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CULTIC News

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!



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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

WRATH, Hedon and CULTIC bundle!

Hey everyone!

To celebrate the recent launch of WRATH: Aeon of Ruin, we have decided to create a bundle!



All in one!

You can grab the "Blast out of Hell" bundle right here:

https://store.steampowered.com/bundle/39215/Blast_out_of_Hell/

CULTIC - Survival Mode Patch (Beta)

Good afternoon all!

I've pushed a small patch to the Beta branch with a potential fix for the long-standing bug that some Survival players may have encountered where the game starts to fall apart during particularly long sessions - shots start going through enemies, players are unable to walk up stairs properly, and other physics issues.

Due to a nudge from the community and some additional clues I picked up from the Unity Discussions boards, I was able to *finally* replicate this extremely elusive issue and fix it in at least one case! The issue was being caused by a specific enemy's projectile clipping through the map in rare instances and falling forever below the map. When the object's position reached absurdly high numerical values, Unity's physics engine would start having issues, causing raycasts to fail among other things.

This specific projectile was given a despawn timer to prevent this from occurring, and other projectiles were given similar safeguards even though they haven't caused issues yet.

Additionally, I added a couple of logging measures to help identify any future culprits. When you Quit to Menu, a check will automatically be performed for any out-of-bounds objects. You can manually trigger this check by typing "oobcheck" into the in-game dev console. This will not show any information in-game but will dump info into the game's logs.

Hope this helps my Survival Community with those looong top-score attempts!

[h3]Fixes[/h3]
  • A rare edge case where a specific projectile was falling below the map was fixed


[h3]Changes[/h3]
  • The "oobcheck" console command was added to assist with troubleshooting future physics issues
  • The "oobcleanup" console command was added to try and fix ongoing sessions that have begun experiencing physics issues. This should identify and destroy any out-of-bounds objects. Note that this command does not display any confirmation in-game.
  • An automatic logging function runs when Quitting to Menu that will identify if any objects were out of bounds at the time you exited.

CULTIC - Snail Mode BETA Update

Hey all!

Very small little update here - added a new modifier to Custom Difficulty > Game Modifiers called Snail Mode! Currently this is only on the beta branch as it's received very little testing, just a bit of functionality testing from myself and a run through the first 3 maps.

Snail Mode spawns an immortal pursuer who slowly chases the player. One touch is instant death. He will slowly accelerate over time, but can be slowed down with damage. Do you move as fast as possible and keep him at a distance, or do you buy yourself time to explore and loot by feeding him some of your hard-earned ammo? The choice is yours!

As always, please report any bugs or feedback to the forums!