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PILGRIM News

Update Slightly Delayed – But the Beta Build Is Live!

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

Update Coming

**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.

Patch 14.11

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

Patch 14.10 - Planting trees is good for the environment 🌳

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

Patch 14.8 - A Small but Festive Update!

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.