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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!

[previewyoutube][/previewyoutube]


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 Development Update #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!

https://store.steampowered.com/app/2719940/The_Bonerooms/

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!

Supernatural boomer shooter Cultic shows the improvements of the upcoming DLC

We're in a boomer shooter renaissance right now. Doom The Dark Ages is on the way, Dusk still reigns as a truly sublime modern take on the genre, and surprises like Selaco blend the boomer shooter with fresh ideas. Then there's Cultic. It's grungy, fast, and filled with an atmosphere that would make even the purest RE4 players churn. So to celebrate the second anniversary, developer Jasozz Games has revealed new gameplay and details of Cultic: Chapter Two. The game is still very much a work in progress, but it already sounds as though it's going to be bigger and better than the original in several ways.


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