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A member registered Dec 18, 2015 · View creator page →

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Filled in the feedback form. Great foundation you've built here; the world itself is really well constructed, it just needs more to interact with and do whilst you explore it.

Really well polished. The art and UI are all really nice, and the game is perfect for the system.

Thanks! I really appreciate your work to highlight games in the GB homebrew community as well, please keep it up!

Thanks! I am planning on adding animations and sound effects to encounters.

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The goal is to survive through 6 boards with as much gold and treasure as you can.

Best thing to aim for starting out is to get 30 gold through tile events, then press START (Enter) and go into ‘Items’ and buy a treasure, to gain a new ability.

At first your input is to just choose directions at intersections, or what to do on certain tiles, but once you’ve got a treasure you can use its ability to help in specific ways (e.g. move a specific number of spaces for a mana cost). 

More treasures mean more options, and the game is mostly about strategizing where to go and what to use and when. 

I will likely expand on the tutorial in future, so if there’s anything specific that’s unclear or confusing I’ll try and clarify.

Pilgrim's Peril community · Created a new topic Version Log
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  • Overhauled Audio
    • Added Sound Effects.
    • Adjusted music playback speed.
    • Added music/SFX mute toggles
  • Added New Maps/Regions
    • 4 new overworld maps (16 total).
    • 2 new secret forest maps (3 total).
  • Optimisations - Less slowdown.
  • Dark Altar teleport now moves you 2-4 tiles instead of always 3.
  • Fixed cursor-lock when scrolling/selecting quickly.
  • Fixed scrying wand cost and dialogues.


  • Varied Secret Forest Entrances - Now need to be searched for, can't just be memorised, incentivises changing routes.
  • Added Environmental Modifiers - Affect Explore / tiles.
    • Boneyard (Undead) - High debuff potential. 10% appear chance.
    • Watchtower (Soldiers) - High buff potential. 10% appear chance.
  • Reduced Gold awarded per treasure on Library tiles from 6 > 5.
  • Fixed Treasure tile (map #3) causing soft-lock (infinite loop).
  • Fixed cross directional choices not giving options the second time around.
  • Fixed Inn tile not giving all options, also streamlined text. 
  • Fixed secret forests not giving re-rolls on repeat visits.
  • Various other tile functionality fixes.
  • Fixed 'Reroll Possible' trigger not resetting on new game (title screen).
  • Fixed Druid Staff not resetting when entering new region.


  • Fixed specific Loot-bag tile causing off-screen soft lock.
  • Fixed Library tile text.


  • Added Alternate Tiles - Replace others at set points during a run.
    • Library (Loot-bag  Alternative) - Gives gold based on # of treasures.
    • Lake (Wizard  Alternative) - Provides additional dice re-rolls.
  • Added Treasure Lender - Free piece of treasure now given at mid-way point of a run.
  • Added Event Avatars - Some events now have avatars in dialogue.
  • Added preliminary gold check for Wizard & Inn.
  • Blocked access to Archive on GB systems (system incompatible with feature).
  • Fixed explore (secret) tiles not giving re-rolls properly on revisits.
  • Minor graphical & text alterations.


  • Revamped Scoring - Scoring is no longer exclusive to victorious runs. Victories instead get +20% bonus score.
  • Added Dice Re-rolling  - Start each game with a limited number of re-rolls to your dice.
  • Redesigned Cursor - In-game cursors are now a lot clearer.
  • Reduced mana cost of Blessed Cross from 6 > 4.
  • Added check for colour compatible systems on palette changes (crash fix on GB systems).
  • Adjusted intro to fix graphical bug on GB systems.
  • Minor text fixes & alterations.
  • Minor tile functionality fixes.


  • Fixed Ration/Potion count not resetting on new game.


Initial Public Release

Pilgrim's Peril is a rogue-like strategy board game made for the GBC/Analogue Pocket.

You roll dice to move around the board, collecting as much gold and treasure as you can before reaching the end (assuming you make it). Each game takes you through a randomised set of six regions, with randomised treasure rewards throughout offering unique abilities.

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For any comments or feedback about the game.

The game is still in development, and I'm deciding on what elements to build upon/change as I go, so any feedback, positive or critical, is appreciated.

Pilgrim's Peril community · Created a new topic Bug Reports

For reporting any bugs, glitches, or unintentional behaviours you've encountered whilst playing.

Please state the version that you're playing as well. Thanks!

Art style and concept work really well; it has a lot of potential.

I am currently working on other projects, but I may well go back and expand on it in future, maybe adding in a quiz element and more details.

Great job! The music and animations are really nice. Looking forward to a full release.

Just paste the URL of your image, press enter and it should bring it in. If you haven't already upload your image to an image sharing site like Imgur to get a link to it.

I assume you mean has a game been rejected coverage from a news outlet because it wasn't on Steam. If so the answer is probably yes - many people use steam and if a game isn't available on the service or one of the other well known platforms (GOG, Humble) then outlets have less reason to cover it if they're focusing on popular games. It isn't some shady move for profit, it's just the business decision that makes sense.

"Your project should not be constantly on sale"

This will probably be what affects the most people at the moment.

Is it possible to add further donation to the developer of a purchased product without having to just buy a second version of the product?

I think the tag is still there.

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Just post the url in the text and it'll show up.

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A dump of some of my older pieces.

And some of the icons I've been working on for my asset pack.

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Well already lets you choose fully what to give them. So upon withdrawing your profits you could just decide their cut based on how much you've earned like you describe here. Making it an official system seems unnecessary.

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- Vampires spawning (not with bats) naturally are basically a game-ender. I think that their damage should be limited to 1 heart (total) whenever some of them are concentrating.

- When you pick up an item with a full inventory there should be a way to decline throwing one away (i.e. a back button), like you have with the keys. This might already be in but I couldn't find out how to do it.

- Heroes being lost isn't really a fun mechanic, especially when they don't offer much advantage over the starter character, if any. If they're going to be lost maybe they should actually accompany the starting hero in some way (i.e. only in the dungeon where you free them), else a permanent unlock system of some sort would probably be better.

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Any game with an 100% discount can't be downloaded in the app because the 'Buy' option is still the only one available. Because this just brings you to a page where you can redirect directly to the download, there is no way to launch the game from the app unless you purchase (i.e. donate to) it.

Any game that is 100% off also doesn't show up in the 'Free' tag on the site; basically 100% discounts haven't been accounted for. :P

How do you save your game? I only saw an exit to main menu option, then I couldn't load my game.

The demo was great! Surprisingly addictive and with a great art style. Can't wait to buy the full product!

The game is great, but I think there could be a lot more to it than just the initial exploration for the one treasure.

- 'You are here' icon on the map. It's hard to decipher it at times, especially on the ocean.

- General Options Menu; Mute Sound/Music, Full Screen Option, etc.

- Save/Load game option.

- More things to dig up (permanent boosts to energy or food?).

- Shelter built out of 3-5 wood stacked up (automatic jump to day with a loss in food).

- Rock as a new resource; usable to build torches and maybe roads to increase your movement speed.

- In-game day counter.

Reap community · Replied to AZSteel in BUGS

Axe - Hold the button down (x or c depending on which hand has it) while moving towards the trees.

Shovel/Sickle - Hold the button down while standing where you want to dig/harvest.