Devlog · 000

The Pilgrims Grow Wise

Last night two characters nobody controls walked out of the Pilgrims' Camp and into the graveyard. Today they stopped dying like fools.

When the self-playing pilgrims first hit the real game, they died in loops — marching back into the same monster pack the instant they respawned, feeding the same killers over and over until the run was a treadmill. Watching that (in the logs, and over our shoulder) taught us exactly where a fresh, under-geared hero gets ground down. So we taught the pilgrims the things an experienced player does without thinking.

They learned to quit a losing fight — when health is low and the healing flask is dry, break off and run, dodge-rolling through the monsters in the way instead of trading blows to the death. They learned to come home smart: open a town portal and take it, rather than jogging all the way across the map to the camp gate — and when a portal is already standing, always step through it. They learned to read the ground: a witch's lingering gas, a miniboss holed up in a ruin with tight corridors that spawn more enemies the deeper you push. Now, faced with a cramped ruin, a pilgrim backs off and pulls the pack out toward open, already-cleared ground — your side of the fight — before committing. Inside the cathedral, it holds near the door and lets the horde come to it instead of charging in and waking the whole room.

A red telegraph cone stretching from the named miniboss Sexton Veil toward the player, mid-draw
Sexton Veil, mid-draw — exactly the kind of committed threat a pilgrim now backs away from instead of eating.
Looking down the Cathedral's nave toward the altar end, candlelight and windows doing the lighting
The room a wise pilgrim now holds near the door of, instead of charging into.

The point of all this isn't the bots — it's what they find. Every death now records exactly what killed it, and a clear picture is emerging: in the early game, witches (and the clouds they leave behind) and the roaming minibosses account for the lion's share of a low-level pilgrim's deaths. That's real, measured data about where the demo's difficulty spikes — the kind of thing that used to take a week of our own playtesting to feel out, now accumulating overnight for us to tune against.

They found a bug we'd have missed, too. There's a small flight of stairs up to a plateau where the last miniboss waits before the cathedral — and the pilgrims simply couldn't climb it, stalling at the base every single lap. Digging in, the steps turned out to be too tall to walk up at all. A hero, human or otherwise, was never getting up there the intended way. That's now top of the fix list — exactly the sort of quiet, run-ending snag a tireless tester surfaces and a busy designer walks right past.

The pilgrims are still grinding, camp to graveyard to cathedral, getting a little wiser each build. The goal is unchanged: the day beating the Dark Lord unattended becomes routine, and every night ends with a report on everything they found.

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