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Genre: Role-playing (RPG), Simulator, Adventure, Indie, Card & Board Game

Cultist Simulator

THE WINGED WORM



As is our wont, we've just posted our latest sprint update on our blog. It focuses on locations, the next and final big batch of content to go into Cultist Simulator ahead of the Explorer's Build.

(NB: the Explorer's Build won't be out until the first week of April or so, so please don't hold your breath quite yet.)

Happy Friday!

Adept's Build: Hotfixes

We’ve put three hotfixes live in the Adept’s Build since yesterday!

Here’s what’s been hotly fixed:

It is no longer possible for a detective to arrest you while he’s locked in your cupboard.

premature ascension no longer occurs (it’s safe to use Notions with rites)

major fix to how research works to make it more generous and less quirky.

Researching two duplicate lores together now just levels up one of the lores and leaves the other; various odd combos no longer eat lore and leave you confused. I hope. Honestly, I’m kicking myself for not using the current implementation earlier. Let me know how it goes.

adding Reason to a research process no longer has bewildering effects. (Look closely and you’ll see why.)

Burglarising Strathcoyne’s library no longer causes explosions (though the library will still catch fire)

it is now possible to answer *all* the Stag Door riddles, although it may require a lot of hard work or luck, and if you have a saved game where you’ve already burned through the bookshop inventory, you’ll need to restart. (dev builds, eh, sorry.)

Mac build now works (Linux build is still broken, sorry!)

fixed an issue where Hangers-on could not be promoted to Pawns

fixed an issue where the Society of St Hydra wouldn’t accept reputation, so couldn’t be used to recruit

fixed two issues that often prevented Rites from being found/created (still working on this tho)

clarifying fix to options panel text

Ecdysis Club has slightly happier endings (edited)

Serpent’s Way can no longer be mistaken for the Thyrsine Way

tiny edit to the text for sending out a cultist to seduce a stranger home

restored WHO IS RESPONSIBLE? to credits, because people said they missed it


Good luck. We’ll probably put out another patch later this week.

THE ADEPT'S BUILD



Today we release: THE ADEPT'S BUILD!

This is a long-awaited magic-focused build of the game, introducing all ten possible Rites in-game (the Rite of the Sea's Feasting; the Rite of the Beast's Division; the unholy, cataclysmic Intercalate Rite...). It also introduces Tools, Ingredients and Influences to help with your rituals, as well as a number of new summonables and dastardly culty deeds. And a whale's belly of associated Lore, Followers, NPCs, art, UI improvements, bug fixes...

. . ✨ 🕯️ 👻 🌙 💀 💀 🌙 👻 🕯️ ✨ . .

We reckon this takes the game to 60% complete, which is on track with our development plan. Woohoo!

Full patch notes on our blog here. As ever, let us know if you have any feedback or run into any issues at support@weatherfactory.biz. Enjoy! ❤︎

THE MAPSUS



For anyone who missed last sprint's update on the Weather Factory blog, we announced something we'd previously kept secret: the inclusion of an exquisite, fully-navigable map of the Mansus in-game, accessible via Dream.

Focus your unconsciousness correctly and you'll be able to enter the Mansus in several places, pulling through a smidgen of unfiltered Glory back with you to the world of the awake.

This isn't yet implemented in-game, but it will be present in the release version (and probably in the Explorer's Build, but NO PROMISES).

Full update on last sprint here, for those who're interested!

NEVILLE'S BUILD



I come bearing the gift of Neville, pale and pensive and delightful. We've a new update for Cultist Simulator in the form of Neville's Build, bridging the gap between the Scholar's Build and the upcoming Adept's Build later on.

We've posted a bit of an update about Neville here on our blog, or you can simply read the full patch notes below.

This build was supposed to mark the fluid, effortless distribution of Steam keys to all Perpetual Edition owners, and thus enable all current owners of Cultist Simulator to play via Steam. We've, er, run into some issues with itch.io's system, so currently Kickstarter backers are still waiting on their keys. But we're on this, promise!

Backers, we shall come back to you with a solution anon. <3

PATCH NOTES (29/01/2018)




  • tutoring now possible, meaning you are no longer entirely at the mercy of Chance when learning languages;

  • individual named detectives will now investigate you, and unchecked Dread or Fascination may end your career;

  • updated card images and placeholder assets, replacing big blank cards;

  • version number is now included in save file, to prevent accidentally loading incompatible saves

  • you can now zoom in up to 200%, addressing text size issues on high resolutions;

  • no more blank legacy images on loading;

  • no more issues recruiting for your society (even for the prissy Children of Silence);

  • a single click will now allow you to collect all cards when a recipe is completed;

  • you can now drop cards directly on to verb tokens, without opening them manually first;

  • minor save/load issues resolved;

  • improvements to pause functionality (e.g. shouldn’t lose cards already placed in slots anymore);

  • you can no longer generate infinite patrons, sadface;

  • no more incorrect text in Verb window titles after loading;

  • no more borked progression at Glover & Glover;

  • improvements to UI (e.g. issues with interacting through notifications/options menu buttons should now be resolved);

  • tragically, you are no longer able to do this;

  • we’ve improved burn images, so they fit in better (WIP!);

  • new cards will glow slightly, to address feedback that new players didn’t realise they were clickable;

  • the camera will now zoom to the culpable Verb when you die;

  • you shouldn’t see any more blurry buttons in options menu.

THE SCHOLAR'S BUILD

Steam page now live!

AFTER MANY BATTLES WITH FRIGHTENING THINGS (well, after politely asking Valve to review this page, in accordance with their clear submission guidelines), the Cultist Simulator Steam page is now live. Woohoo!

We posted our production schedule to the Weather Factory blog earlier in the week, so take a look there for our major milestones from now until launch. We're aiming to release on Windows, Mac and Linux in May 2018, and will update you all with a specific date nearer the time.

Let us know if you have any questions here, or follow us on @factoryweather for updates, occult ramblings and occasionally GIFs of, like, really cute cats.