Happy PILGRIM update day!
It’s been a while. Nice to see you! We’re sorry to have left everyone in the dark for this long. But rest assured development has been ongoing, we had to have a bit of a break for a while after the last update. The hiatus went on a tad longer than anticipated. However, we’re back with a major update for v0.8!
Hopefully this update goes some way toward making up for how long it has been.
It adds a substantial amount of content, a proper ending, many new foes and importantly has a solid foundation of reworked systems that replace a lot of old cobbled together code. We've even completely revamped the visual style with new beautiful hand drawn art now proudly plastered all over the store front and game!
As this update has made the substantial jump to v0.8 and not v1.0 that means we’re still meaning to put in a fair amount of more content, bug fixing and refinement.
Please expect there to still be bugs and balancing issues, we’re not quite at 1.0 yet!
So much has changed to the game’s core systems; interaction, save, generation, spawning etc
That it’s been too hard to track everything for a comprehensive change list, so here are all the major hitters: Thank you for sticking with us! We really hope you enjoy playing this new update ❤️ SPOILERS:
13 new creatures
Expanded the road distance and number of places to visit
Voice chat overhaul
Graphical overhaul
Interaction system overhaul
Save game system overhaul
User interface overhaul, interaction and visuals
Dungeon generation overhaul
New ambient sound system
New monster AI system
New dungeon generation system
New stats tracking system tied to unlocking new masks
A proper end to the game
New areas
New dungeons
New player effects
New weapon
Lockpicking, locked doors
New mini map system
New equipment including walkie talkies
New items
Light story content introduced
And so much bug fixing