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CULTIC News

CULTIC: Merry Cultmas Update!

[previewyoutube][/previewyoutube]

Deck the walls with cultist bodies in this free Survival update!

Fight your way through the streets of New Grandewel in a new Survival map, which gives players their first peek into a new area from CULTIC: Chapter Two!

This update also brings a few tweaks to Survival and some additional surprises! Full details below!

[h3]Additions[/h3]
  • New Survival Map: Merry Cultmas
  • New Survival Track: Merry Cultmas
  • Corrupted Officers introduced to Survival enemy pool
  • Saved Loadout feature moved from beta to stable - this allows you to choose a loadout from a save file when starting a map from Scene Select, effectively allowing you to do custom loadout / NG+ runs.


[h3]Changes[/h3]
  • Some more difficult enemy groups (Harvesters, Armored, Sharpshooters) pushed back from Wave 3 to Wave 4
  • Combos now grant a cash bonus in addition to a score bonus, so keep on the pressure!
  • Razor wire coils will now damage and repel players, as they're going to be used more often in Chapter Two to reduce the need for invisible walls in easily sequence-broken areas.
  • Sliding now causes burning players to go out faster
  • Rolling immediately extinguishes a burning player




CULTIC Nominated for Labor of Love in the Steam Awards

Hey, everyone.

Thanks to Jason's ongoing commitment to development such as the "Interlude" chapter, etc. we have decided to nominate CULTIC for the Labor of Love category at the Steam Awards 2023!



So if you're a fan of "CULTIC", please consider giving it a vote in the Steam Awards!



CULTIC v108 Beta Patch

Hello all!

Quick update this morning with a few changes:

  • Loading a saved loadout should now properly strip keys from your inventory, preventing soft-locks
  • STEN Cultist accuracy nerfed to prevent lasering at long distances
  • FG-42 Zoom Upgrade is now toggle-able using Tertiary Fire when in-scope
  • FG-42 Zoom Upgrade zoom amount increased by 10%
  • Potential fix for an issue where the wrong sound effects would play for the Officer in Interlude

CULTIC V108 Beta & Interlude OST Release

Hello everyone!

I've got a couple of announcements packed into one post for you today.

[h2]Interlude OST[/h2]

First, the Interlude OST is now available on YouTube, and the soundtrack on Steam has been updated with the new tracks. For those who have already purchased the soundtrack, you should see an update for it. If you haven't yet picked it up, you can grab it for a whopping $1.99 on Steam!

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

You can also listen for free on YouTube!

[previewyoutube][/previewyoutube]


[h2]CULTIC v108 Beta[/h2]

A new build of CULTIC has been uploaded to the beta branch. This build includes a fix for not being able to play Interlude on Custom Difficulties, but also adds a new option that should allow players to do "New Game +" in a way. When selecting a map from Scene Select, a new loadout option is available that lets you choose a save file, and your inventory from that save file is used as your starting loadout. This means that you can take a save from E1M10 and use that loadout as your loadout to start over on E1M1, effectively letting you have a second run at the game.

Since CULTIC doesn't have a concrete end point and the structure of the game is pretty flexible given the Scene Select and quicksaves and such, there wasn't a good way to implement a proper New Game + that wasn't going to involve changing a ton of existing systems, and then changing them again when Chapter Two is done, but this should offer players wanting to do subsequent runs a pretty comparable option.

You can also technically use this to get Interlude weapons in Chapter One!

This mode hasn't had a ton of testing so if there are any major bugs, let me know in the Discussions forum!

CULTIC v107b Patch

Hey all!

Just pushing the current beta branch to the default stable branch. This should address some common issues being reported since the launch of Interlude. Details below!

  • Ladders should now work properly on Gamepad
  • Re-baked occlusion which should help performance in rooftop area
  • Optimization which should help reduce load times for Interlude
  • Added a small bit of signposting for rooftop pipe entrance
  • Fixed a revolver pickup that was falling through the world
  • Fixed a couple of secrets in E1M1 that weren't triggering properly
  • Fixed an issue that could cause background music tracks to not start over properly
  • Interlude boss now immune to fire self-damage


Also pushed a second tiny update to fix a pathfinding issue in E1M4