Pilgrims
game
7/21/2026

Pilgrims

byAmanita Design
8.7
The Verdict
"Pilgrims is a small game with a big idea executed cleanly: make every experiment worth watching, and players will experiment forever. The card system should be studied by every adventure designer still shipping inventory-combination guesswork, and Amanita's refusal to pad the runtime with filler is a feature disguised as a flaw. It's short. It's also dense, generous, and quietly innovative in a genre that badly needed the shake-up. At its asking price — on any of its four platforms — this is an easy recommendation and a minor classic."

Gallery

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Key Features

Card-based inventory and party system: Items and party members are cards. You experiment freely, and the game responds to combinations you weren't "supposed" to try with bespoke reactions rather than a generic failure state.
Genuinely non-linear puzzle design: Many situations have multiple valid solutions depending on which character does the asking — the Devil resolves problems very differently than Granny does.
Hundreds of unique animations and sound gags: Wrong answers aren't dead ends; they're jokes. Amanita animated the failure states, which changes the entire psychology of experimentation.
45 achievements built around alternate solutions: The achievement list functions as a map of everything you didn't try, explicitly rewarding second and third playthroughs.
Original Floex soundtrack: Live instruments and organic electronics, with guest guitar and clarinet — a score that does real atmospheric work rather than filling silence.

The Good

Card system elegantly kills the genre's pixel-hunt problem
Multiple valid solutions with hand-animated reactions for nearly everything
Floex soundtrack and Amanita's art are top-shelf craft
Honest premium pricing on mobile — trial, then one unlock

The Bad

A single playthrough runs just 1–2 hours
Low difficulty ceiling; brute force works on some puzzles
Some repetitive map traversal between locations
Least distinctive with mouse and keyboard

In-Depth Review

Bottom Line: Pilgrims compresses Amanita Design's twenty years of hand-drawn whimsy into a two-hour, card-driven adventure that respects experimentation over correctness. It's brief, but almost nothing about it is disposable.

The Card Table Is the Genius Move

Point-and-click adventures have a chronic disease: the pixel hunt followed by the inventory grind, where you rub every object against every hotspot until something clicks. It's the genre's original sin, and most modern adventures paper over it with hint systems.

Pilgrims cures it structurally. By flattening the entire game state — items, characters, obligations — into a visible hand of cards, it eliminates ambiguity about what you have and where it can go. Every screen presents a small number of card slots; your hand rarely exceeds a manageable spread. The possibility space is legible at a glance. What's left is the interesting question: not "what can I do?" but "what should I try?"

This matters more than it sounds. Traditional adventure games punish experimentation with silence — you try a combination, nothing happens, you learn nothing. Pilgrims punishes almost nothing. Play the Devil's card on a pious villager and you don't get an error; you get a small, hand-animated comedy sketch. The game logged hundreds of these bespoke reactions, and their cumulative effect is a design loop where failure is content. You stop optimizing and start playing, in the truest sense of the word.

Four Characters, One Deck

The party system is where the non-linearity gets teeth. Tramp, Granny, Bandit, and Devil aren't just avatars — they're verbs. A locked door might yield to the Bandit's methods, the Devil's more infernal ones, or an item-based workaround entirely. Because characters occupy card slots like anything else, swapping who confronts a problem is frictionless. The game never announces "this puzzle has three solutions"; it just quietly accepts whichever one you found, and the achievement list later reveals what you missed.

This is where the 45 achievements stop being checkbox filler and become the actual endgame. A single run takes one to two hours — and yes, that brevity is the most common player complaint, fairly. But Pilgrims is built like a folk tale that changes with the teller. A second playthrough with a "solve everything the Devil's way" constraint plays meaningfully differently. Whether that constitutes replay value or a clever reframing of thin content depends on your temperament; I land firmly on the former, because the alternate solutions are genuinely distinct work, not palette swaps.

Where It Stumbles

The flip side of legibility is a low difficulty ceiling. Veterans of Machinarium's brain-benders will coast through Pilgrims without breaking a sweat; the constrained card space means brute force is always viable, and a few late puzzles fall to it. The game's answer — that the interesting solutions are optional and self-directed — is honest but won't satisfy players who want resistance. And the map, while charming, involves a bit more back-and-forth trudging than the runtime justifies. These are quibbles, not wounds. But they're real.

Editorial Disclaimer

The reviews and scores on this site are based on our editorial team's independent analysis and personal opinions. While we strive for objectivity, gaming experiences can be subjective. We are not compensated by developers for these scores.