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CULTIC News

CULTIC Demo - Patch V021L

I was going to take Saturday off and not do another patch, but alas here we are!

New patch!

[h2]Changes[/h2]

  • Reminded cultists how to open doors
  • Fixed "Invert Y" checkbox not being visible
  • Added a 3x damage modifier for hatchet headshots
  • Fixed instances where axe hits that hit an enemy and a wall would split damage between the two - now ignores walls and non-damageable targets
  • Added a 2x damage multiplier for TNT vs. soft-bodied targets
  • Reduced slope of terrain surrounding cave pond
  • Added more cover to cave-approach ramp and rope bridge
  • Removed collider on spotlight flare
  • Added cover to water chamber room entrance
  • Added option to disable flash on pickup

CULTIC Demo - Patch 021k

Another day, another demo patch!

This patch aims to increase stability in Survival Mode by doing a better job of collecting garbage that builds up over the course of longer runs. Things like blood decals, bullets casings, bullet holes, gibs, etc. are now pooled and will start to clean themselves up FIFO style once they hit a max amount. This amount can be adjusted in Quality Options.

This patch also brings the option to adjust the amount of screen shake (damage, explosions, etc.) and screen tilt (gun recoil, damage), for those players that are more sensitive to it.

[h2]Changes[/h2]
  • New garbage collection system for doodads to increase Survival stability
  • Max doodad slider in Quality options
  • Max amount of pickups dropped by enemies capped, will start recycling at 50 pickups
  • Slider added to adjust camera shake amount - under Accessibility
  • Slider added to adjust camera tilt amount - under Accessibility
  • Fixed a bug that caused Axe Cultists/Skeletons to not aggro the player when spawned in Survival

CULTIC Demo - v.021j

Another patch for CULTIC has been released!

This one primarily targets the save/load system, with a major optimization that SHOULD hopefully reduce load times for quicksave/loading.

[h2]Changelog[/h2]

  • A major optimization to the navigation system should speed up load times
  • New Video Option : Crosshair Scaling
  • New Option to opt-out of leaderboard submissions
  • Menu options adjusted so the checkbox is clickable

CULTIC - Developer Livestream

Let's try this whole livestream thing out again!

Join in and watch along as I play through the demo and talk about CULTIC!

CULTIC Demo - v020i Update

Good afternoon all!

Thank you so much for all of your support and feedback on CULTIC! It's been a crazy 24 hours but I'm already working on implementing suggestions and fixing bugs as they're reported.

Version 020i just went live, and it addresses the following:

  • Enemy aggro range reduced
  • All main map loads now use the Loading screen, so lengthy loads don't result in a hanging application as often
  • Lighter is now rebindable
  • Fix for disabling crouch toggle resulting in a stuck crouch state
  • Ability to skip Survival / Map results screen


I've received numerous complaints/reports about the load times in the demo map being long, and I'm looking into ways to address this - but I don't think it'll be doable without a major rework to the save system. For now, I've made it so loading saves/quicksaves/checkpoints also uses the main loading screen, so you at least aren't looking at a black, frozen application screen for the load time. I'm going to keep looking into what it'd take to implement a quick-load that doesn't involve re-loading the map.