PILGRIM
by DESPERATE MEASURES · 31 May, 2024
31 downloads
Multiplayer · Cracked Only
Cracked Co-op Only
Online works only between cracked copies — you can't join official servers or players who bought the game.
About the Game
Overview
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
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
On the site: Build 17228317
Up to date
Hi everyone,
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
View on Steam
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
**EDIT**
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.
View on Steam
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.
Just a quick follow up patch to improve the new enemy.
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
View on Steam
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
Hello everyone! Apologies for the lack of updates. I’m still working on the larger release I promised. As many of you know, game development isn’t easy and sometimes life stuff gets in the way.
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
View on Steam
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
Hi everyone!
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.
View on Steam
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.
Hey everyone!
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.)
View on Steam
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.)
Patch 14.6
- Enabled the menu in spectator mode.
- Removed black boxes that appeared above characters' heads in the game.
- Fixed an issue where the wagon push movement would break when jumping and pushing simultaneously.
- Fixed an issue where a game not marked as public would sometimes appear in the server list.
View on Steam
- Enabled the menu in spectator mode.
- Removed black boxes that appeared above characters' heads in the game.
- Fixed an issue where the wagon push movement would break when jumping and pushing simultaneously.
- Fixed an issue where a game not marked as public would sometimes appear in the server list.
- Changing the online subsystem to improve connectivity.
- The new subsystem allows for the removal of region locking; players should now be able to connect with anyone.
- Mapping ladder input to the movement input (allowing for rebinding).
- Changed player name display in character select to be screen-based instead of world-based.
- Expanding the main menu to occupy more of the screen.
- Adding a version check, so when a player attempts to join a server with a different game version, they are notified. (This currently doesn’t notify if you are invited to a game, only when joining from the server browser.)
View on Steam
- The new subsystem allows for the removal of region locking; players should now be able to connect with anyone.
- Mapping ladder input to the movement input (allowing for rebinding).
- Changed player name display in character select to be screen-based instead of world-based.
- Expanding the main menu to occupy more of the screen.
- Adding a version check, so when a player attempts to join a server with a different game version, they are notified. (This currently doesn’t notify if you are invited to a game, only when joining from the server browser.)
Patch 14.2
- Fixed candles not being removed when a player leaves the session.
- Fixed issue where candles wouldn't relight when a player was brought back.
- Removed dead bodies if they were revived by a mask.
- Fixed key rebinding not working in the main menu and character select.
- Fixed bug where the name tag input wouldn't be removed from the screen when a player is killed.
- Fixed item duplication bug and items not being able to be picked up inside the wagon after loading.
- Disabled character movement collision when pushing the cart (preventing the character from being dragged away by obstacles).
- Set a limit on the number of items the doll can spawn.
- Fixed issue where clients can't see the "Stop Using" widget when pushing the wagon.
- Added distanced travelled to save game slot display.
- Changed "CREATE NEW GAME" to "START GAME" to limit confusion on how to load a game vs starting a new game
View on Steam
- Fixed candles not being removed when a player leaves the session.
- Fixed issue where candles wouldn't relight when a player was brought back.
- Removed dead bodies if they were revived by a mask.
- Fixed key rebinding not working in the main menu and character select.
- Fixed bug where the name tag input wouldn't be removed from the screen when a player is killed.
- Fixed item duplication bug and items not being able to be picked up inside the wagon after loading.
- Disabled character movement collision when pushing the cart (preventing the character from being dragged away by obstacles).
- Set a limit on the number of items the doll can spawn.
- Fixed issue where clients can't see the "Stop Using" widget when pushing the wagon.
- Added distanced travelled to save game slot display.
- Changed "CREATE NEW GAME" to "START GAME" to limit confusion on how to load a game vs starting a new game
- Fixed no new places to generating past around 50 miles travelled.
- Added a key rebind option to opening text chat.
- Buffed spears.
- Lowered the Pale monster's health.
View on Steam
- Added a key rebind option to opening text chat.
- Buffed spears.
- Lowered the Pale monster's health.
- Added key rebinding.
- Improved stability for the inventory system when there’s a poor network connection.
- Switched to DirectX 11 to fix crashes on specific GPUs.
- Added a Soul Candle for each player to the wagon.
- Enabled NavMesh generation in merchant areas, fixing issues with mimics not working there.
- Adjusted merchant positions to prevent interaction overlap.
- Greatly reduced overall game size.
- Improved stability.
- Enhanced memory efficiency.
- Made item placement in the wagon more reliable when loading saved games.
- General bug fixes.
- Added a flashing imagery warning message.
- Fixed wagon push exploit.
- Stopped the “saw a scary thing” screen effect and SFX when players who are dead load in from a save slot.
- Added work-in-progress controller support. No rebinding available for controllers yet, and the UI doesn’t display controller buttons yet.
View on Steam
- Improved stability for the inventory system when there’s a poor network connection.
- Switched to DirectX 11 to fix crashes on specific GPUs.
- Added a Soul Candle for each player to the wagon.
- Enabled NavMesh generation in merchant areas, fixing issues with mimics not working there.
- Adjusted merchant positions to prevent interaction overlap.
- Greatly reduced overall game size.
- Improved stability.
- Enhanced memory efficiency.
- Made item placement in the wagon more reliable when loading saved games.
- General bug fixes.
- Added a flashing imagery warning message.
- Fixed wagon push exploit.
- Stopped the “saw a scary thing” screen effect and SFX when players who are dead load in from a save slot.
- Added work-in-progress controller support. No rebinding available for controllers yet, and the UI doesn’t display controller buttons yet.
- Fixed items not dropping when players die.
- Stability improvements.
- Fixed an issue where sometimes monsters wouldn't start patrolling after killing a player.
- Vastly improved VOIP audio volume when players aren't directly facing each other.
- Reduced overall game size by removing some redundant content and reducing texture sizes.
View on Steam
- Stability improvements.
- Fixed an issue where sometimes monsters wouldn't start patrolling after killing a player.
- Vastly improved VOIP audio volume when players aren't directly facing each other.
- Reduced overall game size by removing some redundant content and reducing texture sizes.
Current Release
Build 17228317
Uploaded Aug 29, 2026
System Requirements
OS
Windows 10
CPU
Intel Core i5-2500 or AMD FX-6350
RAM
4 GB RAM
GPU
NVIDIA GeForce GTX 680
How to Install
1
Download all files
2
Extract the .ZIP file to a folder (use WinRAR or 7-Zip)
3
Run 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
Archive password
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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View AllDownload PILGRIM for PC with a direct link or via torrent. Get the full version of PILGRIM for free. PILGRIM is a Action released by DESPERATE MEASURES.