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CULTIC News

CULTIC: Interlude now available!

Hello everyone!

It's finally time to reveal what I've been working on for the last few months:

CULTIC: Interlude!

Interlude is a free update for CULTIC that brings a new story map, which has you experience some of the events that transpired between Chapter 1 and Chapter 2. Interlude is a bit of a twist on CULTIC's gameplay formula and will allow players to experience some of the new things coming in Chapter Two, such as the revolver, usable enemy shields, and... ladders!

Hope you enjoy some of the new details and surprises!

To play Interlude, just select it from the Chapter Select screen when you start a New Game.

[previewyoutube][/previewyoutube]

If you haven't played CULTIC yet, it's on sale until October 3rd, 2023 as part of the Realms Deep Steam Event!



REALMS DEEP 2023 ANNOUNCEMENT

[previewyoutube][/previewyoutube]

Realms Deep is back, baby! On September 30th, you are cordially invited to a late-night talk show event featuring our beloved host, Jared R Bair.

3D Realms brings updates from numerous titles under their diverse portfolio, including
Its highly anticipated classic RTS Tempest Rising, action-adventure FPS Phantom Fury, immersive sim Core Decay, sci-fi horror FPS RIPOUT, dark-fantasy FPS GRAVEN, dieselpunk action-rpg Combustion, Ion Fury’s Aftershock expansion, and maybe even an exciting surprise or two. Other developers and partners at this year’s Realms Deep include the return of New Blood Interactive, Running With Scissors, Slipgate Ironworks, HYPERSTRANGE, Dread XP, Hellforge Studios, Fulqrum, and Retrovibe, as well as THQ Nordic, Prismatika Games and many more, making their debut into the show!

And who knows, maybe there will be a few interviews? Maybe a bit of the ol’ ultraviolence.

WHERE: http://twitch.tv/3DRealms
WHEN: 8 PM CEST / 2 PM ET

CULTIC: Chapter One v105c

Another small patch inbound!

  • Fixed pathfinding in the Mines Survival map.
  • Fixed a duplicate navmesh ID causing issues with navmesh caching
  • Fixed a navmesh gap in E1M5
  • Fixed the sprite offset for the FG42 scope so it should be properly lined up with the crosshair

CULTIC: Chapter One - v105b

A small patch to fix a couple of issues:

  • Fixed an issue where users running resolutions greater than 1080p were seeing a small red line
  • A potential fix for enemies dropping into lava and off of ledges leading to fatal drops. This behavior causes their AI to be more careful when in "sprinting" states, which may result in somewhat lower aggression and approach speeds towards the player if the enemy is trying to avoid falling off of a ledge

CULTIC Chapter One v105 Released

Update v105 is finally being moved to the main branch!

[previewyoutube][/previewyoutube]

This is a fairly chunky update, so I'll get right into the changes:

[h3]Additions[/h3]

  • New Survival Map "Unholy Commotion" - Romp around the crypts and rack up those S-Ranks!
  • New "Survival Options" menu added with configurations to change spawn rates and disable the Survival timer. Use of these options will disable achievements and leaderboard progression.
  • Changes in game version will backup player's preferences and profile, to preserve that data in the event of a problematic patch
  • Added optional hazard directional indicators to Accessibility options, to aid players to locate hazards that partially rely on audio cues (dynamite, ghost props)
  • An "Ambient Light" slider was added to Options > Video, and can be adjusted to have darker overall environments. This value has been defaulted to a slightly lower value than the game launched at, so you may notice moodier environments. Push this value to "100" to restore the original brightness levels.
  • The "Brightness" slider was fixed to allow negative values without breaking HUD transparency. You should be able to darken the game as well as brighten it now.


[h3]Changes[/h3]
  • Most enemy sprites have been re-rendered to clean up aliasing and enhance shading, which should result in better visual clarity in conjunction with the in-game dithering/filtering.
  • Survival Mode has a new map select menu, rather than clicking on the map to start the match.
  • The FG-42 has a proper contextual indicator for toggling fire-modes, and the upgrade verbiage was altered to better illustrate the toggle.
  • FG-42 scope visuals were cleaned up to provide a more usable crosshair
  • Menu sliders are now locked to particular unit intervals when using keyboard/gamepad, and you can hold the directional keys to slide it continuously.
  • Individual dynamite sticks now have a hitbox and can be detonated with gunshots
  • Dynamite sticks no longer respond to physical impulses from other explosions to help with Cluster Toss consistency
  • Enemy pathfinding was adjusted so they are more willing to drop off of ledges if they don't think the fall will kill them
  • The previously selected Survival Difficulty is now remembered when you exit and return to that menu
  • Survival Difficulty now defaults to Standard, rather than Casual


[h3]Fixes[/h3]
  • Menu sliders should now work properly when controlled via keyboard or gamepad.
  • Trees that were improperly showing their low-LOD sprite in E1M6 were adjusted
  • Some stretched textures in E1M3 were fixed
  • A sharpshooter in E1M7 had their AI zone changed so they'll correctly engage with the player
  • A lighting issue in E1M4 was fixed
  • Several instances of sound emitters ignoring the sound volume settings were fixed
  • An issue was fixed with explosive projectiles that was causing damage to go through walls
  • A see-through mesh in E1M4 was fixed
  • Incinerator particles no longer cast shadows
  • Certain enemies should no longer spam sounds when burned without first drawing their aggro
  • Fixed some audio sources that were ignoring the audio mixer
  • Custom Difficulty should now be properly disabled if you switch from a custom session to a standard session