is a game for people who like watching small studios find their footing, and who are comfortable with rough edges in exchange for genuine mechanical variety. It is not a polished product. The community is tiny, the review count minimal, and some quality-of-life work clearly remains. But the ambition is real, the update cadence shows commitment, and there is a world here that has more texture than its price tag implies. I will watch where this one goes. Kai, Scout Team

Vagneria

Vagneria

Aug 24, 2024Vagner da Rocha Santos
GamerScout Says

Imagine Terraria and a medieval village-builder had a budget two-person conversation - that's Vagneria, a solo-dev 2D platformer worth knowing about before the crowd does.

PC
Best Price Available
€4.46
at Eneba
Lowest tracked: €4.46
Track this price

GamerScout Verdict

Worth a cautious look for patient fans of solo-dev survival platformers who don't mind tutorial friction and uneven polish.

Compare Prices(2 stores)

EnebaBest price
StandardEurope (EU)Steam KeyKey
€4.46
Priced in EUR by the store
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StandardGlobalSteam KeyKey
€4.46-14%
Priced in EUR by the store
Buy
StandardEurope (EU)Steam KeyKey
€5.19
Priced in EUR by the store
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Price History

Lowest tracked
€4.465 Jun 2026
Current best
€4.46
Lowest since we started tracking
Keyshops
€4.10€4.34€4.58€4.825 Jun29 Jun22 Jul15 Aug7 Sept
5 Jun — 7 Sept
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Screenshots & Media

About Vagneria

I have a soft spot for one-person passion projects that try to cram too many ideas into a single executable, and Vagneria is exactly that kind of game. The solo developer behind it - Vagner da Rocha Santos - has stitched together a 2D side-scrolling platformer with survival crafting, village expansion, quest-driven progression, and tower-defense siege events, all threaded through procedurally generated stages. That is a genuinely ambitious list for any studio, let alone one person. The result is rough in the expected places, but there is real sincerity in the construction. The central loop starts simply: you drop into a near-empty settlement alongside a Village Chief and you build outward from there. Rescuing a lost blacksmith opens the forge, persuading a wandering merchant brings trade, and each new resident quietly reshapes what you can craft and where you can go. It has that same gentle gravitational pull you feel in early-hours Stardew Valley, though Vagneria keeps pushing you out into biomes rather than inward into relationship meters. The world spans forests full of slimes and spiders, pitch-dark caves where you genuinely need a torch to see three tiles ahead, a jungle region called the Flodra populated by a masked tribe, icy lands, an ocean stretch with pirates, and volcanic zones where lava is a genuine hazard. Procedural generation keeps individual stage layouts fresh, even if the biome-to-biome tone shifts can feel abrupt. Craft loop fans will find the resource chain satisfying on paper: chop trees, mine stone and ore, smelt at the furnace, hammer at the anvil, manage hunger, brew herbs into potions, and keep weapons from degrading. Equipment durability is a real pressure - your sword will break mid-fight if you neglect it, which creates genuine urgency around ore quality. The class selection at least offers some identity variety; the Ninja and the Mage play meaningfully differently, with an energy bar governing magical item use. Where the game stumbles is in communicating all of this to you. Early community reports flag confusing tutorial controls and missing crafting recipe visibility at the forge - friction that can make the first hour feel like archaeology rather than adventure. Post-launch patches have addressed some of these pain points, notably a durability buff across all weapons and equipment and improved torch range, which tells you the developer is listening. That matters with a game this young. The siege events are the most surprising element. When an enemy tribe announces an attack, the platformer briefly pivots into something closer to a real-time strategy layer: you recruit workers, command troops, build palisades, walls, barracks, and traps, and then try to hold your town center while waves of invaders press in. Controlling multiple units simultaneously genuinely changes the feel of those stretches. It is scrappier than a dedicated strategy game would be, but as a gear-shift inside a platformer RPG it earns its place. The question is whether all these intersecting systems have been balanced tightly enough to feel intentional rather than coincidental - and honestly, at this review stage, they sit somewhere in between. Vagneria is a game for people who like watching small studios find their footing, and who are comfortable with rough edges in exchange for genuine mechanical variety. It is not a polished product. The community is tiny, the review count minimal, and some quality-of-life work clearly remains. But the ambition is real, the update cadence shows commitment, and there is a world here that has more texture than its price tag implies. I will watch where this one goes.

Kai
Kai · Scout Team

Indie & narrative

Tags

singleplayertier:sub-5Village BuilderEquipment DurabilitySurvival CraftingSiege DefenseClass SelectionBiome ExplorationSolo DevProcedural LevelsQuest-Driven Progression

System Requirements

Minimum

OS
Windows 7 SP1+, 8, 10 (64 bits)
Memory
4 GB RAM
DirectX
Version 11
Storage
1 GB available space
Graphics
Compatible with DirectX 11 or Metal with feature capability level 10.0 or higher.
Processor
processor with support for SSE2 instructions.

Recommended

OS
Windows 7 SP1+, 8, 10 (64 bits)
Memory
8 GB RAM
DirectX
Version 11
Storage
1 MB available space
Graphics
Compatible with DirectX 11 or Metal with feature capability level 10.0 or higher.
Processor
processor with support for SSE2 instructions.

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Game Info

Developer
Vagner da Rocha Santos
Publisher
Vagner da Rocha Santos
Release Date
Aug 24, 2024

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Frequently asked questions about Vagneria

How much does Vagneria cost?

As of 7 September 2026, the cheapest in-stock offer for Vagneria is €4.46 at Eneba, out of 3 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Vagneria cheapest?

The lowest in-stock price we track for Vagneria is €4.46 at Eneba (7 September 2026). We compare 3 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Vagneria available on?

Vagneria is available on PC.

When was Vagneria released?

Vagneria was released on 24 August 2024.

Who developed Vagneria?

Vagneria was developed by Vagner da Rocha Santos.