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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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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]
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Website Tweaks
This morning i updated the pilgrimage page to include a small mini devlog section where I can post little posts and you can read them or view all posts. It specificallfy only displays certain posts (tagged a certain way) so that i can exclude them from my home page (which i do). It will allow me to make little posts here and there talking about development without filling up my main mwebsite with superlfluous tiny posts. But allows me to sorta talk about my thoughts :3 You may ask “why not just post on bluesky” good question. I want to… [Read More]
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A Bunch Of Refactoring
So I’ve spent much of the last little while working on refactors. A lot of these changes are going to be fairly invisible to players, which is part of why I haven’t released a new version yet. I’ve got quite a few plans for this update, and I expect it’ll take another few weeks before it’s ready. On a more personal note, I went to a synagogue for the first time this weekend! My boyfriend was playing Kol Nidre for Yom Kippur, so I went along to support him. It was pretty interetsing! [Read More]
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Pilgrimage version 0.3.4 Released
Version 0.3.4 This is a biggen! BIG OLE WARNING: This release fully breaks old worlds unless you go and manually update all the historical figures and generated plants , you will have to abrogate your worlds and make new ones. Sorry! Major Gameplay and Simulation Changes When you are a worm, everything looks like a leviathan. For Fun Changes/Minor Gameplay Changes New Creatures My original intention for this release was actually filling out land scosystems a bit, and i did get to some of this Bug Fixes Whats Next? For the next version, I’m planning to spend some time cleaning… [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.















