Changelog
What's new in Pilgrims
v2.1
Feb 7, 2026 · 8:50 AM
Depot & QoL Improvements
Richer upgrade info, smarter ARIA, and a pile of fixes across the colony.
Depot Upgrades
- Richer Depot Cards — Cards now show all effect stats (night generation, expedition slots, discovery bonuses, generation multipliers)
- Full Upgrade Path Modal — Every level now displays its effects, not just name/cost/build time
- Habitat Module — Expedition capacity now properly scales with Habitat level (1-6 slots)
ARIA Intelligence
- Research Page — ARIA now knows your SV balance, branch levels, and active research
- Colony Page — ARIA now knows your infrastructure, vehicles, and build queue
- Base HQ — ARIA now knows your active expeditions, crew missions, and generation rates
- Depot Page — ARIA now knows your build queue capacity and infrastructure levels
Bug Fixes
- Research Times — Lab page now shows full precision (days, hours, and minutes)
- Map Centering — Crew/Trails map now centers on your base, not Andy's Town
- Briefing Persistence — Dismissed briefings stay dismissed until new activity arrives
- Legacy Migration — Old shop purchases automatically convert to the new upgrade system
v2.0.3
Feb 6, 2026 · 7:50 AM
Signal & Expeditions
Signal brainstorm page, expedition signal system, colony page fixes.
Changes
- Signal Brainstorm Page — New page for exploring The Signal storyline
- Expedition Signals — Signals re-integrated into expedition system
- Colony Page Fix — Fixed layout and rendering issues on colony page
- Lab Page Cleanup — Cleaned up research/lab interface
v2.0.2
Feb 5, 2026 · 7:05 AM
EVA Suit & ARIA Improvements
Simplified EVA Suit, depot build queue visibility, and ARIA anti-hallucination.
Changes
- EVA Suit Simplified — Now boosts exploration stat only (+1% per level, up to +10% at Lv10)
- Depot Build Queue — Active builds now show names and live countdowns in header
- Depot Stats Display — Added stat previews and unlock reasons to depot cards
- ARIA Anti-Hallucination — ARIA no longer invents data she doesn't have; added clear history button
- ARIA Scientist Context — ARIA now aware of scientist assignments and stats
v2.0.1
Feb 4, 2026 · 4:53 PM
Depot Full-Stack Redesign
Depot completely rebuilt with upgrade paths, infrastructure, live build timers, and activity filters.
Features
- Depot Redesign — Full-stack rebuild with upgrade cards, modals, and progression paths
- Infrastructure in Depot — All 13 buildings now upgradeable through the depot
- Live Build Timers — Countdown timers on building buttons with cache-busting
- Activity Filters — Colony activity feed now filterable by event type
- Changelog Page — Added this page, accessible from profile dropdown
- Simplified Menu — Cleaner user dropdown navigation
Bug Fixes
- DB Deadlock — Fixed database connection pool deadlock during concurrent upgrades
- Tech Research Conflict — Added unique index to prevent duplicate research entries
- Depot Countdown — Fixed duplicate JS variable causing timer issues
- Colony Images — Fixed image rendering for upgrades on colony page
v2.0
Feb 3, 2026 · 7:25 AM
Economy Redesign
Complete overhaul of progression systems with balanced 10-level upgrades across all categories.
New Systems
- 10-Level Depot Upgrades — 11 upgrade paths with 10 levels each (110 total upgrades)
- 10-Level Tech Tree — 4 research branches with 10 levels each (40 total techs)
- 10-Level Infrastructure — 13 buildings with 10 levels each (130 total structures)
- Prerequisite Gating — Advanced buildings unlock when earlier buildings reach certain levels
Pricing & Balance
- 1.12x Multiplier — All upgrades use industry-standard 1.12x cost scaling per level
- 14-Day Build Cap — Maximum build time capped at 14 days for any upgrade
- 3-7 Day Payoff — Income-generating upgrades pay for themselves in 3-7 days
- Sepolia Shards Everywhere — Unified currency naming across all UI
Endgame Buildings
- Regolith Forge — Unlocks at Refinery Lv7, generates 50-257 shards/hr
- Resonance Chamber — Unlocks at Forge Lv5, generates 75-386 shards/hr
- Thermal Vent Tap — Unlocks at Resonance Lv5, generates 100-515 shards/hr
- Monolith Antenna — Unlocks at Thermal Lv5, generates 125-643 shards/hr
Bug Fixes
- Fixed tech research database conflict when upgrading
- Fixed blockchain reward validation for tech completions
- Wired life_support_cost_mult effect to expeditions
- Fixed trail system routing and connectivity
- Major codebase refactor — reduced file bloat
v1.5
January 2026
Codebase Refactor
Full-stack refactoring from monolithic files into small, focused modules.
Changes
- Templates split from 2000+ line files to under 300 lines each
- CSS extracted to external files (core.css + per-page styles)
- JavaScript extracted to external files with PAGE_DATA bridge
- Python utilities modularized into focused files under 1000 lines
v1.0
October 2025
Initial Launch
Pilgrims launches with core gameplay loop.
Features
- Expedition system with destinations across Mars
- Discovery collection and analysis
- Crew management with Captain, Scientist, and ARIA
- Trail network construction
- Infrastructure building
- Blockchain-backed Sepolia shard economy