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Cultist Simulator News

The Mansus Has No Walls

“In the Mansus, the Hours strive one against another. As the struggles are resolved, they iron out the impossible, exalt the possible, tie the fraying braids of what has been into one golden ribbon of future. Everything is resolved. History becomes the past…”


“…There are, however, exceptions.” It’s Cultist Simulator‘s sixth birthday today, so let’s make an exception for her. This quote is from a high-level Secret Histories fragment called ‘Unresolved Ambiguity’, and it could absolutely be a metaphor for game development in general. Cultist could have been a hundred different games, but it ended up consolidated in the one it became (and the one it evolved into, after years of post-lauch DLC and updates). You may remember that we made Cultist Simulator in 11 months, with a budget of around £150,000. It’s now reached somewhere between 850,000 to a million people, making some serious allowances for chaotic data like Humble Bundles and Amazon Prime. So in honour of her birthday here’s a whirlwind tour of just under a year’s game development, starting with the most important part of all: the What Even Is This Javascript Greybox Prototype.



People who’ve played Cultist Simulator will recognise a surprising amount in these early prototypes. The art direction isn’t there – AK is definitely theme and mechanics first, ‘colours’ second – but the game’s Cookie Clicker influence is particularly apparent, as are important other factes of the final game like verbs (Study, Dream, Work…), timers (45s countdown for ‘The body has its needs…’) and resource-based storytelling (Secret Histories 1 + Occult Scrap 1 = Recruit an Aficionado of Conspiracies). I’ve worked with AK since 2015, when we met at his previous studio, and he always has a weirdly clear idea of what the game will be at the start. It’s just difficult for him to explain it and for anyone else to see inside his head. I’m now well-versed in the two to six months of trust where I have no idea what this game is that we’re apparently making, before it all falls into place. That moment for Cultist was this updated prototype, where you could first see the basic card interface:



I get it now! I see what all those grey buttons on their grey backgrounds represented! This gives me a lot to work with – I can now see what needs to be artified – while being flexible enough for AK to still be able to play with basic mechanics and the all-important recipes at the heart of the final game. Looks recognisable now, right? But where it really comes to life is when AK and Catherine Unger, our brilliant freelance artist, settled on a suitable art style:



It now looks so much like the real Cultist Simulator, but with enough difference, to trigger a bit of sense of the uncanny valley. I still mourn those stick-timers on the verb tokens, for instance! But this was where people really started to sit up and take notice of the game we were about four months out from completing. So with a bunch of hard game dev, which looks in real terms like this…



Cultist Simulator, as we know and love her, was born. HAPPY BIRTHDAY, GAME ABOUT PEELING BACK THE SKIN OF THE WORLD! We all really love you.* ♥

*Apart from Dread. Nobody loves Dread.

HOTFIX

HOTFIX: lore consumed on influence upgrades, sorry!

Cultist Simulator gets much improved Steam Deck support

Cultist Simulator was already Steam Deck Verified with Native Linux support but Weather Factory have put out a brand new update, which aims to improve it even further.

Read the full article here: https://www.gamingonlinux.com/2024/02/cultist-simulator-gets-much-improved-steam-deck-support

2023.12.s.4 - "SARCODES"

- Steam Deck support! A nice excuse to add a QoL/accessibility feature here and there.

- Added 150% UI scale.

- Added a Font Size setting. May lead to stranger looks on higher ends.

- MODDING: 'Sort' property for Elements, a string, the format is 'group.order' - ex. 'a1.z1'. Controls the order of Aspects appearance in card and situation info. Aspects are first sorted by 'group', then by 'order', then, within the same order, by the amount of aspect present, starting with the highest.
- Several important Aspects are now sorted.

This leaves us fixing such critical bugs such as:

- A bug with keybinds showing default values until you loaded the tabletop at least once.

- A bug when cancelling a key rebind resulted in keyboard controls not working anymore.

- A bug when using ESC key in the main menu would not close an opened dialog.

- A few typos in mod loading logs.

- 2023.12.s.2: Mouse wheel functionality restored.

- 2023.12.s.2: Fixed a bug with Options menu tabs not initializing.

- 2023.12.s.2: Several small enhancements in a deck draw preview display.

- 2023.12.s.3: A rare greedy slot crash is fixed.

- 2023.12.s.3: A safenet against infinite saving loop on new game.

- 2023.12.s.3: Contentment now *finally* acts correctly on influence upgrade and subversion.

- 2023.12.s.4: Added more belts and braces against a very rare infinite saving chain.

- MODDING: Following the arabic font support added in the previous patch, a possibility for right-to-left text display is added too. "rtl": true in culture JSON to enable.

Advent Calendar 2023

It's the first of December, and we're trying something NEW this year! BOOK OF HOURS seems such an obvious fit, so starting from today we're running...

[h2]...a 25-day advent calendar of Hush House! 🎄🎁[/h2]



(There are some real-world Weather Factory gifts, and at least one Cultist Simulator-related treat - though the in-game items are all in BOOK OF HOURS.)

Each day we'll open a door containing treats in-game or the 'real' world (you'll see it on all of our socials [ Twitter / Facebook / Instagram ], and we'll update our advent megablog daily with What's Behind Today's Door).

Most are tasty amuses-bouches. Some are pretty major reveals. A few real world treats will only last for 24hrs, but you'll never miss anything in-game. Playing BOOK OF HOURS any time in December will give you everything the calendar's revealed to date whenever in-game winter rolls around. So there's no stress if you're 'out' having 'fun' with 'friends'. Except, you know. Have a think about your life choices there.

To start with today's door as an example, it reveals:

[h3]Door 1: Seasonal art in BOOK OF HOURS[/h3]

The next time you're playing BOOK OF HOURS and winter comes around, you'll notice some festive cheer sprinkled throughout Brancrug Village and Hush House. For anyone who wants to be left alone like the Weary Detective and his Illustrated London News, there's an option to turn off seasonal art in the Settings menu. For everyone else, take careful note of Reverend Timothy's Christmas tree next to the Rectory...



More like this every day from now until Christmas Day. Check the advent megablog if you're not sure what today's gift is - we'll announce them every day at noon.

That's it! Warmth, good cheer and a glass of Chateau Raveline to you and yours. Merry Christmas, friend.