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PILGRIMAGE VERSION 0.3.4 (SEPTEMBER 12th 2026)
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Development Logs
[ Click here to Show/Hide Development Logs :3 ]
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I invented timeline anomalies in my world simulator and now I feel like Sans Undertale
Natural Great Tit Is Gonna Have Bad Time! [Read More]
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Finally working on fun stuff!
Since my last mini devlog ive mostly been building systems on top of the big encounter refactor i finished last week.Biggest thing is that the ui popups I mentioned at the end of the last devlog are now complete. Encounters can now throw up these new resuable choice popups instead of each interaction needing its own weird logic. The first thing i did is convert enlightenment to the new system. After that i started working on using it for creature encounters where things can fight back and you can now choose to flee or dodge or fight back yourself. This… [Read More]
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I finally finished the big encounter/action/reaction refactor I’ve been stuck in for a while.
All of the encounter reactions are now decoupled from King’s Sea III, which means they can also be run independently by the life/world simulation without needing any cruft. That was the main reason I started this whole thing in the first place. I also cleaned up a bunch of duplicated/old reaction code along the way, especially creature encounters and held-plant interactions. There are some new interactions, and some old reactions were removed because they were confusing. One big one is that chasing away can no longer result in the thing you are chasing dying, only in beating it up a… [Read More]
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Two Week Mini Devlog
I decided that since I haven’t put out a new update yet i should at the very least let you guys know how development has been going on Pilgrimage :3 [Read More]
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I Tried to Play Ultima III and Accidentally Printed an Entire RPG Library (Also, Pilgrimage Dev Updates!)
So, I’ve been working on a lot of stuff in Pilgrimage! :3 Yesterday was mostly a mix of adding more creature sounds, cleaning up old code, and continuing my efforts to make the various game systems less dependent on the “King’s Sea III” Mode. Then I decided to play “Ultima III”, which somehow resulted in me spending several hours printing books…(More on that later. :p)… [Read More]
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Squishes and Plops
Tonight I reworked how creature sounds work! Instead of having sound effects tied to specific lines of text like i used to, creatures now have their own lists of possible sounds. This makes it much easier to give them a bit more personality. I also added a bunch of new sounds. Wolves can now howl, the Grindylow can make some deeply concerning noises, and the Jeremys now have an assortment of squishes and plops. I also worked on throwing. Throwing something at a creature no longer guarantees that it dies or runs away, there are rolls involved now, and sometimes… [Read More]
What is Pilgrimage?
Pilgrimage is a persistent-world retro ascii roguelike-thing built in Godot that doesn’t take itself too seriously. Where you play individual lives inside the same simulated world. Your characters die permanently, but the world keeps going, and what you do can affect future playthroughs.
The world has its own simulated CANON. Your creatures exist within that alongside other important people/creatures. So it’s not just you.
You can also create as many worlds as you want to play in!
Playable Modes
Unlike most games, Pilgrimage does not simply have a single playable mode. Instead, it has multiple modes that all play very differently from one another. Like Spore or Dwarf Fortress.
Each mode is developed almost like it is its own game, but they all act as different ways of experiencing the same persistent world, and everything you do impacts the world’s CANON.
There are two currently playable modes. (Though I plan to make more)
King’s Sea III
A sequel to my game King’s Sea II, but built inside Pilgrimage. In it, you play as an aquatic creature trying to survive, grow, eat, and live out its life in the simulated ecosystem. It’s an aquatic life sim taking place inside the larger world.
You start as a baby and grow into an adult, and your goal can be whatever you want it to be. Hunt down the creature that killed your last character, live peacefully and die of old age, or ascend and become enlightened.
Yes, you can be THE BUDDHA FISH.
Canon Viewer
Your window into the world’s CANON (Which includes its history), letting you read about the people, creatures, generated plants, and events, and other emergent nonsense.
You can also view the CANONdex (Beastiary), and you can also summon new hist figs from thin air, simulate time skips, and see what happens. (Note it can be easy to simulate a lot just to see what happens here, but remember that it permanently affects your world.)
One fun way to play is to check the CANON Viewer before starting a run and remember a few interesting historical figures. Then, after a few in-game years have passed, you can check the CANON Viewer again to see what they’ve been up to in the meantime.
All your runs directly affect the world’s CANON. Creatures that kill you become historical figures, your own dead characters can return as ghosts in later runs, and you can encounter and even kill existing historical figures yourself, which means you can also get revenge on the creature that killed you in your last playthrough.
A crayfish can beat a fisherman to death in the world simulation, then later, when you’re playing, the ghost of that fisherman can try to catch you as “one last catch.”.
Or you can do a battle royale, summon like 100 historical figures, and simulate time until only one remains to see who survives :3
Development Goals
This is very different from Dwarf Fortress, where for the longest time much of the broader world simulation did not continue running while you played. In my case i’ve started development with the world sim running as you play, so all future developmnet will be with this in mind, Of course, Pilgrimage’s simulation is much more simplistic right now than DFs. But i plan to eventually get to that level of scope. Wish me luck :3
Moddability
In Pilgrimage, almost all of the game’s text, creatures, non-generated plants, and similar content (Even your worlds) are stored in what I call “block” files. These are simply JSON files that follow a defined schema. You can find the schemas in the block file folder itself, and it’s very easy to add new creatures, plants, or pretty much any other kind of thing you want.















