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