Unlike add-on modes in open-world survival games, The Culling redefines the battle royale genre by providing a tightly focused stand-alone experience that delivers incredible thrills and endless story-worthy moments.
Features at Early Access Launch
Game Modes
The core of The Culling is an online 16-player battle royale, played solo or in teams of two. Matches last approximately 20 minutes, with deadly poison gas slowly constricting the arena in the final stages. The winning player (or team) is the last left alive.With no respawning on death, you have to make every action count. Play too cautiously and you won’t be prepared for the final clash at the end of the match, too aggressively and you might not make it past the first few minutes.
Weapons and Combat
The Culling focuses heavily on melee combat. Use jabs, charged swings, blocks, and shoves in a system that’s simple learn, but requires practice to truly master.There are 24 melee weapons in the form of blades, axes, bludgeons, and spears. There are multiple tiers of weapons, which deal different levels of damage, from the lowly crafted stone knife to the mighty Katana. Different weapons types also apply different wounds, which factors into combat strategy. All melee weapons can be thrown, adding the potential for ranged combat in any encounter.
There is also a variety of ranged weapons, including bows, blowguns, and even highly-coveted firearms. A gun isn’t a guaranteed kill, however, as ammunition is in short supply and ranged players can be disarmed by melee strikes if they don’t keep their distance.
Traps
Players who thrive on outwitting their enemies can sample from a collection of traps in the form of snares, mines, remote-detonated explosives, caltrops, and punji sticks. Matches are fast-paced, so sneaky players must lay their traps in hot spots (such as near an airdrop landing pad) or use themselves as bait to lure opponents in.Items
A wide range of utility items is at your disposal, with everything from backpacks to smoke bombs, run speed stims to stun guns, player tracking devices to bandages. You start each match empty-handed, so you must explore to survive. Inventory space is extremely limited, forcing you to think carefully about how you intend to play and what you want to carry.Crafting
The Culling utilizes a unique crafting system that is very simple to use (no bulky UI-heavy inventory management) but still offers a wide range of recipes. Players can craft rudimentary weapons, a wide range of traps, and a handful of useful items, including bandages, satchels, and even body armor.Perks
Each contestant chooses 3 perks before the start of a match. There are dozens of perks available, and they range from combat bonuses (increase the duration of bleed wounds you apply with blade weapons) to crafting skills (reduce your trap placement time), to general utility (begin the match with a tracking device in your inventory).All of the perks are available to all players from the start with no unlocking required. You can use perks to define and enhance your personal play style, whether it be focused on ranged, melee, or trap-based strategy. Advanced players will find helpful synergies between their perk load-out and their airdrop selection.
Airdrops
Players select a personal airdrop to call in during the match. Air drops are deadly care packages containing a predefined variety of weapons, traps and items. Be careful, because calling in an airdrop draws attention to you and can be stolen by other players (especially if they manage to shoot it out of the sky before it arrives).New airdrops are unlocked by opening the container, so finding a random airdrop during a match or stealing another player’s airdrop will unlock it in your list.
Game Show Events
The Culling is the most popular game show in the history of the world, and for good reason. The show’s producers have devised events that take place at random during the match. If you choose to participate in these events, the rewards can improve your chances of winning, but don’t be surprised when other players arrive to challenge you.FUNC
Flexible Universal Nano-Compound, or FUNC, serves as the primary in-game currency. You spend FUNC to craft, call in personal airdrops, and open certain types of item chests. FUNC is gained through combat and exploration.Character Customization
Players start the game with a variety of hairstyles, tops, pants, and skin tones at their disposal. Through playing matches, new customization items can be unlocked. There are over 100 items available to unlock, with many more planned.Audio
The Culling places a heavy gameplay emphasis on audio. Making noise by sprinting through the jungle crafting items, slamming doors, and engaging in combat will draw the attention of other players far and wide.Using audio cues to locate opponents and using the crouch mode to conceal your movements add tremendously to the game’s suspense and immersion.
Map Exploration
The Culling ships with one map set on a tropical island. The map size has been carefully tuned to provide just enough space for 16 contestants, but also to ensure than no one is safe for long. The map is populated with landmarks, buildings (full of lockers and crates containing items), hidden caches, and hazards.Many of these elements are random, meaning map knowledge is important, but offers no guarantees. When the match starts, you can choose to immediately set about crafting some basic survival tools, or sprint to the nearest building in the hopes that it will contain valuable items.
Tutorials and Offline Training Mode
The Culling can be intimidating for new players, so we’ve included basic and advanced tutorials that will help you learn all of the game’s mechanics.If you’re still not ready to face players online, there is an offline practice mode against basic AI-controlled bots that will allow you to practice in a low-pressure situation.
Steam Items
No contestant leaves a match of The Culling empty-handed. Cosmetic items (hats, hair styles, shirts, and pants) are awarded at the end of each round, with rarer items rewarded for better performance. These items are tradeable on the Steam Market.Greetings Contestants!
We’ve entered the month of October, which means running around in the woods wearing a mask is practically a normal thing to do. We know it’s a bit early, but we already have some tricks and treats up our sleeves and we can’t wait to share.
The new patch will be released on Wednesday, October 5th. Servers will be down starting at 8AM Eastern for *up to* 4 hours.
This is the biggest patch we’ve done in a while, so we’re offering a bit more explanation than usual. If you’re a fan of brevity, we’re even throwing in a TL;DR:
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The most exciting change here is to the perk list. We’ve strategically removed 25 perks from the game, including nearly all of the most popular choices.
Why? Frankly, because blanket offensive and defensive boosts are boring. Because a permanent 20% movement speed advantage is too strong to justify. And, because we want fights to be decided on the island, not in the Perk selection menu.
As the major update approaches (no, we don’t have a date to announce just yet) we want The Culling to be in lean, mean fighting shape. There are a few more areas we intend to revisit with upcoming patches, but in the meantime we’re eagerly awaiting the Cullmunity’s reaction.
We’ll see you on the island!
Halloween Hats!
Balance and Gameplay
Perks:
Removed the following Perks:
Dev comments: What we’ve found with our old perk list is that if you don’t make the “right” choices (according to whatever the latest meta is) prior to the start of the match, you will be at a disadvantage. Once you’re in a match, it’s difficult to know what advantage your opponent has or how to respond. We’ve concluded that the best thing for The Culling is to move away from perks that simply improve your offense, defense, or movement speed in all situations. Along similar lines, we’ve removed perks that affect stamina and wounds. The following perks remain:
Dev comments: A large proportion of players were using at least one movement speed perk. With those perks out of the equation, the only available boost to movement speed comes from the X-plosive Runs stim. This left us free to increase the base movement speed to allow faster map traversal, which improves the feel of the game.
Stamina:
Dev comments: We like what stamina brings to the table in terms of chase situations (especially with the removal of run speed perks), but many players found it frustrating to try to manage stamina during combat. Stamina management is still a factor, but combat actions will no longer drain your stamina.
Stims:
Dev comments: Enhanced movement speed is extremely valuable in The Culling. We would rather see players use bonus speed strategically in short bursts rather than for sustained periods, so the intensity of this stim has improved to allow for the same max movement speed we had previously, but the duration has been significantly reduced).
Dev comments: To better assess changes to perks, stamina, and X-plosive runs, we’ve removed the Stamina Shot. We never had a properly funny name for it anyway.
Dev comments: Orange Juice still offers the benefit of all the other stims at once, but the movement speed element is limited to 30 seconds, just like the revised X-plosive Runs stim.
Dev comments: Our upcoming major update will see changes to Airdrops and how we award them. In the meantime, we know some players are struggling with the current scheme, which can make it very difficult to unlock that one drop you’re looking for. In the interim, we’re allowing all players to access all Airdrops without unlocking.
Airdrop Changes:
Dev comments: Juggler and Hoodlum have been removed, as they were targeted at specific perks that have been cut or modified. Pothead was removed because we no longer offer Orange Juice in Airdrops. Sapper also lands a step down after inspiring rage with its previous dynamite-heavy loadout. We’ve heard several suggestions that we increase the damage done by Bait Crate, so we’re giving that a try as well. It's worth noting that we've decided to start treating the Recurve Bow as a Tier 2 weapon, Auto Bow as a Tier 3, and Compound Bow as Tier 4. This is reflected in where these items spawn and what their Airdrops cost.
Dev comments: Prior to the latest patch, blades were dealing far more damage per match than any other weapon type, so we looked at several options to bring them closer in line. We decided to allow armor to block the application of the bleed wound, knowing that bleed is a major factor contributing to the value of blades. While blades have settled comfortably into the #2 position (behind bludgeons) in terms of average damage per match, the community has not embraced the change, so we’re reversing it. We expect that the new changes to perks will have an influence on weapon selection, so we’re eager to see the outcome.
Dev comments: When we removed the vulnerability to shove during the exit from your block animation in the last patch, it became much harder to shove a player who was repeatedly tapping the block key, which in turn made the “block baiting” tactic more effective. By extending the minimum block duration by a fraction of a second, it will now be possible to react to an opponent’s block with a shove, making block baiting more risky.
Dev comments: This change effectively extends the overall time of a shove by 0.1 seconds. Shoving an opponent who is not blocking has never been terribly risky because there is very little time for your opponent to punish a missed shove with a jab. By extending the shove time slightly, we extend the window in which an opponent can recognize your failed shove and counter with an attack.
Dev comments: We’ve seen some abuse of blowguns by skilled players, so the Blowhard perk has been removed (it allowed the blowgun to deal significant damage). We've also reduced base damage and ammo count.
Dev comments: By popular demand, we’re making it easier to find stuff that falls on the ground. The effect might be a little too intense, but we wanted to err on the side of visibility for this pass.
Bug Fixes
Dev comments: After hearing strong community feedback from the last patch regarding the change we made to blocking, we investigated the mechanic more closely and found this bug. The net effect was that a player who quickly tapped the block key would see their block drop almost instantly, even though the other player would see their block come fully into position for 0.25s and then drop. This bug was leading to situations where players felt they were being staggered by a shove, despite their block not being up.
Minimum Setup
- OS: 2.7 or higher
- Processor: Intel Core i5 4th Gen (4xxx)Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: DX11 GPU with 1GB VRAM: NVidia GTX 460/ AMD Radeon 5850Network: Broadband Internet connection
- Storage: 8 GB available spaceAdditional Notes: SteamOS is supported. other Linux distributions will have minimal tech support
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