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PILGRIMNews1 Week of PILGRIM! / Patch 6
In-game event

1 Week of PILGRIM! / Patch 6

PILGRIM · published 7 Jun 2024, 21:42 UTC

All newsPlayers around this dateRead on Steam

1 Week of PILGRIM! / Patch 6

Hi Everyone! PILGRIM has been out for a week now! 🥳

It's been amazing seeing everyone get stuck in. It's so rewarding to see so many people playing the game and even watching it on various streams from around the world.

We also want to thank you all for bearing with us as we continue to iron out the bugs and connectivity issues! We really appreciate all the support and reviews of the game ❤️

As a little celebration of the game being out for a full week, we're putting out this patch with a brand new addition, and it's quite big (physically anyway). I'd love to tell you what it is right now... but I think it'll be more fun if you find out for yourself.

As usual, here are the patch notes for today:

Patch 6

- Added a new thing...
- Navigation mesh changes
- Some monster AI fixes
- Smoothing out the wagon push mechanic
- Temporary forced deletion of PILGRIM AppData folder to hopefully counter potential connection issues

And here's everything we've done in the past week:

Patch 0
- Fixing gate collision at the start of the game
- Minor monster spawn balance tweaks
- Lowering trap spawn rate
- Fixing traps not spawning in parity for host and client
- Adding signpost near summoning area to inform about masks
- Kill it with fire!! (Spiders can now be killed with fire)

Patch 1
- Adding enable/disable option for the microphone
- Adding volume slider for global voice
- Optional password for creating a game
- Fixing character select bug where joined players couldn't see changing characters

Patch 2
- Push to talk functionality
- Adding in more resolutions
- Fixing default resolution bug
- Desperate Measures Logo intro added (fixed not showing)
- Reducing character ambient light
- Monster spawn balancing
- Fixing doll attack rate and exploit
- Fixing wagon chest collision issue. Now when the chest is open the items can always be picked up
- Torch swing fix, properly removes amount of fuel you have left with each swing
- Better collision for wagon engine
- General UI changes
- When leaving the lobby the correct character is removed
- Fixing issue where when a dead body is being carried you are unable to interact with doors and other non-pickups

Patch 2.5
- Fixed hood clipping camera
- Monster spawn balancing
- Doll made more difficult

Patch 3
- Adding in the first environmental blocker
- Fixing spectator camera crossing map quickly when player enters/exits dungeons. Now instantly teleports.
- Lighting fix for when a player dies inside a dungeon and then is re-spawned outside the dungeon
- Trying out adding spawn points outside of dungeon entrances
- Some entrance variants for dungeons
- General bug fixes

Patch 4
- New dungeon type
- Fixed items and traps not spawning in village
- More place names
- Large world placed braziers are now useable to light your torch
- Limiting duplicate monsters based on dungeon size
- Lowering Imp speed
- Increasing Imp crystal grab speed
- Increasing Imp cry time after crystal grab
- Music queues for entering dungeons
- Spectator swap, removing smooth transition when players are too far away
- Raised stamina regen to the same rate as it drains
- modified dungeon distances
- Fixed multiple masks in spawning zone only bringing back one player

Patch 4.5
- Crystal compass fixed
- Fixed camera occasionally not positioning to head on character spawn
- Fixed cave system floor gaps
- Some animation bugs fixed
- Fixing loot objects overlapping
- Fixing exponential loot
- Stopping music from playing every time you enter a dungeon

Patch 5
- Fixing spider nests hovering mid air
- Monster spawn balancing
- Reducing Imp annoyance
- Adding build mismatch verification in server browser
- General bug fixing

Patch 5.75
- Tweaking nav mesh
- General bug fixing

More from PILGRIM

Other announcements

All news
Game update9 May 2025Update 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 he…Game update29 Apr 2025Update Coming**EDIT** See this post: 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**…Game update3 Feb 2025Patch 14.11Just 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