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PILGRIMAGE VERSION 0.3.5.2 (November 3rd 2026)
Download Old Versions
Version 0.3.5.1 (November 1st 2026)
Version 0.3.5 (October 30th 2026)
Custom World Templates
Middle Earth Dawn Of The Third Age (Built For Pilgrimage v0.3.5.2) (November 3 2026)
Middle Earth Dawn Of The Third Age (Built For Pilgrimage v0.3.5) (October 30 2026)
Development Logs
[ Click here to Show/Hide Development Logs :3 ]
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Pilgrimage v0.3.5.2 (Yet another ‘hotfix’)
It was inevitable, had to post another hotfix. Hotfix and some new stuff New Features Improvements and Fixes A Note About Wisps Fair warning, Wisps are kinda boring to play as right now, unless you just want something really chill to play while watching or doing something else. Most of the gameplay is just eating, eating, and more eating, with the occasional supernatural encounter or someone trying to exorcise you. They’re more interesting to watch in the simulation than they are to actually play as right now. I have plans to give players more agency in the next update, which… [Read More]
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Pilgrimage v0.3.5.1 Hotfix With Benefits :3
I was working on the next major update when I realized I’d accidentally broken non-ghost fishermen in v0.3.5. Oops. Rather than leave them broken until the next major release, I decided to put out a hotfix that also includes some of the new features I’ve been working on! Bug Fixes Fishing Improvements New Worldbuilding Features Modding Improvements Some of these changes were originally intended for the next major update, particularly the new geographic measurements, which will help support future exploration and travel mechanics. But for now, enjoy the extra features, improved fishing, and the return of the fishermen. [Read More]
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Pilgrimage 0.3.5 – The Halloween Update!
Hello! This is my HALLOWEEN update! It’s taken me about 2 months? Give or take? The longest update in Pilgrimage’s history. Lots of ghost things…and much more… More Dynamic Ghosts Ghost Sightings and Local Folklore Exorcisms and Enlightenment New Player Training Action Personal Breakthroughs Retroactive Creatures Custom World Saves and My Middle-earth Experiment The Device Updates World Duplication (Mitosis) Better procedural Creature Naming New Creature Stuff Four entirely new creature definitions and new creature abilities :3 New Encounter Choices Expanded Food Poisoning and Feeding Mechanics AI Creature Training and Progression Canon Viewer Improvements General Improvements PATENTED UNTRUSTEDLIFE RAMBLE Well what… [Read More]
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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]
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.
World Importing
You can import custom fantasy worlds into Pilgrimage, including existing fictional settings, if you have the patience to build them using my JSON schemas, which are provided in the */blocks folder. Once imported, the simulation takes over, creating new stories and alternate histories. You can also duplicate worlds and see how differently things play out!
(You can also package creatures and plants directly into the world file. You don’t need to create separate block files for each one!)
You can download custom world templates above!





















