I know I said a couple of times that I wouldn't have more dev updates but this isn't spoilery Chapter Two stuff so uhh it doesn't count!
There's nearly 4 years worth of development time between the very first maps of Chapter One, and the final maps of Chapter Two. Given that CULTIC is my first released game and the first time I was ever doing game dev full-time, I ran into a bit of an issue - switching from game dev as a hobby to a full-time gig meant that I was learning and improving much faster than before, and over time, there starts to be a bit of a contrast between the work you're completing now, and the work you completed years ago. This contrast was already getting pretty evident comparing Interlude to Chapter One (in my opinion), but it's even more pronounced when you compare Chapter Two to Chapter One.
On top of just improving as an artist/modeler/etc. over time, I've got a few years worth of new models and props that weren't available during Chapter One's development, and quite a few textures have been reworked or rebuilt that could be subbed out. Plus, CULTIC's palette has expanded and the lighting system has gotten updated to be able to handle more realtime lights. With all that, I decided to try and tackle making a quick polish pass over Chapter One ahead of Chapter Two's launch, to bring the visual quality of the two Chapters closer together, instead of having such a stark contrast.
I don't have a ton of time to dedicate to this, so it's mostly just swapping out textures, cleaning up some geo, adding in new props wherever they fit, cleaning up some problematic encounter designs, and adjusting lighting to better utilize the improved systems. No huge overhauls or dramatic changes to map flow, enemy placements, or secrets, but it has sure been nice to be able to go back and give these early maps some love!
Below you can check out a quick video with some before/after shots of some recognizable spots from E1M1, and below that, a few screenshots!
As always, thanks everyone for your continued support and patience as we inch ever closer to Chapter Two's completion!
CULTIC - CHAPTER TWO SOUNDTRACK LEAKS [100% REAL]
I don't have much time!
At great personal risk, I managed to sneak some new Chapter Two tracks out of the CULTIC Gulag. The dev can't hide this stuff from us forever!
... Shoot, I think the tape may have gotten damaged in my escape...
CULTIC Development Update #11 - The Final Devlog
Hello everyone!
For those of you that follow CULTIC's development on various platforms (Twitter, BlueSky, Discord etc.) you've probably noticed that things have been pretty quiet.
Chapter Two is getting very close to being content complete - as in, I'm currently working on the final boss! While there's still quite a bit to be done before we can launch or even nail down a launch date, it is incredibly thrilling to be able to see the light at the end of the tunnel!
Unfortunately, working on late/end-game content like this means that there's not much I can show off without spoiling stuff, hence the downturn in updates being posted.
What I'll say for now is that Chapter Two is turning out awesome. Being able to work together with Nick on map designs has sped up map development so much, and enabled us to be so much more creative and ambitious with the map designs. Expect bigger and more intricate maps than Chapter One, with far more unique assets and variety in locations! There's also 12 maps now, up from the planned 10.
The bosses in particular have been a treat to work on and I expect will be a step up from the boss fights in Chapter One as well.
I've sunk about 12 hours in the last couple weeks into the final boss music, really going nuts on it. I can't share it now but I think CULTIC fans will really enjoy the track.
The key art for Chapter Two is also finished! We got the talented Bebeto Daroz onboard for this - I can't show it off yet... but man I am excited to unveil it when the time comes!
While I work on the final boss, Nick is currently working on the layout for the penultimate map. Can't really show it off in detail without spoiling stuff but I can show a visually messy overdraw render of it! I'm excited to go back through and set up all of the encounters and such for this climactic level - it's the cult's last stand and they won't go down easy!
Last but not least - mountains! What kind of shenanigans are going on up there?
I know this isn't much to chew on, but rest assured that development is barreling full-speed ahead, and hopefully I can share some concrete news on launch plans soon!
Once again, thanks to everyone in the community for their continued support of CULTIC and for being just an awesome community. Until next time!
CULTIC Development Update #10 - All Aboard!
It was inevitable. It was by far the biggest community request after Chapter One released:
The Train Map.
The Train Station is by far the most complicated map ever made for CULTIC, that will have players fighting through sprawling cargo yards and dusty depots, connected by segments where the player will have to fight through a moving train! It's also physically the largest by far, spanning nearly a kilometer total, although a chunk of that is train travel stuff.
Getting all of this working with the Quicksave system I think took a couple years off my life.
Anyway, very excited for everyone to get to play this map, but for now, here's a little taste of some work-in-progress music from the map, and some fresh screenshots!
CULTIC Development Update #9 - Going Medieval
Hello everyone!
Hope you all had a great Christmas and New Year!
I've been very excited to get this devlog out and show off what has quickly become the largest and most resource-intensive map in CULTIC's development. I thought the Shopping Center would be the king of asset bloat but this one is giving it a run for its money for sure.
Enjoy New Grandewel's annual Christmas Festival, hosted at the Castle Grandewel Medieval Faire! This sprawling renaissance fair is located in the Fairgrounds, and has players fighting through several cult-controlled attractions to restore power and gain entry to the fortified Castle Grandewel. Check out some screenshots from this new map below!
CULTIC Deveve #8 - The Giblet Ranch
Hello everyone!
I'm back with another little peek at a new map from Chapter 2 of CULTIC. It's been a bit since my last update, since I spent most of October finishing up Bonerooms and getting it released.
If you haven't checked out Bonerooms and have some friends to play with, you can find it on Steam now!
This map takes the player to a dusty old farm that's been taken over by the cult, with the former owners meeting a grisly fate. It features some cult structures, a spooky farmhouse, a creaky old barn, and more for the player to explore and fight through. Check out some screenshots from the map below!
CULTIC Devlog #7 - 2nd Anniversary!
Hello everyone!
To celebrate the 2nd anniversary of CULTIC, I've put together a short devlog talking a bit about Chapter Two's progress, some details on the game's launch window, and an extended look at some new gameplay.
Check it out below!
CULTIC Development Update : Condemned Meat
Hello again!
Things are getting a little messy in this preview, with a sneak peek at the Slaughterhouse map coming in Chapter Two! Check out a little teaser of some music from the area and some screenshots below!
P.S. I personally asked the cult if they could have less disgusting hobbies and they said "no".
CULTIC Development Update : A Dip In The Swamp
Hello all!
I'm trying to keep with the theme of posting updates to Steam News as well as my personal Twitter/Discords, so with that - here's a quick look at an upcoming area from Chapter Two!
This low-lying swampland used to be the home to settlers looking for a quiet life, but when the waters became corrupted, most were forced to leave. For those that stayed behind, though...
Stay up to date on the latest updates and news about CULTIC on Twitter! https://x.com/JasozzGames Join the Jasozz Games community! https://discord.com/invite/YV9FFmcf9Y
CULTIC Dev Log #6 - The Road to Chapter Two
Hello everyone!
This has been long overdue, but I've heard your concerns about the lack of news posted on Steam and took some time to get a proper dev diary put together!
While I frequently post news and updates about CULTIC on my Twitter and Discord (links below), there wasn't much information available to those who aren't part of those communities, so here's a big ol' recap of everything (that I can remember) that's happened since the last dev log, and a peek at what's ahead!
Stay up to date on the latest updates and news about CULTIC on Twitter! https://x.com/JasozzGames
Join the Jasozz Games community! https://discord.com/invite/YV9FFmcf9Y