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CULTIC News

CULTIC: Chapter One - Custom Difficulty BETA v103b

Small patch ahoy!

[h2]Changes[/h2]
  • The below-deck area in E1M2 is now much darker, making use of the lighter more necessary

[h2]Fixes[/h2]
  • Shotgun alt-fire now properly penetrates enemies as intended - test it out on your nearest crowd of cultists or cultist shield!
  • Shotgun alt-fire now properly fires 2x the pellets of the primary, rather than missing 2 pellets
  • You should now be able to properly overwrite presets without the names getting reset
  • A rounding error was fixed that was causing slider values to adjust themselves slightly


In case you didn't see, CULTIC's in the running for Best Soundtrack! If you don't have any other nominations queued up, I'd appreciate your vote!

store.steampowered.com/news/app/1684930/view/3530288135712305311

CULTIC - Steam Awards Nomination

[previewyoutube][/previewyoutube]

The 2022 Steam Awards are upon us, and much to my dismay, there's no category for "Meatiest Headshots"! In lieu of that, I'd like to humbly request your nomination for CULTIC for Best Soundtrack!

I'm immensely proud of all aspects of CULTIC, but none more so than the soundtrack that I worked so hard on! Featuring a custom, hand-made soundfont, crunchy instruments, and retro synths, it's a unique and energetic soundtrack fitting of CULTIC's unique visual style and gameplay.

Don't forget you can also grab CULTIC's soundtrack on Steam for a whopping $1.99!

https://store.steampowered.com/app/2176420/CULTIC_Soundtrack/

CULTIC: Chapter One - Custom Difficulty BETA

The beta for Custom Difficulty is finally here! It took a bit longer than expected but the randomizer was some seriously hard work. Getting it to play nicely with the quicksave system took much more convincing than I was expecting. Due to the magnitude of changes in this update, and the many many options available in the Custom Difficulty mode, I'm releasing this update to the beta branch first to test the waters before releasing it to the main branch.

If you're not familiar with accessing beta branches, it's simple and easy!

  1. Go to your Steam Library
  2. Right-click on CULTIC
  3. Click on Properties
  4. Go to the BETAS tab
  5. Select "beta" from the drop-down list
  6. Allow CULTIC to update


So what's new in this update?

[h2]Custom Difficulty[/h2]

A new difficulty mode has been added that allows you to deeply customize your play experience. Choose from a handful of modifiers to mix up enemy behaviors, damage, speed, adjust game rules, and even randomize enemy placements!

You can also save presets and load them back in for quick setups! If you want to share presets with other players, they can be located in:

steamapps\common\CULTIC\CULTIC_Data\Presets

The .cdiff file is a simple text file type that can be easily copy/pasted between devices.
A handful of presets come with the update!

  • Instagib - One shot and it's over - for you and your enemies!
  • One Punch Man - Your fists and feet are unmatched in power
  • Extreme Plus - Extreme, but even harder! Extra enemy damage, speed, and accuracy, and no health regen.
  • Hardly Extreme - Extreme enemy placements and behaviors, Hard damage/HP values
  • Bullet Hell - Enemies dish out large quantities of slow-moving bullets vs. a speedy player


This update also comes with a fairly substantial amount of changes. More on those below - thanks for your support of CULTIC, and I hope you enjoy the update!

Please report any bugs and feedback in the proper channels on the Steam Discussions forum!

[h2]Fixes[/h2]

  • A catch was put in place so that corrupted saves/preference files should no longer soft-lock the menus
  • Map Start/Checkpoints should no longer get overwritten when loading a checkpoint from the main menu
  • Infected corpses now properly get an explosive damage multiplier as soft targets
  • Scene Select should properly reflect not having a max kill count for boss maps
  • Press-and-hold interaction prompts will now show up even when Interaction Markers are disabled
  • Some easy-to-access OOB areas were blocked off
  • Render scale should now properly honor native resolutions for those using >1080p resolutions
  • A potential fix was implemented to alleviate some visual movement stuttering
  • Lantern is no longer held inside the player's body which should help with throw trajectories
  • Grabbable props now properly receive impulses from damage sources
  • Thrown hatchets should more reliably set off bear traps
  • Incinerator tank leak audio now properly mixed
  • Pistol cultists now properly check for line-of-sight from their pistol height, rather than hip-height
  • China Lake removed from E1M6 Scene Select loadout
  • TNT Plunger skip in E1M5 fixed
  • Player Run Toggle setting persistent across scenes
  • Fixed some spots where the player could get stuck on map geo


[h2]Additions / Changes[/h2]
  • Weapon swapping now accepts input buffers
  • A weapon swap that was buffered before a shotgun reload starts will cancel the reload
  • Lever-action reloads can be interrupted with a weapon swap
  • The FG42's Full Auto upgrade can now be toggled with Tertiary Fire (MMB by default)
  • There should now be a pickup for all main weapons in all maps, making pistol-start runs more feasible
  • LAR ammo pickups were increased in quantity
  • Additional LOS blockers added to mine camp in E1M2
  • A proper death barrier was added below map geo so players that fall out of bounds are not soft-locked
  • Burn damage against larger enemies has been nerfed, making it a bit more difficult to ignite them
  • Maps in Scene Select are unlocked when the map is started, rather than cleared
  • All difficulties below the highest completed can be accessed in Scene Select
  • An option to disable music slowdown added to Options > Sound
  • Backup Map Start saves are created by default to prevent players from losing progress if they forget to create a manual save. These can be disabled from Options > Gameplay
  • Checkboxes in options are now all left-aligned, for consistency


CULTIC - Accolades Trailer

It's been a month since I pushed the big green button to release CULTIC to the world - and what a month it has been!

Thank you all for 2000 Overwhelmingly Positive reviews and a truckload of kind words! Who ever thought I'd be making an accolades trailer?

[previewyoutube][/previewyoutube]

CULTIC - An Overwhelmingly Thankful Post-Launch Update

What a crazy last week and change it has been!

First things first: An absolutely massive shoutout to the community for helping CULTIC reach Overwhelmingly Positive in just two days! I was absolutely floored to see the reviews pour in, and the incredibly kind words and support coming in from the community. CULTIC is currently sitting at 99% positive scores - something I never thought I'd see. So thank you all for that!

Additionally, I want to thank those that were so patient and cooperative with providing crash/player logs to me to help diagnose and crush some nasty bugs that were affecting a small amount of users.

Now that Chapter One is out, the big question is - what's next for CULTIC?

[h3]A Break[/h3]
Full disclosure - the first thing on my list is to rest and take a step away from CULTIC for a little bit. The weeks leading up to launch were incredibly stressful, and launch doubly so! As exciting as the launch was, and as thrilled as I am with how positively it was received, I am fully burnt out at the moment, and need a bit of a break to get back on my feet. I'm planning to catch up on my backlog of games I missed during development, and also catch up on some housework I've been putting off!

I hope to be back at it after Halloween! Speaking of...

[h3]Steam Scream Fest[/h3]
CULTIC is a bit of a spooky game, so I am participating in Steam Scream Fest! You might see CULTIC pop up here and there during the event.

[h3]Localization[/h3]
The next big task I plan to jump on is localization. I'm getting things ready to get translations for CULTIC underway. While I greatly appreciate all of the generous offers from the community to help translate CULTIC, I have already secured those services. There are some significant changes to the UI that need to happen to support additional languages, so I'm going to get working on that and hope to have updates on it soon.

[h3]GOG Release[/h3]
I had been intending to hold off on a GOG Release until much closer to Chapter Two's launch, because I really don't want to manage updates/patches on two separate platforms. As a one-man team, it's much easier to just maintain a single platform. However, interest from the community in a GOG version has been pretty significant, so I'm looking into options for maybe making that happen sooner.

[h3]Chapter Two[/h3]
I don't have any concrete info to share on Chapter Two at this time. I'm a bit tapped out on creativity at the moment to be honest, so I'm going to take some time to focus on some tasks that are more code-oriented (such as localization) before diving in to Chapter Two.

In closing, thanks again for everyone who has supported CULTIC, and more importantly, supported me through this game dev journey! Until next time!