PILGRIM
by DESPERATE MEASURES · 31 May, 2024
50 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
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
See this post:
https://store.steampowered.com/news/app/2965660/view/541105143669589708
Hi All,
Thanks for your patience while waiting for the next update. Just a quick post to let you know that it's on the way, and we're aiming to have it ready for May 10th!
Apologies for the delay - it's a larger update than usual, so we've had a few more issues to iron out along the way. I’m really looking forward to everyone checking out all the new additions!
**EDIT**
I've amended the title and the text to avoid confusion. This post was announcing when the next update would be - before it could have been read as if the game was being released.
Patch notes:
- Can now scare them off and kill them with what trees fear most
- It is now more stable when player bodies are picked up
- Fixed various other related bugs
By my count, there’s still a little time left in January (North American time, at least), so I wanted to get this smaller update out to you. As I haven't been able to dedicate as much time as I would have liked, I want to thank you for your continued patience.
Thanks again for your continued support of PILGRIM!
This smaller update includes fixes, quality of life improvements and even a new enemy. The bigger update is still on the way, but please manage your expectations.
Going forward, I may even remove certain features from the larger update and release them in smaller patches.
Patch Notes:
- Added in a new above ground enemy 🌳
- Fixed wagon moving after new player joins when crystal is drained
- Added potential white screen fix (disable UI effects in settings)
- Better head cull for first person view to stop clipping
- Reduced overall head bobbing and added slider in settings to tune (found in the settings menu under "Game Settings")
- Removed festive decoration
- Fixed equipment (jester hat and pumpkin) not deducting money
- Fixed UI elements (like pickup item) remaining on screen sometimes
- Fixed crystal trap walls bug where the killing noise would repeat
- Fixed spectator camera not responding or spinning
- Added field of view shift when sprinting
- Fixed Imp not taking crystal form clients
- Added flame noise to some places of fire
- Improvements to dead body carrying. Now becomes an inventory slot and the animation is more robust
- Spider nests no longer attach to held dead bodies
I wanted to update you on the progress of Pilgrim. While I wasn’t able to release the larger update I’d planned for November, I’ve made a smaller update to swap out the Halloween theme for some festive Christmas visuals! 🎄✨
The new target for the big update is mid to late December. If we happen to miss that window, rest assured it will be ready by January.
Thank you so much for playing and supporting the world of Pilgrim! I’m really excited to share the big update with you all when it's ready.
It’s been a little while, but I’m back with a small spooky season update. Life stuff happened and so I haven't had time for a big update yet, but I’ve put together something fun that also tests out a new feature, which will have more content later on.
Thanks for sticking around! I’m aiming to get a larger update out sometime in November.
Patch Notes:
- Added Equipment Menu (accessed by pressing the "I" key)
- Added Pumpkin Head & Jester Hat
- Adjusted interaction values for pickup thresholds
- Fixed issue where the doll couldn't kill players
- Fixed some minor bugs (typos, etc.)
Current Release
Build 25679044
Uploaded Oct 07, 2026
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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