PILGRIM
by DESPERATE MEASURES · 31 May, 2024
76 downloads
About the Game
In this first person horror game, immerse yourself in the dark otherworldly horror of the medieval.
A long and dangerous road awaits the chosen Pilgrims. You will journey to find out what lies at the end of the road.
Thrust from the safety of your Village, given little supplies and a powered wagon. Take yourself and your companions through a dark world to find what awaits you along this winding path.
To survive you’ll have to delve deep into crypts, unlock dimly lit dungeons, explore the derelict towns and try not to lose yourself in the twisting woodlands.
In this solo or multiplayer dark adventure be sure to take a light with you into the dark places of the world.
Equipment
But dear Pilgrim - all is not so bleak. You will take with you a Wagon, one of the Village’s last remaining remnants of the old world. It’s fitted with a crystalline engine that powers it towards the user’s will - trust it and it will take you to where you need to be.
However, that is not all. The Village’s best and most cunning craftsmen have devised a dial that can divine the time of day! The three distinct time zones of Day, Night and Deep Night will be signified by this dial and a bell. Don’t be caught away from the wagon after day.
You might also happen across a friendly merchant who is all too willing to supply you with his wares.
Use items to help you navigate the world, fight off creatures and perhaps have a little fun along the way.
Monsters
We know you won’t be alone - we’ve seen them out there. The Monsters.
Encounter a range of different creatures - just a brief encounter might result in the end of your pilgrimage.
Death is not the end!
If you're playing with friends you can be brought back from death - but at what cost?
Friends
You don’t have to do it alone. You might get lucky and this year’s Pilgrimage could get a good batch of travellers all ready to ride alongside you in your wagon. But it’s up to you to do the recruiting! Get your friends online and see if you can make it to the end of The Road.
What to Expect
- A first person horror game
- Co-op Multiplayer
- Enemies
- A combination of hand crafted and procedurally generated levels
- Easy to pick up but challenging to finish
- Find and sell items to buy more useful things to complete your mission
Screenshots
7 imagesVersion Information
Steam Patch Notes
Official update history
Fixed the Infected City disappearing after you saved there with the soul jar and loaded that save.
Fixed the axe throwing wheel mini game at later merchants being missing or unusable after loading a save.
Interest point placement adjustment
The dice effect that locks every door no longer locks the flesh doors.
Fixed dungeons sometimes generating without a crystal room, which left no way to get the crystal.
Monster balancing
Loot balancing
- Added a warning for systems that do not meet the minimum specifications.
- Added a warning when loading a save created on a different game version.
- Significantly reduced the cost of repairing the wagon door.
- Moved the Abbey exit point further from the door.
- Further improved level placement along the road.
- Fixed several crashes identified through player reports.
- Fixed the Pale's breathing continuing after death.
- Fixed spider AI and animations occasionally failing to work.
- Fixed the wagon chaser being unable to kill players who were pushing the wagon.
- Fixed ladders preventing clients from reaching the top.
- Fixed ladders responding slowly for clients on poor network connections.
- Fixed the exterior ladder launching players when they reached the top.
- Fixed the spectator camera moving to the wagon's origin when all players died while the last surviving player was the crystal doll.
- Fixed a deactivated crystal doll being able to move after loading a save.
- Fixed the crystal doll remaining movable after pressing the equipment key.
- Fixed the save system not correctly recording player state.
- Fixed the host not receiving an interaction prompt for the heart in the Impact Point.
- Fixed the Impact Point area occasionally not being removed for some players.
- Fixed an issue with the fuse line in the Impact Point.
- Fixed the fuse countdown in one dungeon not generating all the way back to the entrance room.
- Fixed a dungeon generation issue where a similar type of dungeon would have the same layout each time.
- Fixed an issue with AI pathfinding occasionally not working.
Today we were able to squish bugs pretty swiftly and were enlightened to some previously never reported on ones.
Thank you all for your bug report contributions, it's seriously helping PILGRIM whilst we're still in early access ❤️
- Fixing a problem when scrolling the mouse wheel with items like the lantern whilst in the game menu - the menu then becomes unusable.
- Fixing when sometimes a camera effect would get stuck on screen and not be removed (i.e. ghost teleport).
- Fixing bug where if a player leaves after dying they will come back alive when they rejoin.
- Fixing that the sword can't kill monsters, now applies damage.
- Mater volume number percentage in menu not changing.
- Work done on adding logging to detect where/when memory leaks could happen for some players.
- Fixing the softlock in dice menu when using esc menu.
- Lockpicks not removing on player death - now spawn lockpicks when you die.
- Fixed Lockpicks not working on locked doors.
- Fixing a bug where some points of interest wouldn't load for clients.
- Fixing Merchants appearing in the ground.
- Fixing the newly placed outside ladder on the side of the wagon being useable from the inside.
- Fixing prelit and non-lite wall brazier torches breaking for clients.
- Increased the number of merchant spots and tweaked the overall interest point placement algorithm.
- Disabling save points when they are loaded in so they can't be exploited.
Most notably though this patch includes the addition of opt-in analytics and an easy to use in game bug report button (accessed by pressing F1 on the keyboard).
This system was in the works before the 0.8 patch and we've spent a bit of time getting it in shape for use. We think it will allow us to fix bugs and find problems much faster than before.
You don't have to use it of course and a pop-up appears once on your first boot of the game asking if you would like to opt-in. You can also toggle this on/off in the settings.
List of changes for this patch:
- Added Gamma Slider screen for first boot of game (later accessible in the settings).
- Added opt-in analytics/log reporting (Asks for permission once at the start of the game, can be toggled later in settings). This helps our tiny team make pilgrim better with your help!
- Added in game bug reporting (Press F1 to open a menu to report a bug, sends extremely helpful information when used).
- Lanterns last longer.
- Transitions between day states are brighter and no longer go pitch black.
- Added a ladder to the outside of the wagon.
- Fixed player characters looking grey on some machines. (Shader compilation issue on older hardware)
- Fixed the starting room door collision.
- Added Max FPS settings.
- Dead bodies make less noise.
- The pumpkin head effect blocks less of the view.
- Fixed items sometimes flying off or having extreme rotation after dropping
- Fixed double money and double crystal doing nothing.
- Fixed the wagon restocking its base items (mask, chalk) when a save is loaded.
- Fixed a dropped crossbow sometimes not being able to be picked back up and generally improved across all items so the interaction prompt is always above the item and not dependant on orientation.
- Fixed the wagon wheel coming back after it is broken when you load a save.
- Fixed a bug with the pigeon release stat not getting attributed to players.
- Fixed bad pigeon release stat not attributing to players.
- Fixed an issue where some monsters that are outside weren't capped after killing them and would continue spawning.
- Fixed pressing Esc on the name tag menu having their mouse cursor removed when closing the main menu.
- Fixed Village fog being too persistent after passing the village.
- Fixed losing lockpicks when reloading a save.
- Fixed the Mysterious Box floating in mid-air after being dropped for a teammate, and being dropped and impossible to pick up after reloading a save.
- A failed bank open now shows the reason.
- Fixed the chapel stairs collision in the starting area.
- Potentially fixed a memory leak issue but will require further testing.
We're still aware and working on some major bugs affecting some players such as audio glitching and the landscape intersecting points of interest.
Writing this as we’re just over the first week into releasing Version 0.8, and we just wanted to thank you all. From your bug reports to your feedback, and suggestions we really appreciate all of your comments! Please rest assured that we are reading as many as possible!
Going forward, as previously mentioned in the last hotfix, we will continue to work on collision and audio problems, before moving onto playability/ replayability and making Pilgrim a great game!
Some hotfixes before the weekend:
- Fixing a bug where a unique creature didn’t always spawn in when the Player was at a special interest area
- Lamp oil adjustment, adding more time to the lantern oil (this might reduce again when an additional better lamp item is added)
- Fixing a bug where Fire traps in the crypt were blocking the client
- Better interaction when entering/ leaving dungeons and when pushing the wagon
- Fixing a bug where enemies could kill you when you had already left a dungeon, enemies can now only grab/ interact with you when you’re in the process of leaving, not when you’ve already left.
- Fixing a bug where if you were attacked the green hit screen would stay on permanently
Thank you all again, and have a great weekend!
Implemented a solution to stop map discrepancies between host and client. This would happen when a client loaded before a host and didn’t receive the correct seed for the terrain. Safe guards against this have been implemented. However, we recommend that the player with the best PC be the host.
Fixing a bug where you couldn't pick up crossbows from chests/ dolls
Making it easier to pick up crossbow bolts/ chalk, lockpicks and other smaller items from wagon floor
Changed a proc gen dungeon's entrance to avoid collision with terrain
Changes to a Special Interest Point to prevent creature from getting stuck
Light blessing will now travel with the player into dungeons
Pressing Esc when in the mule menu will no longer lose the player their cursor
Fixing a bug where players killed during the lockpicking mini-game had the UI stuck on their spectator view
We are also aware of several bigger issues that some players are experiencing, (audio, collision between proc gens areas) and rest assured we are working on these!
Fixing a bug where if the Player was in debt in one save game the debt would be carried over to a new save game.
Fixing a bug where the Player would be teleported back to a Special Interest Point on leaving later proc gen dungeons
Added a temporary "GIVE UP" button in the Main Menu as you're playing the game, this will kill your Pilgrim. This only a temporary fix designed to free Pilgrims if they're stuck, whilst we work on a better solution
Fixing a bug where if a creature killed the Player there would be a fatal error and the game would crash for both Host and Clients if another Player attempted to carry their body
Adding two more Merchant Locations into the game. Our aim is to space them evenly throughout the road, but this will take a little time to implement
"Locked" masks now unlock properly, and you'll be able to show them off in game, if the Player has met the correct requirements
Fixing not being able to pickup the Key from the wagon floor
The Ramp in the sewer entrance has now been fixed so you can no longer lose items beneath it
Fixing a bug where Player had infinite stamina when holding items with two hands
Set spike trap culling zones within Cellar's Crystal Chamber, and the entrances to all Proc Gen dungeons.
Fixing a bug where 3 enemies in proc gen dungeons were invincible
Added health to one of the bigger dungeon creatures
Fixing a bug where one of the bigger creatures wouldn't ragdoll
Fixing not being able to throw spears or shoot bolts through doorways
It's now slightly easier to retrieve your spears from your fallen foes
Changed collision on one of the save towers
Moved/ deleted some enemy spawn points where enemies were being trapped behind objects
Made several different map changes which fix Crushing Ceilings across the game.
Fixing a bug where the player couldn't pick up two of the story notes
Fixing a bug where if an Imp stole a depleted crystal, they would generate a full crystal
Fixing a bug where a player would be stuck in an endless resurrection/death loop when revived at the Pentagram.
Fixing a bug where the wagon would be unable to move on loaded games despite having a crystal/ or being pushed.
Fixing Pumpkin Head effect not removing when unequipped
Adding more save points and forcing the early appearance of a save point (“Save your soul” locations)
I’ve decided that the recent big update is too unstable to release in its current state.
This came to light for me after a more rigorous round of play testing.
However, I didn’t want to leave you with nothing, especially after promising something for the 10th. So I’m putting part of the build into SEA (Super Early Access).
You can find instructions on how to join the SEA testing here:
https://steamcommunity.com/app/2965660/discussions/0/4515507601682535093/
So, when will the full update come out?
I’m still targeting May. I apologise for any frustration caused. I want to make sure the update really delivers and at the moment, it’s just not ready.
I hope you understand why I’ve decided to delay it a bit longer. Thanks so much for your support of Pilgrim - I’m really looking forward to getting this out properly.
As a little teaser, below are the current patch notes currently for the update.
Note: Not everything listed below is in the SEA build - which is a slightly older version of the update.
- Changed voice chat implementation
- Improved interaction system
- Improvements to the torch not being in front of the camera when head bob is turned off
- Vastly improved procedural generation speed of dungeons
- Increased walk and sprint speed
- Updated road mesh generation (should bring more stability)
- Fixed not being able to switch who you're viewing in spectator mode
- Fixed dead body not dropping correctly from inventory when switching items
- Sped up crystal crush trap to compensate for quicker movement speed
- Reduced Pale speed
- Added a stall to when a monster takes damage. So now they will stop for a bit after being hit.
- Fixing jester hat audio
- Bucket refills in rain
- Fixed issue where buying equipment from the merchant would override max loan
- Fixed issue where dropping a piece of equipment would also drop the currently held item
- Allowing picking up of equipment when already holding an item
- Outside monsters now have save game permanence so that when killed they will not re-appear in a loaded game
- Toned down force applied to monsters when hit by spear (so now they shouldn't fly off)
- Fixed money change noises note playing for clients
- Randomising dungeon type order
- Fixing when a newly joined player sees another player turned into a tree it no longer is just the character standing there
- Tree people won't follow you into the Merchant area and stay dead upon reload
- Improved "Pale" enemy pathing and interactions. Should no longer get stuck in the caves
- Adjusting the Pale's kill sphere to be a bit more fair
- Making it so when the Pale is scared off by fire it won't kill a player whilst running away
- Stopping the mimic from activating after a player is cut in half
- Fixed spears not being able to thrown in or near the wagon
- Village no longer removes huge portions of trees when loading in
- Fixed running with lantern causing aggressive flickering
- Added two extra trap rooms
- Added storage area to wagon
- Special loot rooms added to dungeon
- Lock and key mechanics
- Lock picking minigame
- Added crystallette power source
- Added remote communication device
- Added two new enemies
- Added a dungeon type
- Added a point of interest
- Added spectacles that attach to your gear slot and improve vision in interesting ways
- Added a vendor to the merchants section
- Added a map system and upgrades
- Added stat gathering and progress report
Current Release
Build 25855077
Uploaded Oct 11, 2026
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System Requirements
How to Install
PILGRIM.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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29a0b5e0377aa608b3dd87a4b3aecc066480b734dc9e9ad5e94ed01dbf7a5e65
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