
Space Pilgrim Episode IV: Sol
If you've followed Gail Pilgrim through three episodes of scrappy sci-fi adventure, this prison-break finale pays off the investment, though newcomers will be completely lost and the sparse OST remains a genuine weak spot.
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About Space Pilgrim Episode IV: Sol
I have a soft spot for RPG Maker adventure games that quietly do something the engine was never meant to do, and the Space Pilgrim saga is exactly that kind of stubborn little project. Episode IV: Sol is the concluding chapter of a four-part story following Captain Gail Pilgrim and her crew, and arriving here without playing the first three episodes is like walking into the final act of a stage play mid-bow. The series demands you start at the beginning, full stop. The gameplay sits in a comfortable middle ground between point-and-click adventure and interactive fiction. You pick up items, combine them, poke at terminals, and exhaust dialogue trees to nudge the story forward. Puzzles like recharging a droid battery with distilled water, timing a system clock to fool a guard schedule, or mixing a Percodeine syringe to neutralize a sentry are the bread and butter here. None of them will stump you for long, difficulty was never the series' ambition, but they're woven naturally enough into the prison-escape scenario that they feel purposeful rather than arbitrary. The crew of Ashanti, Jojo, and Sabina White each factor into your choices, and for the first time in the saga, branching decisions carry real weight. Two distinct endings and several companion-specific achievement paths give completionists a reason to keep a save or two handy. The RPG Maker pixel aesthetic is what it is. Environments are dense, small, and functional rather than beautiful. Where earlier episodes leaned on spacecraft interiors, Episode IV trades that claustrophobic familiarity for a prison colony and then opens outward into locations that feel genuinely earned by the end. The writing has a dry, understated warmth, character moments with Jojo and Sabina in particular land with more weight here than anywhere earlier in the saga, because Pilgrim Adventures spent three episodes building toward them. Old enemies resurface, buried threads get answers, and the conclusion actually delivers closure rather than just stopping. That restraint is rarer than it should be. The honest caveats: the OST is thin to the point of near-silence in some stretches, which undercuts atmosphere in ways that a game this mood-dependent can't entirely afford. Resolution options are essentially nonexistent, Alt+Enter gets you a degraded fullscreen, and that's your lot. The runtime is short even by episodic standards, landing in the two-to-three hour range for a single playthrough. And if you're hoping this entry alone justifies the purchase, it almost certainly won't. Sol is a payoff, not an introduction. For the right player, someone who finished Episode III and is genuinely invested in where Gail ends up, this is a quiet, handcrafted little farewell to a series that punched above its engine's weight class from day one. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 98/XP/Vista/7/8/10
- Memory
- 512 MB RAM
- Storage
- 250 MB available space
- Graphics
- 1024x768 or better video resolution in High Color mode
- Processor
- Intel Pentium III 800 Mhz
- Sound Card
- DirectSound-compatible sound card
Reviews & Ratings
No ratings available
Game Info
- Developer
- Pilgrim Adventures
- Publisher
- GrabTheGames
- Release Date
- Mar 4, 2016
