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First things first: Cultist Simulator is 50-70% off as part of the Lovecraftian Days sale, so now's a great time to get any DLC you haven't yet tried, or to encourage a would-be cultist to take the plunge into the invisible world. For those of you who are more Grail-aligned, we're also running a 20%-off-almost-everything in the merch shop, just because we can.
Now, some LORE. Be warned: minor spoilers for Travelling at Night, and inconsequentially minor spoilers for BOOK OF HOURS. Don't read on if that concerns you! We are also now switching from Lottie writing (hello!) to Alexis, so good luck.
***
Three years ago, I sat down to write an in-game letter for each Wisdom. The one below was for Hushery. We were going to release it as part of the Book of Hours marketing run-up, but it was a particularly opaque effort. Less opaque if youre steeped in Secret Histories lore and know that Winter-long are immortal only until their specific date of expiry. Or that Winter-long who ascend under the Sun-in-Rags are sometimes dismissive of those who win their immortality from the Elegiast. Or that the actress and painter Nina Lagasse was sometimes identified with Nyn, the Witch of Lagash. Or why Julian Coseley didnt get on with Solomon Husher. A number of these things became clear in Book of Hours, which I recommend you play, if you haint already.
But obviously the letter proposes a couple of new opacities, in particular how Nina Lagasse is still kicking around fifty years after her holy, irrevocable, Hour-enforced time of dissolution:
I spose maybe we should just keep reposting this image with every blog:
I hoped we were going to get to go to Ortucchio in Travelling at Night, but we probably dont have budget for DLC. Were not going to Paris, because Nina has excellent reasons to refuse ever to return there. But our itinerary does include some time in the mountains.
Anyway heres the letter.
[quote]Kerisham
July 1894
Julian, dear:
February the 9th, 1895. There, I have said it. I had long been certain it would be February long, in fact, before anyone had thought of naming that angle of the year as February. But the detail of the year came late. I had hoped for another hundred. The news came from our Patron when I saw you in Paris last. You did remark that I seemed out of sorts at dinner after the recital. Yes, that was because of the news of the year. I think you had guessed as much.
But I think you had not guessed that the news came during the recital. I am sorry, Julian, I have always found Satie pointlessly languid, but I had no wish to upset you; and by my age one has learnt how to nap with ones eyes open. So I dozed through the tinkle tinkle plonkle and I found myself in the Mansus, much quicker than I might have expected. I felt our Patrons chill, and I began at once to fear the worst.
It didnt come in person, of course I didnt even see its light but its emissary was a full Name, a gratifying condescension indeed, and she left no doubt in my mind. The choice of February is an honour, if not a surprise. The choice of the year, well, I would have liked to know sooner. I hope you will excuse my irreverence if I wonder whether our Patron had forgotten the matter, or had at least not made up his mind. He is, as they say, not as he was.
I hope you will excuse my irreverence. Of course you will. Most raggies would have cast my letter into the fire when they saw me share my date they would have found it in very poor taste or even suspected some intrigue. But you have always been irreverent, dear Julian, and as my end grows nearer, I find that my own reverence wanes. Do not surrender yourself to excitement. I have no interest in your great project of cosmic abolition or celestial overthrow or whatever it is you are calling it now. But it is a relief to cast off the pieties.
I am going back East for the end. I dont want to spend my final days alone. Dagmar wanted to accompany me, but I know she will get emotional and Im afraid she will do something foolish. There is a young woman of good family I will call her Gertrude because that is her name, but I shant tell you her surname because I dont want her getting mixed up in your nasty schemes. Gertrude has recent knowledge of the region, as well as an unslakable enthusiasm for alpinism. I will find both very useful. She is quite well-connected and determined enough to want to travel alone, and I think a little suspicious of me, but I have won her with secrets.
Before I go, I will entrust a will to my lawyer here. You will find it aggravating when I tell you that I am going to name you in my will. You will find it more aggravating when I tell you why. I am doing it to win our argument. We have talked before about Solomon Husher, and his aesthetic ideals. You expressed a poor opinion of those ideals very forcefully. The palest painting you said was an ambition for ghouls and not for raggies. You suggested Solomon was no true raggie. Very forcefully, Julian. I found it difficult to get a word in. And in any case I have always found it hard to explain in words what I find in Solomons work.
So instead I am going to paint it. And I am going to leave you the paintings. And although you have little time for his approach, you are going to examine them carefully, and you are going to see my point. You are going to do that firstly because I am your friend and I will be dead and you will feel so obliged. And secondly because I am going to put in them all that I have left of my secrets. Now I will tell you what I mean.
The first painting will be called Abydos Uncrowned. The second, Nix Abolix. The third, Sunset Celia and the Unleashed Flame. Do I perhaps now have your attention?
I will paint the first at Ortucchio. I have long wanted to stop in, and now I learn did you already know? I learn that Duffoure has a little girl. The Line of Antaios you wrote in your silly Letters the Line of Antaios ends not with the Wheel. There are two things you might have meant there, I suppose, but indeed the Line still runs, and she its newest course. Perhaps I will bless her, like a wicked fairy. Back to Abydos. Ill climb one mountain or another with Gertrude, and conceive the ruins of Abydos at its summit.
Husher wrote of the continuity of endings. You scoffed. So I will paint what happened at Abydos after the eight years of Chiones silence after the Shouts. Perhaps I will even paint what was woven from Chiones hair.
The second I will paint in the hills outside Heraklion where the hawthorn blooms. Gertrude will not want to go to Crete, but I will promise her a hidden mountain in the Zagros and I think she will humour me. If I bring the proper offerings, the Horned-Axe might grant me audience in the Mansus. I doubt it. But if the subject matter opens any doors that I cannot close, the Axe will be on hand to close them. She will not be pleased with me, but at this late stage there is little she can do. And if I am going to paint the Cross fate, it is fitting for me to do so beneath her gaze. If they were not her children, they were certainly her servants. Ill paint all the detail I can, Julian: how the Cross passed into Nowhere, and how they did not, and how they met with Worms, and how you may discern them now. Husher argued for the journey of colours. You disagreed. Perhaps I can still change your mind.
The third I will paint in the Shadowless Labyrinth. I dont like the place, but it will be difficult to get the light right anywhere else. Gertrude will be the model for my Celia, if I can convince her. I will find a likely lad to stand in for the Sovereign of the Flame. I will paint the Sun as Celias shadow, and the Forge as the likely lads. I will paint myself as Winter, pining in the shadows or officiating at their union: Hushers own paradox.
You fancy yourself an authority on the Suns Division, and I happen to agree with you. But I was there in every History when it occurred, and you were not. If you think you have nothing more to learn of the Division, then you need not look at my last painting.
In fact I will ensure all three are delivered to you veiled safely in black. If youre afraid you might lose an argument with me, even after I am gone Nowhere, then you can leave them that way. Or you can be rid of them. The last three paintings of the Witch of Lagash I cant guess the price those might fetch at an Oriflammes auction. Although of course, no buyer is likely to understand the work as you might. Sell them, and my last secrets which might have uplifted your anarchies will go with me Nowhere.
Or not; there is one last vulgar alternative to Nowhere that I will investigate on my way East. But I suspect that bird has flown.
May the Patrons ragged rays rest kindly on you, Julian. In all sincerity, when you have decided at last what it is that you want, I hope that you find it.
Nin[/quote]
[quote]"The language is knotty, poetic, wilful. It'll take some untangling."[/quote] AK and I are currently focused on Travelling At Night, the last of our Secret Histories games. But we still love Cultist Simulator - the one that started it all - and want to support it as much as we can. So I'm delighted to announce that we're bringing two new, full translations of all 160,000 words to the game: French and Spanish are in the works as we speak! We'll release them later this year, and they'll make Cultist and all its DLC fully playable in those languages. The best translations of our games are the ones where actual players were involved. You can be the most wonderful linguist in the world, but if you don't know the history of the Sun-in-Rags or they symbolism of the Dawnbreaker Core, you'll struggle. So we'll be running betas for both languages before releasing them fully to the world, and if you're fluent in either language, we'd be extremely grateful for your involvement then. We'll announce release dates for both languages a little later down the line. French and Spanish are not the only new localisations we're considering. We just can't manage doing lots of languages at once, and, of course, each language is time-consuming and expensive. If you're reading this and speak another language Cultist isn't yet localised into, please know that we're not ignoring you! We're just limited by time and money, like any Aspirant. While you're waiting, you may enjoy a new blog post about how people respond to the Secret Histories on Reddit... or you might want to fling yourself into another Apostle: Entheate run because you are a total masochist. It's your choice.
Merry Christmas, everyone! We're rounding off the year with a live AMA on the Weather Factory subreddit, starting in about half an hour. Come talk to us about anything Cultist Simulator, Secret Histories, what's really underneath the Weary Detective's helmet, etc.
In case you missed it, we announced our third and final entry into the Secret Histories universe yesterday: Travelling At Night, a dialogue-driven choices-matter combat-free CRPG in the tradition of isometric greats like Disco Elysium, Planescape: Torment and Fallout 1+2. So there will probably be a lot of questions about where the Histories that started in 1920s Cultist Simulator is going to end up. But we would be just as delighted to discuss subjects like our favourite cultists, what goes on behind the scenes of game dev or why Hokobald is such a big pain in the bum. Go nuts.
(We reserve the right not to answer any lore questions, but anything we can answer, we will.)
The AMA starts at 6PM GMT / 10AM PDT. Hope to see you there!
Bring snacks.
Major news! We're announcing our next game, set in - and probably our last in - the Secret Histories universe. Meet Travelling At Night, a dialogue-driven choices-matter combat-free CRPG in the tradition of isometric greats like Disco Elysium, Planescape: Torment, and Fallout 1+2.
https://store.steampowered.com/app/2915730/Travelling_at_Night
[quote]"Europe, 1948: myth-scarred ruins, night-sky abysses. Chitinous cities embrace the Change, or struggle against plagues of leaf and amber. The golden Incorporates of the US wage a cold war against the star-touched Ministries of the USSR. And there you are, guiding a carnival of wry, bold, complex characters through seaside sanitarium, Alpine castle, grave, hive, lignified cityscape."[/quote]
It stars the ex-Suppression Bureau investigator Spencer Hobson, whom you first tried to kill in Cultist Simulator and then fed sandwiches to in BOOK OF HOURS. Spencer has, as you know, been recently hollowed out by the Worms from under the world, and in Travelling he's found himself with an unusual role to play in the reweaving of the Histories after the catastrophe of the Second World War. (There is, as ever, more to it. You could call him Spencer+.)
Expect forty-plus hours of notably replayable noir-myth narrative while you guide an occult carnival on a pilgrimage to locate buried power that could alter the balance of the Cold War. Assign that power as you see fit.
Travelling At Night is *really* early in production, so everything you see on the store page may change. Anyone who saw the Steam page for BOOK OF HOURS back in 2019 knows what I mean. But we think it's indicative of where the game is going: it'll be an isometric narrative-driven Disco-like CRPG. You walk around in it. At some point Alexis makes you make a horrible decision about the true nature of Grail or the origin of the Snub-Nosed Cat or whether to wear a hat given to you by a Ligeian that has a faintly gammony smell. Fascination ensues.
Wishlist the game if you'd like to follow Travelling's progress from nascent pre-alpha to swole full launch, and/or follow our developer page to keep up with all the Secret Histories at once. We're really excited about this one: we think it could be our best work yet. Join us while we attempt this grand ambition! That never went wrong in any game of ours, right?
You can also read a bit more about the thought behind it in a blog post Alexis has just published, and we'd love to see you to talk Travelling - or anything else - at our live AMA tomorrow on the Weather Factory subreddit. See you at 6PM GMT if you're free.
[quote]"Chitinous cities embrace the Change, or struggle against plagues of leaf and amber..."[/quote] AK here. It still tickles me how few people realise Weather Factory is literally just two people (plus, ofc, trusted freelancers). I answer support emails every week addressed to 'Dear Support Team'. We get speculative applications from people who want to intern with us and don't realise we work out of a flat. Microstudios composed of couples are more common than they used to be, but it's still mildly unusual. We like it, but it does make it harder to take holidays, and it does mean we don't hire. I mentioned recently that we've been working on BOOK OF HOURS, on and off, for five years now. Some of that was pre-production, some of that was theHOUSE OF LIGHTexpansion, but it's a long old time. A undergraduate degree and a master's degree. A newborn infant grown enough to go to school. If you planted an apple pip five years ago, you could be eating its fruit today. Or to put it another way, I was 47 when we started making BH and I'm 52 now. And it occurred to me that I've made about four games over fifteen years, and in another fifteen years I'll be 67. So Lottie and I had a chat about whether and how we want to spend the next fifteen years doing this - both making games, and making games as a microstudio with just the two of us. If you like our games, you'll be glad to hear that the answer is, broadly speaking, yes. Maybe we'll do more physical goods, maybe I'll take a couple of years out for that MA I keep threatening, but we like working together and we like the artisanal nature of the whole thing. I don't actually get up on a Monday and think, yay, support mails, Lottie doesn't get excited about answering Etsy merch queries, but we do like handling this stuff personally: the people who own the company and make the games are the same people you're talking to, and it also stops us from getting too up ourselves. We've talked about Weather Factory being a bit like a band or an artistic partnership but most days it feels more like a family-run cafe that happens to sell coffee through Steam. And we like making things for you lot - for our audience, I mean. I said as long ago as Fallen London that there is something to be said for making games that work like reading comprehension tests. It brings in a calmer class of customer. We've got ideas, then, for at least another couple of games before we turn in our Dev Guild hat feathers and go off to roast coffee in the hills. Over to Lottie to talk about the next one.
[quote]"Serena and Azita discuss the exploits and the disappearance of the Diarist, the Lantern-long who as a mortal was named Lars Westergren. 'He was a monster,' Serena acknowledges, 'but he was our monster.'"[/quote] https://store.steampowered.com/app/2834350/BOOK_OF_HOURS_HOUSE_OF_LIGHT/ Just a lil' cross-promo post to let you Cultist players know that we've just launched a major expansion for BOOK OF HOURS, which adds a novel's worth of new stories (and, obvs, new lore ) to the game. It's called HOUSE OF LIGHT and adds all of this to BOOK OF HOURS:
[quote]"The Wood opens around me, but with my new eyes, I see another path now..."[/quote] OK, this quote from Cultist Simulator is possibly one of the grimmest things AK ever wrote in the game (the 'Marinette ending' from The Dancer DLC. IYKYK). But I am repurposing it to herald to a good thing and that good thing is some secret Cultist Simulator news! Namely:
Chel's patch notes: Fixed an Apostle legacy bug that made it impossible to heal followers wounded by an enemy Long - but only if you were playing a localized (non-English) version of the game. No words enough to convey how hard the Devil worked to make this bug possible. - Some sounds - namely, a card dropping in a slot, and a game speed being changed via a hotkefy - were not playing since god knows when. - Improved performance in Exile when arriving in a new city with a lot of cash. - Fixed a rare bug that broke the main menu if you were mashing buttons too eagerly during the splash screen. - Fixed an erroneous text display in various escaped spirit hauntings. - There was a missing colon in a substantial Edge commission's label. Could this be the very last typo in the entire game ?! Will you be able, oh dear players, to spot more ?! - MODDING: IDs of entities are now completely case-insensitive for all purposes (in-game access, modifying, inheriting, localizing etc). - MODDING: (super nerdy) Console autocomplete suggestions are now only displayed if there's more than 3 characters typed in - this way you aren't presented to choose from every entity in the game that starts with a letter E. - HOTFIX A.2: Translation is correctly applied to verbs' initial slots.
First things first: Cultist Simulator is today's Daily Deal, at a deepest-ever (and frankly insane) 75% off. Check it out, and watch the ever-marvellous Systemchalk Broadcasting live on the store page now.
https://store.steampowered.com/app/718670/Cultist_Simulator
Oh! And all our merch is 25% off for the weekend, to celebrate Cultist being culty. Happy Friday, everyone!
In other news, AK posted this to the subreddit last night:
"Celebrating the completion of the Further Visitor Stories in HOUSE OF LIGHT. That means we're at 80% done, which means in turn that I should be sending out a handful of beta keys to the lucky few end of next week (sorry, if you haven't already heard, you didn't get your name drawn from the Clutches). HOUSE OF LIGHT is a chonker: already the same word count that the whole of Cultist Simulator was at launch."
So that means we hope you'll really like the upcoming expansion to BOOK OF HOURS, HOUSE OF LIGHT, and we should have a suitably chonky blog post with updates for you soon!
In the meantime, we're also trying something new. We've just uploaded the first episode of what we hope will become a fortnightly communal attempt to predict the future! This is the Weather Forecast. This is the Weather Forecast. We love games - you love games too, probably. We talk about games all the time - you have actual lives, and maybe only talk about games a bit. So we thought it would be fun to pull back the curtain on professional game development and take a look at the week's top ten most popular upcoming games on Steam. Using publicly accessible data and a bit of Google-fu, we then each try to estimate that game's Week 1 review score, which is a general indicator of a game's 'success' at launch. One developer's success criterion is different from another's, of course - a first-time solo dev could be rightfully delighted by 50 reviews in the first week, but 50 reviews in the first week for an Electronic Arts launch would probably cause heads to roll. So this isn't about judging games as 'good' or 'bad' or even 'successful' or 'unsuccessful' - it's about seeing whether we can reliably predict the fortunes of a game just before launch, because that would be really useful for all our future Weather Factory games. And we happen to think it's pretty interesting, too.
So take a look at the first episode, join in with a YouTube comment if you like, and come back in a fortnight for us to see if we got any of the numbers right!
[previewyoutube=zzsm1Gy9FRU;full][/previewyoutube]
A few things to note:
[quote]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[/quote]
There are, however, exceptions. Its Cultist Simulators sixth birthday today, so lets 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. Its 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 heres a whirlwind tour of just under a years game development, starting with the most important part of all: the What Even Is This Javascript Greybox Prototype.
People whove played Cultist Simulator will recognise a surprising amount in these early prototypes. The art direction isnt there AK is definitely theme and mechanics first, colours second but the games 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). Ive 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. Its just difficult for him to explain it and for anyone else to see inside his head. Im now well-versed in the two to six months of trust where I have no idea what this game is that were 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.
- 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.
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...
- Fade during an autosave is made gentler and more gradual to prevent the feeling of flickering on high saving speeds. - Dropping cards on other cards while multi-dragging led to unexpected situations. - Fixed a confusion in German localization of Skills' descriptions, and other minor problems in various locs. - Fixed empty description in Starvation verb. - Yet another fix for GOG achievements not unlocking on the storefront side despite being unlocked in the Collection. - Greedy slots don't bug out on low framerates. - When a recipe warmup ends, any card-to-slot travel animation aimed at it completes instead of failing. - Zoom keys (Q/E by default) work sensibly at last - holding results in a continuous zoom instead of having to tap. - HOTFIX: Verb SFXes work once again. - MODDING: new xtrigger morph effect - 'setmutation' - for non-additive mutations. - MODDING/HOTFIX: expulsions for instant recipes work correctly once again. - MODDING: At the request, added Arabic font support (for that, set fontscript to 'arabic' in culture file).
- Made it more clear that allies can't kill the Foe in Exile. - Fixed 'Our Enemy's Identity' description. - Fixed an assortment of memory leaks. - Cards in verb slots and outputs don't play their decay animation if the verb window is closed. - Small rework of the influences' upgrade and subversion: - Interactions with Contentment are less erratic. - The Lore slot doesn't spoil lore fragments' descriptions. - Verb windows now display text in a consistent size and use scrollbars if it doesn't fit. - Experimental changes in the flow of timers. - Alt recipes correctly display their deck draws (instead of displaying the main recipe's deck draws). - Fixed an incorrect description in the Russian localization of the Younger Sister. - Fixed a verb timer sometimes not assuming the correct colour. - Restored a special audio cue for the Time verb. - Cards in the Mansus disappear dramatically again. - Cards in the Mansus are flipped before vanishing - that was an accidental change, sorry! - Added a description for missing Essential slot requirements. - Escape button does not close an opened verb window while the settings window is open. - Exile cities are properly highlighted and faded once again. - Cards in verbs don't occasionally jump when clicked. - Streamlined the pause behaviour in the Mansus and settings menu. - Fixed the Mansus portal window not closing under mysterious circumstances. - Fix for cards sometimes thinking that they occupy slightly more space than they are in reality, and thus preventing cards to be placed in a space near them, despite it being actually empty. - At some point, cards that were supposed to be invisible - but only inside verbs - became also invisible on the table - but, like, confusingly invisible. Now visible again, as they always were. - MODDING: An order in which element's aspects react to xtriggers is now consistent (by id, alphabetical). - MODDING: Entities now have a '$depends' and '$incompatible' property - a list of mod ids that are required/forbidden for this entity definition to be applied. More specifically, $depends mean 'all listed mods must be enabled', and $incompatible means 'none of listed mods must be enabled'. Mod id is taken from serapeum_catalogue_number.txt in the mod's folder - it is created automatically on first Workshop upload, but can be created manually for non-Steam users. If no file is present, mod id equals its name. - MODDING: Custom input settings now work properly. - MODDING: Aspect xtriggers are significantly reworked - this was an obscure feature and it collected dust for years, but now, hopefully, assumed its final form: - All aspects of a card now react to xtriggering (previously only mutations did). - The 'Transform' morph effect now transforms a card, even when triggered by an aspect. This way, all morph effects work uniformly, regardless of where they are defined. - MODDING: The new 'xexts' property on the elements. A string-string pair, works in a way similar to xtriggers - whenever a card meets a key-catalyst of an xext, it displays the description of this xext in its current verb. - MODDING: Fixed a bug when using an expulsion on an instant additional recipe didn't work. - MODDING: $plus/$minus work again. - MODDING: Levers now can have default values, and you can change default values of vanilla levers. - MODDING: Card labels display rich text correctly.
THIS UPDATE JUST PUTS A 'BOOK OF HOURS IS OUT NOW' BUTTON IN THE MENU I'M SORRY I CAN ONLY EVER TYPE IN ALL CAPS EVER AGAIN
Our new game in the Secret Histories universe - thats the one Cultist Simulator started, with the Hours and the Principles and the Suppression Bureau and the early twentieth-century occultism played out in text-boxes and cards - is out now. Manage an occult library in BOOK OF HOURS, where you cant be murdered by Dread!
https://store.steampowered.com/app/1028310/BOOK_OF_HOURS/
You may be interested in the weeklong Perpetual Edition deal, the same deal we offered in Cultist's launch week. This means if you buy BOOK OF HOURS in its first week of sale (thats any time from now to 6PM BST / 10AM PDT on Thursday 24th August) you automatically get Perpetual Edition, meaning all future content expansions are free forever. Theres also a 10% launch discount, and a bundle of free desktop and mobile wallpapers included in it, so its a fantastic deal if I do say so myself! But the choice, as always, is yours.
BOOK OF HOURS is a kinder, less punishing game than Cultist Sim, but I strongly suspect if you like Cultist youll enjoy this new game too. Its three times the size in terms of content; its recipes are more complex; and theres no way to actually die - except sort of, I suppose, if you set fire to your journal or throw it down a well. See how that works out for you.
Cultist Simulator is in a good place right now. Its stable, theres a healthy mod community to keep things fresh, and well still be updating it regularly with bug fixes and QoL improvements. (We might even come back with some larger DLC later down the line, but no promises yet!) So while our focus for the moment is on BOOK OF HOURS, I just wanted to let you know that weve not forgotten about the game that started it all. Its just walking Streets Strange By Moonlight, and dreaming strange sweet dreams.
Thanks for playing, and may you glimpse the Mansus in your dreams tonight.
Love,
Lottie & Alexis
- Black rectangles were appearing briefly instead of card labels in verb slots. - HOTFIX: Verb text scrollbars weren't appearing and/or acting irrationally sometimes. - At some point, cards that were supposed to be invisible - but only inside verbs - became also invisible on the table - but, like, confusingly invisible. Now visible again, as they always were. - Fix for cards sometimes thinking that they occupy slightly more space than they are in reality, and thus preventing cards to be placed in a space near them, despite it being actually empty. - MODDING: $plus/$minus work again. - MODDING: levers now can have default values, and you can change default values of vanilla levers. - MODDING: Card labels display rich text correctly.
[quote]"Marksman, detective, renegade. He has always been a quiet man, but since he left the Suppression Bureau, he has grown even quieter, and terribly still - except for his fingers and for his eyes, always in restless motion."[/quote] It's June the 28th, once again. So I thought I'd pop in briefly to share our beautiful, melancholy new trailer for BOOK OF HOURS, the next game in the same universe as Cultist Simulator. (AK says I'm not allowed to call it a spiritual successor because that sets the wrong expectations, so, er, I won't! I'll just say that anyone who likes Cultist will almost certainly like BOOK OF HOURS, and will find out more Secret Histories lore along the way. Praise be to the Chandler.) Hope it tugs at your heart strings! [previewyoutube=KZBXr5V6PUI;full][/previewyoutube] If you want more info, check out our latest blog. Otherwise, back to bringing the Dawn! https://store.steampowered.com/app/1028310
[quote]"I don't recall exactly what occurred, last night, in the beating black between the trunks of the trees, where winged things moved beneath my hands. But now this morning my brain fizzes with fragments: IN GI RUM IMUS NOC TE ET CON SUMI MUR IGNI RUM IMUS NOC TE ET CON SUMI MUR -"[/quote] Game dev, unlike jobs in Cultist Simulator, is not "an arrangement to exchange one's life for money". It's something AK and I spend an embarrassing amount of time doing, thinking about and discussing. We talk about grand things like the Importance of Art and apophenia and the unplumbed depths of a player's heart, and we talk about petty things like what colour the glow effect around an empty slot should be, and whether or not 'Guardian' is the most charming Aspect in the game. (It is.) Cultist Simulator turns five today, which basically makes it the game version of a Long. But it isn't off to Port Noon quite yet: we're still patching and fixing and improving it. We've come a long way since launch - four DLCs, four new languages, mobile and Switch ports, a whole code rewrite, 170 Workshop mods, a TRPG and a certain card placement SNAFU that one really needn't remember - to the point where our launch trailer looks janky compared to the actual game! I have to do the dev thing and mention, loudly, that we're running a 70% off Daily Deal to mark the occasion, that Cultist Sim's follow-up BOOK OF HOURS brings new Secret Histories in August, and that we're delighted to be a husband and wife team hustling to make strange flowers grow in the garden of our lives. But aside from all of that, I wanted to thank you. Thank you to everyone who Kickstarted the game back in 2017. Thank you to everyone who bought a copy in launch week, helping us with Steam's frightening and vital algorithms. Thank you to everyone who bought a copy since, making sure we can still afford Ultra-Nom Jelly Snaxx for our cats, to everyone who joined our mailing list or follows us on social media, to the people who read our blogs and the people who send in nice messages and the people who buy merch and anyone, honestly, who's reading this. Cultist Simulator is a weird, bright pocket universe: I'm so glad you answered the riddle, and are counted among the Know. Here's to the Mansus, the House, and its Seekers. Each flame has its fuel. This is ours. Love, Lottie & Alexis
ORACHE, aka 'saltbushes', is one of the less interesting-looking plants we've chosen as a version name. So the picture above is atriplex hortensis, aka 'red orache'. Here's the patch on the beta branch now. Shorter update than usual cos I have a beta update for BOOK OF HOURS to get out too! a quick gloss on Chelnoque's update notes below: - Sometimes Biedde's Blade was inflicting a normal wound instead of an unstanchable one. - Opening a verb window on low FPS caused it to disappear. This fiendish little critter took Chel weeks if not months to track down and involved some proper detective work - The options window now scales correctly for various edge-case resolutions. Thank Christ, we can import that into BOOK OF HOURS too - Fixed a false-positive log spam on inspecting the credits window. (codename VARLEY) - The status bar doubled the displayed number of exhausted Passions. - The volume of the SFX for entering and exiting the Mansus is halved. I promised we would do this! Sorry it took a while - Disabled camera's motions on entering and exiting the Mansus. - The legacy selection screen won't suggest you to select from two Exiles anymore. oh pf. EXILE is the best DLC - FEATURE: Multidrag now works properly at last. Select multiple cards while holding the SHIFT key and drag them as a group. I detect a degree of sass, it was my code that didn't work properly, but he's right - MODDING: $plus and $minus now correctly parse values without \"\". You can stop reading unless you're a modder - MODDING: $append and $prepend now correctly work on uninitialized lists. - MODDING: Recipe 'Xpans' property, which runs xtriggers on all cards on the table (as opposed to 'aspects', which applies them inside the current verb only). This is something I added in BOOK OF HOURS to make the day cycle work properly, and you get to enjoy the benefit. ENJOY. benefit. - MODDING: Status bar elements can now be defined more flexibly. Consult with Aspirant legacy in JSONs for an example. A brief rundown of properties: - 'Ids' specifies elements that are tracked by this status bar entry. - 'Format' allows to specify any additional characters that accompay the value display. '({value})' meants the value is displayed in brackets, ''-{value}' means it's preceded by dash/minu, etc. Keep in mind that you can use TextMeshPro rich text tags, same as everywhere else in the texts. - 'Icon', naturally, defines an icon. If not defined, the first entry in 'Ids' is used instead. - 'Styles' allows to modify value's display at certain numbers. Currently, there are only possible two modes, that look like 'colour_red_0' and 'hide_0'. The first makes the display red when it equals 0, and the second hides it under the same conditions. Note that you can use any value instead of 0, and any colour instead of red - defined as a plain string colour name, or a hex code. A simple string definition is still possible too, of course. This makes my eyes cross but it's cool and will find uses elsewhere! yrs ever - AK
https://store.steampowered.com/app/1028310/BOOK_OF_HOURS/ Our next game is BOOK OF HOURS, a spiritual successor to Cultist Sim. We've just started a BoH closed beta, and figured some Cultist Sim players might a) not have heard of it and b) want to join in! (Anyone who enjoys Cultist Sim is likely to enjoy BOOK OF HOURS. AK will probably not approve of my saying this, but It's sort of a holiday for stressed out CS players - it's the same Lovecraftian world, but with new lore and fewer stressors. No dying suddenly of Dread!) If you'd like to get an early look at BOOK OF HOURS and help us make it great, register your interest in being a beta player. We're picking a bunch of people to join each month, so you might not get in. But perhaps the Watchman will favour you...
This is the least interesting patch ever, folks. I've literally just put the beta link for BOOK OF HOURS in the title menu, and moved some stuff about.
There is never only one History. We've used the mechanics and the world of Cultist Simulator for our next game, BOOK OF HOURS - but we've added more graphics, more lore and, well, more everything: we think BOOK OF HOURS is going to be about five times the size of Cultist Sim when it's finished. We're releasing the first playable demo next week as part of Steam Next Fest. It'll be available from Monday 6th Feb at 6PM GMT / 10AM PDT, so now's a great time to play the demo and see what you think! We'll also be live streaming the game next Thursday, if anyone wants to drop in and say hi. The chat'll be open, the questions'll be flowing, and hopefully we won't find a really embarrassing bug while we're playing. If you'd like to see behind the game dev curtain and hear AK talk about the world, join us on Thursday 9th Feb at 6PM GMT / 10AM PDT. Hope to see you there! Alexis & Lottie
Welcome to the first charming flower pic of 2023. As regulars will know, we're currently naming all our updates after flowers, occult or otherwise. This is the Danish Flag cultivar of nemesia strumosa:
(What would you call that colour? Dark fuchsia? Bloody burgundy? Clarified vermilion? Peaceful Grail?)
Now! here's is the reason I've marked this as a Major Update. It's only relevant if you use mods:
There are now a hundred and forty mods on the Cultist Simulator Steam workshop. The numbers exploded since we enabled DLL modding that is to say, we allowed modders to run their own code as part of a mod, changing fundamental game behaviour rather than just adding new narrative content and images. Four of the top five mods are DLL mods.
Any time you run someone elses code on your machine, theres a risk. In theory, a modder could include malicious code in a DLL mod. The risk is very low AV programs may notice it, Steam will block malicious modders and the same applies to games anyway theres nothing in principle to stop a game developer from putting malicious functionality in their work.
But there was an incident earlier this year where a modder did include malicious code in a Cities: Skylines mod. It was trivial it just interfered with other mods as part of some sort of community drama, it wasnt ransomware or anything. It was spotted within days. And it only affected about fifty people. But it did happen. (A few months later we got an email from a security researcher pointing this out.)
So from the beginning of next year, were making it slightly harder to enable DLL mods. All youll need to do is install a gatekeeper mod, Ghirbi, and all Ghirbi does is show you a notice making you aware of the theoretical risk. This is basically the same as making the user tick a box to say I am OK with this but most people tick most checkboxes without reading the notice, especially when theyre playing games.
[You wont need to download or install Ghirbi to use DLL mods until after our next patch, NEMESIA, but you can install him now to save hassle. If you dont use Steam, you can download Ghirbi here.]
Honestly I think the risk here isnt traffic-accident low, its hit-by-a-meteorite low. But if someone was hit by a meteorite because theyd installed our game, then even if it was a bizarre accident, wed feel bad about it. So were adding a meteorite warning its impossible to ignore. Happy Christmas.
Phalaenopsis, better known as the moth orchid. It's a flower that looks like a thing with wings. The etymology means the name means literally something like 'mothy'.
Phalaenopsis philippinensis Golamco ex Fowlie & C.Z.Tang, Orchid Digest 51: 92 (1987)
MOTHORCHID is the final release of the year. In all we've had I think forty patches. I often point out that's not bad for a four-year-old game. In turn people occasionally point out that I completely borked the game for a little while back in March, and I have to admit that yes, that was a godawful two weeks followed by a grim month.
What have all those patches done? roughly,
(1) much, much better modding support
(2) various long-standing bugs and save stability issues
(3) quality of life stuff ('a dropbox for verbs finally'!)
Behind the scenes, we've also been prepping the codebase so it can support BOOK OF HOURS, our next game (out in June next year). This means that we can _keep on_ supporting Cultist into the indefinite future.
Ra ra loads of patches ain't we great... sure, but it's also enlightened self-interest. It's so tempting as a small dev to release-and-forget. Support takes time away from the development of new games. The codebase you worked on three years ago is the ugliest thing in the world and the codebase you're working on now is the one where you Get It Right. Same with the design. Fresh start! Green fields! But that means that you forget half the lessons you learnt on the previous project... and it also means your sales will suffer. Cultist hits its fifth anniversary next year, and it looks like we'll pass the million-sales-on-Steam mark around then. There's no way we'd have got there if we'd left the game to languish unpatched after release. We might have got BOOK OF HOURS out sooner, but then we'd have left _that_ to languish too, and ended up chasing the next release. Nasty cycle to get into.
This has been a hell of a lot easier since we brought in Chelnoque, the gentleman behind the Roost Machine, to do freelance work on bughunting and modding support. Chelnoque understands the game systems intimately, he's a lot better at QA than I am, and he's a steady source of thoughtful ideas. A toast to the gentleman behind the sealion avatar!
Anyway thanks for taking a chance on this weird, eternally uninviting, sempiternally janky little piece. We've got a lot more Secret Histories plans. I'll get on to the patch notes in a moment, but first...
We love mods and the people who make 'em. There are 136 mods in the Cultist Sim Workshop (!), someone turned CS's tabletop into Super Mario, and a while back we wrote a how-to guide to help modders get started. The more mods in Steam Workshop the merrier! Apart from that weird one which takes Laidlaw's shirt off. I see you, degenerates. Aaaaanyhoo, all this creativity - not just mods, but all the fanart, writing, tabletop games, tattoos (you would not believe where some people get Moth tattoos) - leads me on to some big news. We're opening up Cultist Simulator's IP to let you use it for creative projects on a much larger scale, and even make money from it. SO READ ON! But in Alexis's voice, 'cause he wrote the next bit.
LONGIFLORUM: the Easter lily, the trumpet lily, the lily Aurelian. "Consider the lilies of the field; they toil not, neither do they spin" - it was longiflorum that chap was talking about, probably. I didn't grow up rich, but I did grow up in Oxford, and my secondary school had a Latin motto, SICUT LILIUM, 'like the lily'. I never really understood why a school has a motto that incited its students not to work. I tried to use this as a philosophical platform for not doing homework. Consequently the secondary school threw me out and I had to go to a weird boarding school for weird kids. On the upside the headmaster of the weird school lent his copy of Gormenghast and changed the course of my life. I've left out some details but this all approximately happened.
Anyway lilium longiflorum is very pretty but also utterly lethal to cats. A couple years back I carelessly brought home a bouquet for Lottie with a couple of longiflora in it. By the time we realised, our hapless cat Chi (aka Chione, like the book in Cultist) had jumped up and coated himself in rust-coloured pollen. Lottie had to wash it off in the bath.
Chi is the same cat who appears in this image...
...which is a good segue to talking about what happened last week. We've been pushing out small releases from beta to live about every two weeks, which is a bloody good pace for a four-year-old game, and we'd got a bit gung-ho because it all went so well. Last week we put out LONGIFLORUM v1 as a reminder of the three basic truths of existence:
1. Man is born free, but everywhere he is in chains;
2. Nature is red in tooth and claw;
3 Even well-tested code has bugs.
LONGIFLORUM last week was very well-tested (Chel is thorough)... but there were some changes to save code, which is always a pit of barbed wasps... so it wasn't well-tested enough. Consequently we had to roll it back, which itself caused some hiccups. So here it is again, after another week in the shop getting the dents knocked out.
What's actually in the patch?
- Game no longer crashes when challenged with a corrupted save file. Instead, you are prompted to try restoring a backup.
Almost half of the support requests I get are corrupted saves. I think a good 10% of all those are specifically 'a cat jumped on the power button and turned off my game as it was saving'. I'm serious, though I haven't actually run the numbers. I'm ready to claim that almost 5% of all the support requests over the last few months are caused by cats.
Anyway there was some code (mine) in there which was supposed to revert to backups but it wasn't working properly. There is some new code (Chel's) in there which works better.
- Upon crashing on startup, the game will automatically turn off all enabled mods. If don't want this behaviour (for example, when testing your own mod), add \"knock=1\" to config.ini.
- Additional precautions when loading mod-affected saves.
BOORING... NOT. At least half the support requests I get these days are mod-related. Often this happens because a save becomes addicted to mods and dies when the mods are uninstalled. The most frequent culprit is Genroa's excellent Shelves mod. Anyway the only answers I could give were 'talk to the modder' and 'purge your save' and occasionally 'UGH WHY DID I EVER ADD MODDING'. Many of these problems will now go away.
I can't promise you can now add and remove mods with abandon. There is always a risk to after-market work, as anyone who's tried to fit wings to their car will know. In the near future we're going to make it sliiightly harder to add mods which dramatically change functionality - i.e. DLL mods - by requiring installation of a gatekeeper mod which gives stern warnings. It's probably only a matter of time before some villain tries to slip ransomware into a mod, and we'd rather not feel responsible.
- Rites which consume followers will no longer suggest that they can be used to renew Burgeoning or Shattered Risen. Technically they renewed and consumed the Risen, which was legitimate but not very helpful.
This was hilarious, except when it happened.
- HOTFIX: Occasional save incompatibility with the previous version is fixed.\n
I'm very proud of the fact that you can still load a save from the 2018 version of Cultist in the 2022 version of Cultist. I still wake on winter nights sobbing about the save converter I had to write in 2021. Please don't prove me wrong by crashing the game with an old save.
- HOTFIX: Strange and unexpected card presences - seasons, books, and many more - are fixed. For a moment, you were peeking behind the veil of the game's inner workings - the game decks, and they became visible.
A digression. I can't talk too much about BOOK OF HOURS here, because the Steam admins are a bit sterner about flagging cross-promotion these days. But you know that thing with long runs of bad luck in Cultist? Like, you've got a 10% chance of failing a vault run and getting a curse, and it happens six times in a row?
In Book of Hours I've moved away from (digital) dice rolls to (digital) card draws to manage randomness. In other words the runs of bad luck are limited. There's only one critical failure (or whatever) in the deck to draw. I wish I'd done this years ago.
- HOTFIX: Fixed a crash on lore subversion.
We codename our bugs while we're tracking them down. This was CONSUMMATUM.
- MODDING: Mods with empty synopsis no longer crash the game.
"Silence! Oh, well are Death and Sleep and Thou
Three brethren named, the guardians gloomy-winged,
Of one abyss, where life and truth and joy
Are swallowed up."
Nice bit of Tuesday morning Shelley. You're welcome.
- MODDING: Verbs can now have innate aspects (defined as \"aspects\": { \"something\": 1 }).
- MODDING: Verbs can now react to xtriggers - in particular, to transform into a different verb.
Keep in mind that verbs still can't have mutations.
Sneaking a significant one in at the end. This is actually a bit of functionality I wanted for BOOK OF HOURS, where verbs can be things like desks and houses, and you lucky CS modders are getting the benefit.
Let me end with a question.
[quote=The original Lady Afterwards]"Youve been summoned to Alexandria, a city of coloured lights and curious histories. An old friend needs you to track down a woman. Shes probably in trouble. Probably trouble herself. Plus a change..."[/quote]
We're working with the Mysterious Package Company to create a new, extremely high-end Lady Afterwards edition with MPC-level props and accoutrements!
MPC are the absolute top of the pile when it comes to making beautiful antique physical items. They usually specialise in Lovecraftian stuff (AK and I bought their Hastur experience years ago, and it was amazing), so The Lady Afterwards caught their eye. The MPC edition includes everything that's in our original Lady Afterwards box, but adds an extra layer of high-quality artefact...ry: a custom wooden chest, hand-aged clues, and a few extras like an antique magnifying glass and silver case with new business cards inside, a Essential Hours and a full Tarot of the Hours deck...
The expansive gentleman in the picture below is (probably) the naturalist Pehr Kalm:
He was a widely-travelled eighteenth-century Finnish naturalist, and the genus kalmia was named after him:
.
Pehr looks cross in that picture. It might be that his handsome waistcoat is too tight, it might be that the pinecone is spiky, or it might be that the flower named for him was later nicknamed kill-kid. This is less horrible than it sounds, because 'kid' is also a juvenile goat, and kalmia is also nicknamed lamb-kill and sheep-poison. It's stuffed with neurotoxins, is what I'm saying. Don't let your goats near it. Or your kids. If Cultist has taught us anything, it's the unwisdom of putting something in your mouth just cos it looks pretty.
Over to Chelnoque for the patch notes for KALMIA. These are pretty bland, because he's done a lot of work behind the scenes on content import and logging that isn't interesting to write about. We've also just put the LONGIFLORUM release on the beta branch, which is a bit funner, especially in that it makes games more resistant to the notorious Cat Jumped On My Keyboard bug. But I'll post the patch notes for that one when it goes live.
2022.9.k.3 KALMIA
- Several minor typos in slot requirements are fixed.
- Blank credits panel in Russian localisation is fixed.
- HOTFIX: The game started to treat some save files as if they were corrupted. They, in fact, weren't, and this all is now behind us.
- HOTFIX: Newly-spawned verbs no longer snatch a single random card from their birthplace.
- HOTFIX: Newly-spawned verbs no longer snatch a single random card from their birthplace.
- MODDING: Greatly increased the vigilance and informativeness of JSON import logs.
bonus content:
The Monastery of the Fifth Cup box. It's sold out, but there's some lore here that people got excited about.
The Locksmith's Dream. Pictures from the beta!
Have a spooky day, as they say on that one podcast. - AK
Happy Friday, everyone! I hear you like the secret gods known as the Hours, and AK is good at tantalisingly not revealing much about them. So I just wanted to share a quick update on the Lucid Tarot, our upcoming tarot deck for BOOK OF HOURS, whose Major Arcana focuses entirely on the Hours of Cultist Simulator. It's all-new art drawn directly from the saucy, source-y lore of AK's 'CS Design' spreadsheet. You can't get tastier than that.
ILEX is not a wild goat. That's 'ibex'. Ilex is holly: a glossy, pretty plant that takes no nonsense from anyone, with glossy, pretty berries that occasionally murder people. And it means Christmas. I'm very fond of holly. I'm also very fond of JUNIPER, because it's what makes gin taste like gin. Holly was sacred to thunder gods, and juniper to fertility goddesses. So the Thunderskin is the official sponsor of the ILEX patch, which we released today, and the Red Grail is the official sponsor of JUNIPER, which is now on the beta branch. Let's talk about what you can find in each one. Chelnoque wrote the patch notes, and [my comments are in italic brackets]
(guest-starring Chelnoque again) - Yet another round of card-handlery tweaks: - Cards put more effort into finding a landing zone as close to the hover position as possible. - Card ghosts sometimes ended up in a wrong position (and generally made no sense). - Cards save their preferred tabletop location between sessions. - Cards should no longer completely overlap each other - or, at least, should do this significantly less often. - Cards correctly replace each other in slots. - Dropzones are now more proficient (and elegant) in their craft. - Verbs occupy a more modest space on the grid. - Verbs go straight to the dropzone when spawned. - Different kinds of camera movement should feel smoother, and are less interruptive towards each other. - Dragged cards follow the camera movement. - When a card is moving into a verb slot, it no longer slows down if said verb's windows opens or closes. - Initial board setup respects the grid. - Interactions with the Mansus are slightly oiled up. And also: - Shattered Risen could sometimes lack Follower aspect. - Buying a profane weapon with another profane weapon does not result in mutual annihilation. - Rare freeze on \"Collect All\" is fixed. - MODDING: Deck effects now support aspect references, as in \"deckeffects\": { \"deckeffects\": \"lantern\" }.",
- New modding feature: configurable local achievements - Verb windows display cards, aspects and deck draws more cleanly and more clearly. - Influences are properly removed on a skill upgrade. - Fixed dropzones sometimes blocking interactions with their contents. - Cards more reliably seek the nearest verb on a double-click (and on a right-click). - Purging cards in a completed verb now correctly updates the previewed amount. - Aspect display in a verb window now updates properly on mutations. - Various optimizations to make the game more stable in longer sessions. - Korean text fixes. - HOTFIX: EXILE borkage - HOTFIX: it's again possible to create a seventh-level lore fragment through combination - HOTFIX: a lamentable surplus space in the log was baking Chel's noodle - HOTFIX: more optimisations when lots of cards are created at once - HOTFIX: scrollbar adjustments - HOTFIX: issue with card expulsion to new situations - HOTFIX'S HOTFIX: an expulsion issue that was introduced in the previous hotfix is fixed - HOTFIX'S HOTFIX'S HOTFIX: explulsions are truly really fixed this time - MODDING: mod long description is no longer overwritten on mod re-upload - MODDING: expulsion filters now can have negative requirements\
If you're wondering what an eryngo is, it's one of these. Handsome things. They have umbels, and they're cousins to the carrot.
I've seen a handful of reports about crashes that I'm trying to track down, but the game is thank Christ generally stable again, and FRAGRANTOLIVE, om beta, is more stable still.
You might have noticed that one of our long-time modders, Mr Chelnoque, now has [developer] flair on the forums. We'd tried him out on some contract work to add modding features, and we liked his work enough that he's working with us part-time: adding modding and other features, hunting bugs, and doing the QA work that I am so notoriously not great at. We're bloody pleased to have him.
In particular, the COLLECTION feature in FRAGRANTOLIVE was Chel's proposal. It tracks Achievements in the game UI, but it *also* allows modders to add achievements of their own (Not on Steam, because I don't think Cultist would benefit from the inevitable cascade of penis-related achievements, but modder achievements will nestle nicely in the UI alongside the official ones.
FRAGRANTOLIVE also has some more stability features and UI tweaks, and it's stable enough that you can hop over to the beta branch if you're feeling even slightly adventurous. It'll make its way to the main branch around about 9th August unless something goes awry, and you should see GALANTHUS on beta around about then.
BTW, if you're still on the classic_ui branch, then honestly I would suggest you join the rest of us in the future. Card snapping just works now, the newer version's save code is more robust, and you're missing out on a trickle of new QoL and modding things. But I know that everyone has their preference (vodka not gin in martinis??) and I've committed to leaving the classic_ui branch up permanently. This condemns me to a trickle of emails in about 2025 when Windows n+1 finally stops supporting Unity 2019, but I can live with that if you can.
I leave you with something charming from Lottie. If you're wondering what Hush House looks like, or what Ambrose Westcott did in his spare hours, this will enlighten you slightly.
https://www.youtube.com/watch?v=NVVJ-TjhrrM
Dream furiously
AK
Dahlias. The Aztecs ate them. Mexico selected it as the national flower. And PG Wodehouse named Bertie Wooster's favourite aunt after them. Here she is in full cry:
"To look at you, [Bertie], one would think you were just an ordinary sort of amiable idiot - certifiable, perhaps, but quite harmless. Yet, in reality, you are worse a scourge than the Black Death. I tell you, Bertie, when I contemplate you I seem to come up against all the underlying sorrow and horror of life with such a thud that I feel as if I had walked into a lamp post. I thought as much. Well, it needed but this. I don't see how things could possibly be worse than they are, but no doubt you will succeed in making them so. Your genius and insight will find the way. Carry on, Bertie. Yes, carry on. I am past caring now. I shall even find a faint interest in seeing into what darker and profounder abysses of hell you can plunge this home. Go to it, lad... I remember years ago, when you were in your cradle, being left alone with you one day and you nearly swallowed your rubber comforter and started turning purple. And I, ass that I was, took it out and saved your life. Let me tell you, young Bertie, it will go very hard with you if you ever swallow a rubber comforter again when only I am by to aid.
Next time you're playing as the Bright Young Thing and worrying about juggling Dread, remember that at least you don't have a Wooster aunt to worry about. I should probably have put one in.
Dahlia is a stability patch, though for the first time in years, it does include a tiny extra bit of content. (I need to sort out localisations in four languages for that bit of content, which is why I don't often add content any more.)
===
- Hardened against some crashes from less well behaved mods
- Hardened against corrupted config.ini files
- If your save is corrupted and there are valid backups, you won't need to rename manually
- Prisoners can now be freed, murdered, or enlightened.
- Aspect sprites now appear again in Apostle runs and Dancer
- Tidied up options panel
===
You may have noticed the patches have slowed down lately. Those of you who follow the Weather Factory blog will have seen some recent drama. Lottie and I reckon 40% of our time in the last couple of months has been taken up with that drama, and I HOPE it's now resolved. This frees me up, but I also have BOOK OF HOURS to make. So we are going to bring in a little more part-time testing and dev resource (from a name some of you will know). This means more stability, fewer hotfixes. (I HOPE).
Bonus content.
- You can now set gridsnap to 'no gridsnap' again. Welcome, children of the Moth - Magnet-grabbed cards now return to their original position afterwards (e.g. when the detective gets lost post-suspicion, he won't) - Weird dropzone ricochet effect no longer occurs when you put a card into a slot where it doesn't fit - Card stacks now place properly - Card stacks no longer open information window when dropped on the desktop (don't even) - Stack badge shader now uses backface cull so it doesn't appear on reversed cards - KEEP SAVE button works again - Perf improvements
Fixed a gridsnap bias that favoured left/top row. Damn that's better. Fixed a blurry text issue on cards Fixed frequency bug in card shuffle. Particular thanks to Chelnoque and Clocq (no relations) on this Added workaround for crash bug in latest Unity version. This one was, for once, not my fault, folks
I've put a patch on beta that fixes the two really annoying leftover placement issues.
One was the INSISTENT DROPZONE, where if you dropped the dropzone on top of existing cards, it would want to be picked up before it let you pick them up.
One was the GUTTER ENFORCED, where 1:1 gridsnap meant 1:1 horizontally, but left a vertical gap between rows. I liked the effect. A lot of folk didn't and let me know it, so I've changed it BUT only in new games. (Otherwise it'll screw up everyone's existing layout.)
To repeat this is on only on the beta channel for now - gateofhorn - and it'll stay there until at least next week. The latest Unity update keeps doing this to me in the editor:
and while it doesn't happen in the built version, it's giving me the spiderchills so I'm going to wait for a response to my ticket. Yes devs submit tickets too. Unity presumably submit tickets to OS vendors. I don't know who OS vendors submit tickets to. Maybe they submit petitions to a higher power instead. In Vak probably
Anyway tickets to *me* go to support@weatherfactory.biz. Please let me know about any spiders in the beta.
Alternatively, if you're technically enthusiastic, you can submit it as a Github issue. (In this case you might also be interested to know I make the source code available for the convenience of modders and the curious.)
The full bug list:
YERMA is an opera based on a really savage play by Federico Garcia Lorca, about childlessness and murder. Lorca was one of the best-known sons of Granada, the very beautiful, very steeply sloping Spanish city where I lived two decades ago. He was murdered under murky circumstances, because a brilliant, gay, left-wing, avant-garde playwright is a bad thing to be under fascism. In another History, he almost certainly visited the Mansus on the night of his death.
Lorca RIP, thanks for ending our run of opera-based patch names. I was going to do one more (ZAUBERFLOTE) but YERMA is the PATCH WHERE CARD PLACEMENT IS FIXED, so I want to end it on a high.
NB that is FIXED, not PERFECT. There's room for further improvement, and I have a list of other QoL issues (yes detective homing) to work through. But card placement has gone from being FSCKED to being SHONKY to being MUCH IMPROVED to being FINE. Thank you all for your patience, bug reports, and feedback.
A quick roundup of the last set of changes:
Fixed a bug where dropping the card while the ghost was moving could leave the card stranded between the grid. - a real head-slap moment, this. A number of people pointed out that sometimes cards ended up off the grid, but it took some debugging time to work out why.
Added some camera angle correction. The game already compensated for the card being above or below the camera when calculating where it drops. (This was the biggest single fix previously.) It also now compensates for the table tilt.
Q. AK, why you tilt table? tilt table look confusing. There even mod to untilt.
A. Dear player, once long ago I agree, but a contract UI designer back in 2018 convince me not so. just make environment look more lively. Four years on I still think he's right. That said:
Turned off lively but confusing card wiggle when dragging cards - there's long been a pseudo-random wiggle on the cards when you move 'em. I did like this but it is needlessly confusing when you're deciding where to put the cards. So I finally turned it off, and I like the cleaner effect.
If I get twenty emails saying the wiggle's disappearance makes the game LITERALLY UNPLAYABLE, I'll put it back in, if I get just one, I'll write a sorrowful reply saying sorry, wiggle dead.
made the grid a bit more insistent - honestly this is too boring to explain
default gridsnap is now 1/2, give it a try - IMO 1/2 gridsnap is the sweet spot. (I haven't forgotten I promised a NO GRIDSNAP option too - still coming.)
Anyway this patch went live on beta yesterday and then again this morning. Then I noticed I'd included the stupidest bug of my entire career. From your side, this was 'GAME CRASHES WHEN I MOVE CARD DROPZONE', which is not a good back of the box feature. From my side this was
which for those of you who don't code means 'not only immediately crash Unity with an infinite loop when this method runs, but do so in a jaw-droppingly obvious way'. My testing is always a little shaky (we're a two-person team and Lottie is busy drawing skill icons) but I don't see how I missed this one. I'm hoping it's some weird build process/source control hiccup and not actual senility. ANYWAY IT'S FIXED NOW SORRY.
Talking of (a) testing (b) Lottie
the Book of Hours Secret Historian's packs are looking good. and Lottie was delighted that she'd found a wide selection of actual 1920s cigarette cards to add to them. but almost too late she realised that not everything that appears on a 1920s cigarette card is appropriate in 2020, and has had to go through them all carefully to make sure we didn't send anyone anything INCREDIBLY RACIST by mistake.
An extra thank you to everyone who suggested naming conventions for subsequent patches. I was tempted by cheese names. I was more tempted by Zulu names. But because of some relevant lorey backgroundy contexty business, I'm going with flowers, and the next patch will be ASPHODEL.
As Dagmar von Nagelburg would say, pip pip, pots of love.
AK
Hullo; contrary to unkind opinion, I'm still alive. Proof:
[url=https://weatherfactory.biz/skeleton-songs/]
Any developer knows how important it is to make sure your game is stable going into a major sale, and not to patch it the night before. I'm not any developer, so I dropped two updates yesterday. Fortunately they don't appear to have broken anything important, and they have made some much-requested changes to the card placement mechanism.
Here are the patch notes for both VIOLET and WUTHERING:
This is a smallish patch with a couple of significant hotfixes. The first is the problem that made people think they were losing their saves: you weren't, they're still there, but you needed to restart the game to get at them, which was extremely not ideal, sorry. The second was an issue with the modding upgrades which were breaking a popular mod; props to Chelnoque for getting back quickly with a hotfix. - Fix: You no longer need to restart the game to restore CONTINUE to the menu - Fix: $remove command no longer breaks mods - Fix: correctly handling extends as well as inheritance in older mods - Fix: Card ghost no longer disappears when card is removed from an additional slot
- Card ghost uses the mouse cursor, not the centre of a blocking card, to determine direction to seek in. This makes, ah, quite a difference to card placement feel. - Better handling of corrupt save files - More variety in the menu screen promo blocks - Fixed Exile content bugs: Velvet, Medusa, Book of Suns (which I thought had been fixed!)\n - OSX/GOG now works again - Substantial fixed and upgrades for modding. Many thanks to Chelnoque. More details in MODDING_README - Animations and images should work correctly in mods - Options Panel now better supports mod-driven config options (see /testcontent/core/settings/z_mod_config_demo.json) - More stable modding incompatibility / interoperability - More modding commands - see MODDING_README and /testcontent/core/settings/mod_ops_demo.json
- Quick fix for silliness with the starting dropzone alignment - Fixed lots of Japanese loc garbling. Particular thanks to Clocq for their work on this! - Console slot now allows stackables. - Fix for insane bug where game became unresponsive when you alt-tabbed out of the Mansus. (I caused this bug.) - Applied kibble to cat bowl to shut up cat. You don't think that's a bug but then you don't have to listen to this monster.
- Notable token snap improvement (position wasn't updating when your pointer was above a ghost) - Tokens now drag from the cursor position where you pick 'em up - Right/double-click to send now goes reliably to closest token, if no window is open - Book of Suns in EXILE can now be assembled again, again. - Medusa now gives pentiments again - Prev and next buttons for notes now show usable usefully again - A once-stacked token returning to its stack after a window is closed will now merge with that stack - Corpses now retain more effects from their previous lives (again)
- EXPERIMENTAL: Hold SHIFT and click multiple cards to drag them at once. - You can now drop cards in drop zones directly. I didn't think anyone would want to, but you do! You mad fools! So now you can! - Restored some visual flair to newly spawned verb tiles. - A little bit more proofing against one save-corruption scenario. - Tweaked zoom factors. - Fixed Sanskrit Text icon
Happy Friday, peeps! We've stopped doing our fortnightly sprint updates (please tell us in the comments if you'd like us to start doing them again), but we have lots of irons in the fire and I thought it's high time for me to give you an update. So here's what's coming up in the next chapter of Weather Factory: Still Not Doing the Visual Novel We Made Up In 2018.
Nother week, another patch. My routine at the moment is to push a patch, work on Book of Hours and other things for a few days, and then come back, assess feedback and tweak. I'll keep doing this until I stop seeing any significant complaints about the UI. (At least no significant *reasonable* complaints - there'll always be someone who wants it to be a hexagonal grid or to run on a smart fridge or something.)
BUT this patch is on the beta branch for now, because there've been some significant changes behind the scenes, and there's also an experimental feature in there. I think it's pretty stable now but I bet there'll be some weirdness I've missed.
Ugh, those colours! I'm not sure how that happens, but I usually do it in grayscale now. SHIFT + CLICK selects the extra cards.
There's another experimental feature coming in the next patch or three. This is something that I built for Book of Hours but am considering backporting into Cultist if people find it interesting. Ignore that horrible button, it's super temporary.
While I'm here, how do people feel about a Steam Deck verified version of Cultist? I don't think it needs much work, but it does need some, and it'll sit at the bottom of my priority pile unless Lottie and I think people are really enthusiastic.
-------
v2022.3.q.1 QUIETPLACE
EXPERIMENTAL: Hold SHIFT and click multiple cards to drag them at once.
You can now drop cards in drop zones directly. I didn't think anyone would want to, but you do! You mad fools! So now you can!
Restored some visual flair to newly spawned verb tiles.
A little bit more proofing against one save-corruption scenario.
Tweaked zoom factors.
Fixed Sanskrit Text icon
- card ghosts more appropriately spectral - cursor key pan works again - edge scrolling (again) only works when you're holding a token. - added more flexibility to card placing, again - greedy slots will no longer try to double-grab at the end of their cycle - fixed embarrassingly long-standing but with Dancing for Heart Scars - releasing mouse button after a dragged card has been grabbed should no longer cause weirdness - slightly more robustness when mods are removed (no promises)
- Fix to prevent exhausted cards trying to stack with their unexhausted cousins\n - Fix to prevent cards returning to the same spot when another card is now there.\n - Basic fix for edge scrolling (I'll refine)\n - Fix (I hope) for Mansus cards getting stuck on return to the waking world.\n - Fix for very old bug in Priest DLC where a useless Refiring card appeared\n",
Cards at start of new game no longer annoyingly unaligned with grid. Magnet slots now grab from tabletop->outputs->slots, in that order. Cards you're dragging count as 'on the tabletop' for that priority :) When a card decays at the exact moment it reaches a greedy slot, it no longer causes a confusing info popup. Teeny border on elements in situation. Fixes for some obscure save state problems
It's ten days since that nasty business with the big update, and I've just released, counting on my fingers since that can't be right, yes it is, the twelfth patch. More if you count hotfixes. There were a lot of bugs. Sorry, all.
I think the vast majority of save-eating evening-ruining bugs are fixed. Maybe even all, though I won't count on it yet. I'm tracking thirty-five remaining issues ranging from 'that really annoying thing where the magnet snatches a card from a slot' through 'DOA on Mac Monterey, sometimes' to 'wrong influence upgrade text in rare circumstance'.
So I'm going back down to yellow alert, bugs-wise. I think that'll last until middle of next week. But you want to know about the snap-to-grid fixes. I'm not done with these, I'll revisit, but we're in a better place. Let me talk about that now.
Okay, this is why everyone was so unhappy. When I was staring at this sort of thing for hours and fixing subtle recipe logic bugs, it didn't really register. The moment I look at it out of context, right, ugh, it's like being punched in the brain. I'm thinking of adding a HORRIBLE option to the gridsnap besides 1, 1/2, 1/4 so people who really want to do hardcore speedruns can do it on boards that look like this.
And this is what it looks like now. The biggest problem was that the cards and the tiles both lived on separate grids. This made sense to me when I was coding it but obviously they should live on the same grid so they can line up with some friendly space around them. Now they do. My thanks to the folks who helped me grok this.
It wasn't the only problem. Here's another thing that attracted what you might call disenthusiasm:
Funds card really, really gets attached to those spots. The fix here was just 'recalculate card ghost position while moving over other tokens, not just over tabletop':
I've tweaked a bunch of other stuff and I'm going to step back and watch the feedback channels. It's not perfect yet. I noticed that the card ghost, at some resolutions/config settings, displays a sort of prankish, playful attitude:
I think it's actually quite charming, like having a tiny goat ambling over your board, but I suspect most will disagree. So I'll fix it, but as ever the main problem will likely be something that didn't occur to me at all, which might make the whole thing irrelevant.
THE DOWNSIDE: if you've got a board setup aligned to the old grid, there'll be some fiddling to tidy it all up. Sorry: the alternative was some sort of automated realignment, which would almost certainly have ruined someone's whole day.
To make it easier, I do have a small surprise in the pipeline that'll make card org easier:
but it's not stable yet, and the last thing I want to do is unleash another wave of bugs.
---
The last ten days have been exhausting but also surprisingly positive. I've been in a bit of a shell since the whole cancellation thing. This has forced me to engage with the community more than I have in years, and by and large you're a good bunch. Apologies again for fscking up the game, and thanks for bearing with me.
Q. Did you post any more of those videos?
A. https://www.youtube.com/playlist?list=PLvfr83sBAefP3I9hWVfmdrJOD1epq66ay
Q. Hey, you never answered...
A. I've got 50 tickets on the back burner that I'll work through gradually. The answer is usually 'fixed in last patch' but not always.
Q. Didn't you post an influences list about Where You Get Your Ideas?
A. yup, here: http://weatherfactory.biz/influences
Q. Do you want to shill your book again like you did at the big update?
A. That sold a surprising number of copies, and I was tempted to do it again but it looks a bit tacky right now so I'm settling for this casual drive-by. I'll probably put it in the game menu like Tynan does when things have calmed down.
Q. Who is the cat in the error page?
A. His name is Chi and he's frankly a disgrace.
Overhaul of card placement and grid snap Cloud save works for new save file format Fixed 'Canterville' crash\n Fixed 'Leucrotta' issue with child slots eating cards on game load Fixed Shattered/Burgeoning Risen summons Experimentally removed experimental post-processing filter Mansus exit portal no longer looks like a coder threw up on it
Fixed 'Esau' card-vanishing bug. Stacks of cards no longer calculate multiples of their aspect when determining if you can put em in a slot. Fixed crash on exiting Mansus. Reduced log spam.
- If you visited the Mansus too often, your save would eventually eat your memory and crash. On brand but no fun. Fixed - Fixed another Mansus-related crash. - Fixed another angle on the 'Gryla' bug. - Stacked cards aspects don't show multiplied by stack total in the info window - Double-click or right-click to send will now rememeber the card's original location.
- Fixed that bloody bug where everyone's Glover and Glover job was disappearing, and some similar issues. - Post-Mansus pause now definitely fixed. (It wasn't working if you quite reasonably pressed the space bar instead of N.) - Fixed clipping plane issue at farthest zoom - More consistent fix for 'Glugageggir' bug - Probable fix for game-breaking bug when game is played in English with Turkish regional settings in Windows. fml.
- Missing verb slots restored to verbs. - Increased distance of farthest zoom level - Cards now autostack in preference to dropzone
-Fixed nasty set of 'Gryla'-related crashes around decaying cards - Game ending no longer crashes with default lorem ipsum text - Better logging for speed changes, so I can work out why pause still sometimes sticks
- Fixed intermittent Exile crash around halting verbs. - Changing high contrast setting no longer crashes game - Returning from Mansus no longer requires a restart to unpause - Elements shown correctly in status bar in Exile. - Reckoners no longer send an inexplicable corpse to your next destination when you leave. - Fixed issue where it was sometimes possible to start recipes with the hotkey but not a button click. - Likely fix for crash codename 'Gryla' - Likely fix for crash codename 'Gluggagegir' - Likely fix for crash codename 'Stekkjarstaur' - Started naming cause-undetermined crashes after the Yule Lads so I can keep track
Last Thursday I released a significant update to Cultist Simulator and sat back, feeling pretty pleased with myself. Most of the work was under the hood - a near-total rewrite - but it included some long-requested QOL features that I thought people would like. I reckoned there were a few minor bugs to tidy up the following day (priority 5 on a scale where 1 is 'EVERYTHING IS ON FIRE' and 9 is 'is that even a thing') but it'd been in beta for several months so I was confident it was stable. I spent the evening watching the MLP movie with my kid and didn't think much of it.
The next morning I fired up my PC and found a Steam forum full of cross, bewildered players, about fifty support emails, and the orange text that puts the fear in every indie dev on Steam:
It wasn't even the bugs that were most upsetting people. It was the rework of the card placement UI, which worked, I rather suddenly realised, about as well as trying to fit ice cubes into a cat. And a 'minor' camera navigation issue that I'd long ago stopped noticing.
I'd fucked up royally and I'd never seen it coming.
How? I'd got complacent. Sure, it had been in beta for months, but there was no compelling reason to play a slightly janky beta. It seems plenty of players had seen the problems and assumed they'd be fixed before I went live. One player had written a heartfelt and articulate critique of the camera and UI issues, but it had ended up as one of six links in a bundle of four emails and I'd missed it.
More insidious still, I was getting pages and pages of high quality feedback from one particular modding group, funnelled through one helpful modding rep with screenshots and repro steps:
so since I'd fixed hundreds of bugs over months of testing, and the bugs had slowed to a trickle, it must be fine? Right?
Okay, it wasn't fine. What I really needed to do - what I should have done - is sit down and play the bloody game for a couple of days and take notes. And before that, I should have formalised the beta test, checked in with specific people, taken notes, like I did with the Exile DLC. If I'd done that, I'd have seen all this stuff and fixed it a week later in a much better state. Lesson learnt. Like I said, I got complacent.
SO let me apologise to all you loyal souls for foisting this nasty surprise on you, wrapped up like a Christmas present. And let me say that the community has actually been very nice about the whole thing. I've had some mildly grumpy mails but loads of supportive, helpful, detailed mails which take time out to say how much they love the game.
--
To business. I spent Friday and the weekend trying to sort out this nonsense, and fixed the worst issues and a bunch of nuisance ones. I'm staying on this next week. The card grid snap is going to get another round of love, and I still have a couple of dozen issues in my list.
If you'd still like to roll back to the old version, you can find instructions on doing that here:
https://steamcommunity.com/app/718670/discussions/0/3182361055551113455/
I'm off to drink me tea. Have wildly coloured dreams, everyone.
AK
PS bonus content:
[previewyoutube=X3lMn6Jm2jI;full][/previewyoutube]
CARD PLACEMENT FIXES! - Much more user freedom on card placement. Sorry about the earlier trouble. - 1/8 gridsnap by default. This is as close to no gridsnap as makes no diff, but I may yet add that too. Watching feedback.",
Sorry all! The Metamorphosed Edition broke more than I realised. I'm working on fixes, but if you want to roll back to the old version in the meantime, instructions are here: https://steamcommunity.com/app/718670/discussions/0/3182361055551113455/ Fixes in this patch: - Camera feels smoother (I haven't added the old drift effect back - but I might yet) - Force-set gridsnap to 1/4. This will address a lot of perceived card placement probs. You can change it back tho. - Game no longer crashes when scouting a city in Exile immediately after travelling to that city - Fixed Chinese & Japanese loc - Leaving at Mansus, then reloading, no longer crashes game - Slowed down token travel time for greedy slots and click-to-send, rapid speed was alarming erryone
I'm going to post this for a third and final time, because people always seem to like it: "As you know, holometabolous metamorphosis is one of the most ghastly things in nature. The larva is driven by chemical imperatives to entomb itself alive in its own final skin. Then the absence of a protective juvenile hormone permits the activation of the imaginal discs embedded in its infant flesh. These spew forth a torrent of enzymes which tear apart most of its cells in a sort of quasi-digestive self-immolation, leaving it as basically a shiny bulging sac of goo in which the discs float, spinning new parts and organs round themselves out of the dissolved ex-caterpillar. When theyve finished, the imago will explode out of its old skin like a John Carpenter special effect. Its wings at this point are still soft and soggy, with the consistency of used kitchen paper, so itll have to hang upside down, dry off and pump hemolymph into its wing-veins before it can take off and make innocent humans coo over its beautiful colours. Anyway, so the point were at is that Ive spun a cocoon round Cultist Simulator and Ive pumped enough liquefying enzymes into it that its more goo than game at this point. This is progress." The last paragraph, I'm pleased to report, is now out of date. Cultist Simulator has emerged from its cocoon after its rewrite. After a long period of what I would love to call spectacular buggery, if that didn't mean something else that had nothing to do with bugs, but 'Spectacular Buggery' sounds like a band name or a minor David Foster Wallace novel or perhaps an exhibition at the ICA c.1985, right? Where was I? I've lost my glasses. Here they are. Oh Lottie's bringing me a cup of tea, that's nice. I'm fifty years old now, you know.
Another set of bug fixes and tweaks for the beta rewrite. This is RC2; between you and me, I think we'll go to RC3, i.e. there'll be more one more update before this hits the main branch. I'll tidy up a few immediate bugs and go back to Book of Hours.
I've mentioned before that this code rewrite is because I'm building Book of Hours inside Cultist Simulator. I originally said 'as a Cultist Simulator mod' but that very quickly became unrealistic. Still, it's right in there:
I've said before that a lot of BH will be CS under the skin, albeit with a different UI and a lot more functionality. Like this:
I hope you can see the point through the fog of horrible placeholder gfx. Dropping a book in a bookcase is not unlike dropping a card in a CS verb slot. Indeed, in some senses bookcases (and crafting stations, and your avatar) are the BH version of verbs. Some of the rules are different: it's not all one big tabletop, for example, so you can't drag books into an adjacent room (or, in most cases, unless your avatar is present in the same room). But many of the rules are the same, which makes things easier for me both from a technical and from a game design perspective.
This means that anyone really keen can dig in and see some very early Book of Hours material. Their eagerness will be matched only by their disappointment, because one of the things that build switch does is include/exclude content, so there is no BH content to speak of, and all the code is super-early. But if you see it, that's what it's there for.
And it's a little easier to see it, because of this:
https://github.com/weatherfactory/cultistsimulator-visible
which is a public branch of the source code for Cultist. I haven't open-sourced CS! This is just a convenience for modders and the curious: it's already possible to decompile the source code from the finished Unity build, and people have been doing this for years, but this makes some extra info (like comments) visible.
It also makes it possible to log issues directly on GitHub. There's a handful of modders and other very engaged community members who've been giving extremely helpful, technically detailed feedback and bug reports, and this makes it easier to do that without routing everything through standard support tickets.
But if you're just a player whose game has crashed and this all looks forbiddingly technical and irrelevant, that's cool, support@weatherfactory.biz is still what you want.
To play us out, some recent ethnolinguististorical business that's fed into Book of Hours:
"Too Long Near The Woods To Be Frit By Owls"
This is another pay-no-attention-to-the-man-behind-the-curtain release. It's largely
1/ code rewrites to support Book of Hours;
2/ teeny extra features which I like or am trying out pre-Book of Hours;
3/ tweaks for which modders have politely pleaded;
4/ bug fixes because 1/ or 2/ or 3/ have broken other things.
I'll talk more vividly about some examples.
The banner feature of this release is that IT'S NOW POSSIBLE TO STACK DECAYING CARDS!!!!! as long as they're all within one second of different remaining lifetime values, so you can put your 21.4s Contentment card on your 20.8s Contentment card and well done, you've extended the lifetime by 0.6 seconds, ekeing out happiness' embers a sliver more effectively. This is possibly a Statement about Life. Did I mention I turned 50? 'Would you like me to stick my head in a bucket of water? I've got one here.'
Anyway this feature is genuinely a feature but the reason it's in is this. One of our more helpful beta-testers pointed out that card stacks split weirdly under two exotic circumstances; one of which is if you tried to drop a whole stack in a slot, and the other was which (deep breath) if a recipe created a stack of 3 or more lifetimed/decaying cards, like Contentment.
The second one doesn't happen at all in the base game! But it does in some mods, so I have to support it, and to be fair I might some day decide to add it to CS DLC (no announcements here, but you never know) or to Book of Hours. And more generally, weird exotic rare case bugs can sometimes come back to wreak havoc if you don't fix them early. (If you need convincing, read about the Yellowstone Zone of Death. https://en.wikipedia.org/wiki/Zone_of_Death_(Yellowstone) It won't really allow anyone to get away with murder, but it will probably give a judge a bad migraine some day. )
'Split weirdly' means that a stack of n cards would split to two stacks of n-1 cards. This doesn't matter with a stack of 2 cards. It matters a lot with a stack of, say, 5 cards:
So I had to fix this. In the process I found that there was no provision in the codebase for splitting (or creating) decaying card stacks. The assumption is you'd never have a stack of decaying cards. And I remember flagging this with Martin, the contractor I got to help with the game back in 2017, and him pointing out quite reasonably that it wouldn't make sense to need to combine them, because you'd never have two decaying cards with the exact same lifetime, right?
And sure, back then it made sense. This is the thing about four-year-old code bases where the designer keeps having more ideas and then modders keep having MORE more ideas. But now I had to fix it. And the fix was easy. So you lucky people have a new feature for free. Sorry it's not a very exciting one.
I am sometimes[1] asked: AK, why all the penny-ante technical releases? Why not more content? That's what everyone's here for. The answer is simple: localisation. Any content I add has to be localised into Chinese, Russian, Japanese and German, now that the game is available in those languages. And the actual translation of a teeny bit of content takes little time, but talking to loc partners, providing translation notes, chasing, finding mistakes, and following up when our fan base find mistakes[2]. And this is probably a good thing. Or I would still be working on adding more material to original CS and Book of Hours would literally never happen.
But localisation continues to be an ongoing Thing, especially now we have people eager to support fan localisations. I've learnt more than I ever expected to about Unicode, fonts, and text in Unity. ('Would you like me to stick my head in a big bucket of Unicode?') I have had plaintive mails over the last year from Polish and Hungarian players asking me to add better Latin-2/Latin-A support for the special characters in those languages, and I kept thinking, I thought I'd added that? It turns out there was a bug in the fontscript selection, and a problem with the font asset I'd set up in Unity, none of which I'd ever have noticed without being hassled about it. Your attention is waning, isn't it. I don't blame you. Let me win it back with this trivium: Unicode has a code page specifically for the (never-deciphered) characters found only on a disc of fired clay dug up in the Minoan palace of Phaistos on Crete. https://unicode-table.com/en/blocks/phaistos-disc/
(By C messier - Own work, CC BY-SA 4.0, https://commons.wikimedia.org/w/index.php?curid=38737955)
More in the actual patch notes if you're interested. In theory this is a second release candidate for the main branch: I think it'll go to a third release candidate while I turn up leftover irritations like persistent card ghosts ('oooooo SHUFFLE oooo') and exotic save conversion bugs. But we're almost there.
--
[1] constantly
[2] or just take exception to a particular translation. And then I have to make a call on whether to go with the translator or the player. Because we have unusually engaged and thoughtful players, this is possible, but often quite involved. Here's an example from 2020.
--
[From: redacted]
Hello,
on some occassions the word "Forst" is used for "Wood", like in 'Way: The Wood' (see screenshot).
"Forst" is most of the time used for a managed and/or commercial wood with forestry and foresters and selling trees and such.
Depending on the lore this might or might not be the correct for 'The Wood'. ;-)
...but in case it is not, the normal, common word for Wood is "Wald", (like it is used in the entry screen).
====
[From: me]
Thanks! Can I dig into this a bit? We should pick and stick to one term, and it sounds like 'Wald' is probably better, but
(1) Our cognate in English, 'forest', originally meant an area set aside for hunting; but because these areas were large and uncultivated, 'forest' took on the colloquial meaning of 'especially large, wild woodland area' and that's how most English speakers would now understand it. Do you think the same applies in German with 'Forst', or is it explicitly managed woodland?
(2) I chose 'Wood' because of the connection with 'wildwood', which has a particular resonance in the UK particularly with the mythic and primal, but also with children's stories. Does 'Wald' have any similar connections or overlaps?
I'd welcome your thoughts. (and thanks for all your feedback: I've just added you to the Special Thanks section)
====
[From: redacted]
Sorry for the long answer. Since the answer has potentially big implications if the term is changed everywhere, I did some research and thought about it in detail to be able to give as precise answers as possible.
(1)
"Forst" in the 7th century was unowned, unused land. Later the term was used at times to distinguish large areas of woods from smaller ones ("Forst": larger, "Wald": smaller). But the term changed the meaning again in the Middle Ages, when landlords began restricting free use of the resources of the "Wald", i.e. banned hunting and harvesting wood for everyone but themselves. Such a restricted wood would then be called "Forst".
Today the term "Forst" is generally associated with some kind of management and restriction and is often a less wild, 'cleaner' version of "Wald" because of it's commercial usage.
(2)
I am a little bit older, so unfortunately I cannot say anything about the associations children today have with forests or what stories or myths they know about it.
As an adult I have some direct associations with the term "Wald", which is probably the direction you are looking for:
- forest burials [a] (getting more and more popular here)
- a historical and mythical battle
- germanic paganism [c]
- use in classical fairy tales [d] (where the forest is dangerous/mythical/a place for transformation)
- home of mythical creatures like forest ghosts, forest goblins, fairies, elves, trolls
Long story short:
Yes, I think there are mythical and primeval connections to the word "Wald".
[a] https://www.dw.com/en/the-green-way-of-death/a-19527764
https://en.wikipedia.org/wiki/Battle_of_the_Teutoburg_Forest
[c] https://en.wikipedia.org/wiki/Sacred_trees_and_groves_in_Germanic_paganism_and_mythology
[d] Brothers Grimm: Hansel and Gretel, Little Red Riding Hood, Town Musicians of Bremen, Snow White
(3)
Another theoretical option:
If you really want to emphasize that the forest is untouched by humans, you could also use the word "Urwald" ('primeval forest'). However, "Urwald" is often associated with the Amazon rainforest or any jungle in german. So aside from the artistic choice, the less ambiguous variant would be "Wald".
====
From: [me]
Thank you very much for this lengthy and thoughtful response!
I've made the change and I'll roll it into the next patch.
Verb dropzone, smoother animation, a bunch of fixes to positioning logic. If the beta version featured your cards fleeing the board, this will discourage 'em.
The Lady Afterwards is our Cultist Simulator-inspired TRPG set in the Secret Histories, a 1920s world of apocalypse, yearning and the Hours. The boxed edition sold out in 60 seconds - and then the pre-orders we hastily put up for sale sold out in 72 hours. But the unlimited digital edition is out now, and everyone can get their hands on it with our shiny new Steam bundle!
The Lady Afterwards: Digital Edition is available as a 'Complete the set' bundle with Cultist Simulator, giving you 15% off both games. If you already own Cultist Sim, you'll just be charged for The Lady Afterwards. This is the first time a developer has ever released a digital TRPG like this on Steam, we think!
I've been reworking the whole Cultist Simulator codebase so I can use it in BOOK OF HOURS too. And also so that I can provide some additional modder support, and fix a rare but nasty bug in the old save system.
If you've been paying close attention, you'll have seen updates being released on to the alpha branch (aka gateofivory), very quietly, like a semi-retired widower-spy releasing messenger-bats at twilight. These updates are now on the beta branch (gateofhorn). Here's what you should know if you want to go in there:
[olist]
In line with Steam's Tabletop Fest 2021, Cultist Simulator's TRPG The Lady Afterwards is OUT NOW! But it sold out in 60s so we're offering 500 pre-orders via our website here.
The Lady Afterwards is a luxury boxed tabletop game inspired by classics like Chaosium's Horror on the Orient Express. It's a non-linear, combat-light, story-centric tabletop RPG for 2 - 8 players set in the Secret Histories - the world of Cultist Simulator - where hidden gods watch over a Lovecraftian world of apocalypse and yearning. It's been designed to offer an accessible experience to people who've hesitated to played TRPGs before, but to offer plenty of meat to tabletop aficionados too.
Each box includes everything you need for an evening of occult Egyptian noir, such as a full scenario and rulebook, 18 hand-stamped clues, a pocket tarot deck, full character sheets and pins, a large map, two sets of antique dice, and more!
See a full list of contents and see all our beautiful photos on our shop, and watch us chat through a very chill, candle-lit unboxing session here. We're only releasing 100 boxes in this first run, though if it sells out in a trice we have contingency plans ready!
For anyone who misses out - or for anyone who prefers their TRPGs digital - we're releasing a digital-only version on Thursday 18th November, on our shop, Steam, and various online RPG sites like DriveThruRPG. If you want to be notified when that's available, make sure you're signed up to our mailing list!
(The boxed edition includes the digital edition, so you can play with friends who live close and friends who live on the other side of the world.)
Happy Tabletop Fest! We'll have a lot of things to reveal tomorrow which we can't talk about now. But we can invite you to chat to us live on our subreddit, for a celebratory weekend AMA!
Veteran player Systemchalk - one of our earliest adopters, the man with the velvet voice, and possibly the only person who's actually beaten New Game+ - is once again tackling Cultist Simulator as part of Steam's Tabletop Fest. We'll have a bunch of exciting things to announce at the start of his stream, so hope to see you there!
Want more Cultist Sim? Well..... SO DO WE but we're busy making BOOK OF HOURS. But we *do* have updates on the upcoming The Lady Afterwards, our Cultist Simulator TRPG, which we hope will feed your Fascination.
We mentioned that part of the mechanics the Regard of the Hours, specifically require a tarot deck, so in case anyone doesnt have one were including a mini pocket-deck called the Essential Hours. Heres a mock-up!
Each decks a portable A7 size and includes the 23 Hours we know and, possibly, love, from the Moth to the Mare-in-the-Tree. No minor arcana, no messing about, and the only way you can currently get a God-from-Nowhere on a card. Who wouldnt want a God-from-Nowhere in their pocket?
Ive also been working with a new supplier on our character pins and have a test run in the works. Theyve told me we have to change the design slightly to cater to reality pfft but it should still maintain the 1920s feel. Ill share pictures of the real things when they arrive!
And the biggest part of my sprints been on writing the whole Game Runners Guide, which I cant show you at all yet. So in the meantime, as everyone seemed to enjoy the Dancers, have another character questionnaire! This time for the BYT.
If you still want more, there's a deep-dive into BOOK OF HOURS's Wisdom tree and a new Skeleton Songs episode on D&D and TRPGs' enduring legacy over on the blog. Enjoy!
Its Cultist Simulators anniversary weekend, so we have some big things to announce! Were running a mega Daily Deal on Steam, with the honey-voiced Systemchalk broadcasting the game for the uninitiated. Go watch him try not to die!
Were also running a half-price sale on the Nintendo Switch port, and have a new game, a new book and updates on our stained-glass tarot deck to share. Read on...
Good afternoon, everyone. Here's the latest beta->live patch: - fixes legacy-carryover issues, e.g. the wrong cult showing up in Apostle runs - more localisation fixes and tweaks.
Just a quick update, Believers! We've just released a new 52-card deck in the Church o' Merch which finally lets you buy something with Neville's face on it. Meet The Sibyl's Leaves: a gold-embellished Cultist-style future-telling card deck based on 19th-century cartomancy!
The deck uses the usual 52-card system - Aces through Kings for Diamonds, Hearts, Spades and Clubs - but each card also includes a unique meaning. When dealt in the proper way, these meanings combine to give you an idea of your future! And don't worry, there's an instruction manual inside each pack.
Alternatively, you can just use this deck for any normal card game you'd play with a 52-card pack. The only difference is occasionally you'll run into Saliba. Won't that jazz up your next game of solitaire?!
I can't promise international adepts that this'll reach you by Christmas, but I'll be filling orders more quickly than usual to give you the best chance.
More info and a bit of historical cartomancy over on the blog. Enjoy!
Happy nearly-Halloween, believers! Its Alexiss and my anniversary today, so what better way to celebrate than, er, to release Cultist Simulator to Steam, GOG and Humble in Japanese and German! Theyre now out! YAY! Please tell all your Japanese- and German-speaking friends about it!
Thank you to everyone who helped us with beta testing this month. Were extremely grateful! Please feel free to continue sending any bugs you find any of our translations to support@weatherfactory.biz.
Its really weird not being able to read your own game, so we need your help to make sure that Cultist Simulator reads and plays well in different languages. Blessings of the Velvet will fall upon anyone who helps. Probably.
If Japanese and German do well, we may translate into other languages in future. For now, have a look in Cultists Workshop if your language is missing. A few trail-blazing linguists have uploaded fan mods for other languages (French, Italian, Korean), so your language might be there if it isnt in-game already. Enjoy!
I'm going to talk about where we are with Cultist Simulator localisation. Throughout this post, I've embedded thumbnails of some of the Q&As I've had with translators. Click on 'em if you want to know why translating this game is such a total pain in the bum.
ON THE MATTER OF THE GERMAN AND JAPANESE TRANSLATIONS: We've moved the German and Japanese localisations from the beta to the main branch. We had dozens of extremely detailed and helpful bug reports - particularly for Japanese, where the culture gap from English is much bigger - and the localisation is in much better shape now.
There will still be issues we've missed. Please let us know at support@weatherfactory.biz; and please include a screenshot, it's worth a thousand Google-translated words. Thanks for all your help.
Hey everyone! Today were launching our Japanese and German beta. Thats over 160,000 forbidden words localised into two totally new languages, probably with a few typos and mis-translations at least. So please: help us make these translations shiny and great!
Happy October, everyone! This is the month of ghosts, ghouls and gruesome things, so what better time to release the EXILE DLC in simplified Chinese and Russian?!
Thank you for being so patient while we finished translating. The latest update of Cultist Simulator now includes full simplified Chinese and Russian, so you can play the whole game start to finish in either language.
To start an EXILE legacy immediately, simply click on the DLC & Mods menu on the title screen and select The Exile. If you dont see The Exile as an option, check that youve purchased The EXILE DLC or that you own Perpetual Edition. If you still have problems, email support@weatherfactory.biz.
If you find any bugs in the Chinese or Russian versions, please email them to support@weatherfactory.biz. And remember: start a new game after changing languages. If you change languages in the middle of a game, things might explode.
Finally, tell us your favourite Chinese and Russian streamers so we can offer them Cultist Simulator keys! Wed love to grow our communities in those languages, but need your help to do it. So tell us your favourite streamers, and tell your Chinese and Russian friends that Cultist Simulator is now 100% translated and ready for them to play!
Thank you, and dream furiously.
I've just rolled out STEAM WORKSSHOP INTEGRATION to the main branch... along with all the other beta changes since August. This means: - improved modding framework - Unity version update, which will probably fix various niggling technical issues - perf improvements - custom keybindings Also I attached a picture of a cat to this update, because I can, and because it's his birthday.
I now have just a couple of features to add and a medium-sized list of bugs to fix before this can go to the live branch. The list of bugs will probably grow over the weekend, of course. Thanks, all, for your help so far.
A quick update for y'all from today's sprint round-up.
Thanks for everyone who submitted bug reports to our old friend support@weatherfactory.biz. It's been enormously helpful. Issues addressed in this patch: - images weren't working in some mod /images subfolders. They should now. - merge-overwriting entities didn't quite work as advertised (property operations failed when merge-overwriting). This is fixed. - fixed a subtle and horrible bug with expulsion filers, which now work again. I've also done a lot more in the way of under-the-hood rewriting. The ideal situation is that you won't notice the difference at all. The likely situation is that I've introduced a handful of extra bugs (e.g., I just noticed the end game animation isn't firing properly). Why am I bothering, then? Because back when I started building Cultist, I hadn't done any real coding for at least five years, and I was learning Unity from scratch. So there's a lot of nonsense in there at the foundations. Then I got four different freelancers in at various stages to write code- all of them extremely competent, but all with their own styles and quirks and all working independently. So the effect right now is that of a big house built in the architectural styles of five different eras, mostly by one novice in a tearing hurry who's only read about houses in books, who's had seasoned craftsmen dropping by to help him with the windows and the plumbing and the electrics. The kind of place you'd love to go round with a knowledgeable guide who can explain why the builder saw fit to leave a hole in the ceiling above the kitchen table ('so guests can pass down mugs for washing') and put the front door on upside down ('just too much trouble to change back'). But not the kind of place you'd want to live in, in case you visit the bathroom in the small hours and plummet through a hole to crash into the kitchen table. And definitely not the kind of place you'd want to use as a basis for a larger, more ambitious house... a library, for example. So I'm taking some time to tidy it up. Bear with me. It'll stay on the beta branch until I'm fairly confident I'm not going to put a pickaxe through the wrong wall and release a gush of undesired spiders.
In case you missed it, as of 7th August we now have an improved modding framework and also STEAM WORKSHOP INTEGRATION - on the beta branch only. It's on the beta branch because I'm still adding features and fixing bugs. There have been a couple more patches since the 7th, mostly to improve localisation support. There's a couple of other bits, though... v2020.8.a.3; 'The Bottled Ink' - available languages are now specified by the 'culture' entity in /core/cultures - which you can mod by adding a culture entity to your json. - 'culture' also specifies UI labels, so you can add them for a given localisation - you can also specify which base font script a mod will use - Latin, cyrillic, or 'cjk' for a font which should support Simplified Chinese, Japanese and Korean. This is pretty primitive and you're out of luck if you want to localise into e.g. Arabic. I'll update if there's any demand for that. - in response to modder pleas: it is now possible to have the same entity id specified twice in two different mods (or in the same mod, if you're being weird). Specifying an entity id in a mod for an existing entity will merge-overwrite the two, with the mod values taking precedence. This is also how mods will now affect existing entities. NB, then (a) if you want to remove existing values from a core entity, specify an empty string or dictionary [I'm much happier with this, because it makes altered behaviour explicit] (b) you no longer want or need to use 'extends' to build on an entity with the same id - just merge-overwrite it. v2020.8.a.2; 'The Correspondence of Origin' - updated to latest major version of Unity - /images/ui added to modding framework. You can now use tablecoverimage:, tablesurfaceimage:, and tableedgeimage: on Legacies to customise table appearance. - Fixed Chinese loc - Fixed Chinese and Russian slot labels, which were showing in English - loc files renamed to loc_[culture] - loc files are now loaded *after* mods - so if you've extended an entity in your mod, any relevant loc will still apply to it - you can now add loc files to a mod (or create a mod consisting only of loc files) - just add loc json files to loc/loc_[culture] v2020.8.a.1; 'The Solution of Memory' - substantial code rewrite; there may be odd bugs. - mod framework rework and upgrade - Steam Workshop integration, styled as 'The Invisible Serapeum'. (GOG players: the mods will work if you install them locally.)", -- More on modding Cultist: https://weatherfactory.biz/daybreak-in-the-invisible-serapeum/ https://steamcommunity.com/app/718670/discussions/1/2800629075194099834/
If you couldn't tell, Cultist Simulator is heavily influenced by weird fiction, and weird fiction by H. P. Lovecraft. He turns 130 next Thursday, so we're running a week-long merch giveaway to say YAY to his ghost.
You could win any of the following...
All you need to enter are any social media account on Twitter, Facebook, or Instagram. Pick your poison, then check out the relevant post!
Happy Friday! I come bearing two bits of info.
Hey cultists! A quick update from us on what we've been up to recently.
Hey everyone! Happy Steam summer sale! Just a quick update for y'all about what we're up to at the moment.
EXILE'S NEARLY READY, BELIEVERS! We're almost finished with content and art in the run-up to launch at the end of this month. It's releasing on Cultist's second birthday, so spooky cake for all. EXILE is now the same size as the entire of Cultist Simulator was at launch. Here's the most important info to know:
Happy May, Believers! I come bearing EXILE updates, new tarot, charity donations and podcasts about blood. Yum!
A quick update from the blog!
Firstly, the EXILE beta is now live. Keys are going out to everyone today after a bit of delay - sorry!
If you weren't randomly picked for the first test, don't worry. We'll add some more testers later down the line. We're launching EXILE on Wednesday 27th May so we expect to be in beta for a month or so.
Secondly, the Tarot of the Hours is back in stock on Etsy! We're capping it to 200-deck bursts, so I (the sole person who manages this shop) don't get snowed under with orders. But don't worry: if you find the deck's sold out again, I'll renew the listing on a weekly cycle so you'll be able to get it SOME time. :)
Thirdly, we have MORE merch on the way. I'm designing four new pins - the Marinette, Hint, Lunatic and Maid pins - which will be sold individually, but also go into the Beach-Comber's Treasures bundle along with our original Iris pin and our glitter witch pin.
And next week, we're launching an Hours postcard set of seven randomly-chosen postcards, so we can all keep in spooky touch with one another during this isolating pandemic.
Finally, here is a picture of Sulochana the cat. May she keep you safe in lockdown and stop eating my plants.
A quick update to let all you occult enthusiasts know that our long-awaited Tarot of the Hours is now live on our Etsy store!
Cultist Simulator's tricksy pantheon of semi-gods can now be yours in a lovely 78-card deck that's so goth I went through about eight producers before I found one who could print 'em black enough.
Alexis and I are hard at work on Exile, which is shaping up to totally rework Cultist Simulator's mechanics and provide an entirely new mode of play. It'll be our largest bit of DLC to date, with multiple endings - some of which will be (relatively!) attainable like the main Forge, Grail and Lantern ascensions, and some of which will be as hard as winning New Game+.
Edge is the power of struggle and conquest, after all.
To confirm a few details:
Happy Friday! Some new announcements from our latest blog.
Hey, Believers! We've just released a hefty sprint update with a couple of KEY CULTY THINGS I'd like to highlight.
[quote]"I know the ink that you describe. It exists. I shouldnt tell you even that, and for the sake of our friendship I ask you to burn this letter after reading. The ink is called here 'encaustum terminale' and it is a great treasure of the House."[/quote]
A brand new letter has come to light, from a mysterious 'F.' to Christopher Illopoly. It sheds light not only on the 'secrets of inks' but on the Hours, the Librarian and Christopher's own heart, too.
Check out the originals and their transcript on the blog.
Happy 2020, everyone! Here's a quick update on Weather Factory's plans this year.
Today we're releasing Russian to the whole of Cultist Simulator. The base game and all its DLC - adding up to over 140,000 words - is now playable entirely in Russian, on Steam, GOG and Humble, with no need to faff around with beta branches anymore.
Once youve downloaded the latest update, you'll be able to switch between English and Russian via the 'Languages' button in the top right-hand of the title screen. We recommend starting a new game after switching languages, as switching mid-game can cause some text to display oddly. AND NOBODY WANTS THAT, DO THEY.
If youre a first timer, take a look at our Beginners Guide to give you a bit of a head start.
If you run into any problems, email support@weatherfactory.biz and Ill reply in English - or, if you force me, in terrible automatically translated Russian.
And I will love you forever if you spread the word amongst any Russian-speakers you know that Cultist Simulator is now extremely Russia-friendly. Thank you!
Happy Friday, Believers! I'm just cross-posting a few lore-ful drops from the Weather Factory blog.
Firstly, we've announced a new item we'll soon be selling on the Church of Merch shop: a TAROT OF THE HOURS. A tarot deck is probably the most requested item of merchandise so far, so hope you like it! It's currently at the test-print stage, but we'll shout as soon as it's available to buy. We haven't yet revealed who the Pages, Knights, Queens and Kings are, but I'll be publishing any correct guesses I see here or on the blog in our next update...
We also discovered a letter from a mysterious Ms D, to one of the curators of Hush House. Thought the deeper lore-hounds amongst you might be interested.
You can take a look at photographs of the originals, OR read a slightly more accessible transcript of the letter, over on our blog.
(This letter includes a lot of Cultist Simulator lore, but is specifically part of the BOOK OF HOURS world. So if you're not following that already, do!)
https://store.steampowered.com/app/1028310/BOOK_OF_HOURS/
Happy Unity Day, everyone! Im not sure how unified everyone is about wanting to play Cultist Simulator in Cyrillic, but HEY, NOW YOU CAN. Cultist Simulators 140,000 words can now all be turned into RUSSIAN by switching over to the Steam beta branch called 'gateofhorn'.
You can access this beta branch by:
Russian is finally here! Well be releasing a Russian language option to a Steam beta branch on Monday 4th November, to say YAY UNITY DAY.
You'll be able to access this beta branch by:
Today's Deal: Save 40% on Cultist Simulator!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Friday 10/4 at 10AM Pacific Time
Hey all! Today we're finally releasing full simplified Chinese, after a successful month of beta testing. Cultist Simulator and all its DLC - adding up to over 140,000 words - is now fully playable in gleaming, delectable simplified Chinese.
https://store.steampowered.com/app/718670/Cultist_Simulator/
https://store.steampowered.com/app/871650/Cultist_Simulator_The_Dancer/
https://store.steampowered.com/app/871651/Cultist_Simulator_The_Priest/
https://store.steampowered.com/app/871900/Cultist_Simulator_The_Ghoul/
If you're new to Cultist Simulator, now is a very, very good time to nab the full Anthology Edition, which'll give you an extra 15% off everything anyway. GOSH.
With the latest update, you'll now see a new 'Languages' button in the top right-hand of the title screen where you can switch between English and simplified Chinese. We'll be adding a Russian language option in there soon, too - we'll announce a specific date for Russian release as soon as possible.
One thing to note: we recommend starting a new game after switching languages. Switching mid-game can cause some text to display weirdly, and Cultist Simulator's text is WEIRD ENOUGH ALREADY. :)
Anyway, to celebrate our long-awaited full Chinese release, Cultist Simulator is now 40% off on a Steam Daily Deal, so get this extremely good deal while you can! I hope to have more news about Russian - and possibly even some NEW CONTENT - for you soon. <3
It's here! Simplified Chinese is now live on Steam, via the beta branch 'gateofhorn'. You can access this beta branch by:
Afternoon, Believers! We've just posted a production round-up of what we're up to on our blog, so thought I'd crosspost a quick update on a couple of culty things. :)
Hey Beloveds! I'm delighted to announce that our new and final planned pieces of DLC - the PRIEST and the GHOUL - are now live!
https://store.steampowered.com/app/871651/Cultist_Simulator_The_Priest/
https://store.steampowered.com/app/871900/Cultist_Simulator_The_Ghoul/
Just like The Dancer, these are story-packs that investigate some previously untapped areas of Cultist Simulator.
The Priest is all Knock, adding one new Legacy, two new Ascensions and the truly gruesome story of the Martyr of the Keys.
The Ghoul is all Winter, adding another new Legacy, two other new Ascensions and a suitably beautiful end of paintings, digging up and eating the dead, and the Elegiast in all his Wintry glory.
Perpetual Edition owners get both automatically and for free, of course! Everyone else, they're only 2.50 / $2.99 each, so pretend you're buying a really occult cup of tea...?
[quote]FOR THE AVOIDANCE OF DOUBT: TRANSLATION
Now that we have the full English content of Cultist Simulator, we'll be able to finish off our in-progress Russian and simplified Chinese localisations of the game.
We'll announce their release dates as soon as we can. Keep your eyes peeled![/quote]
Happy Friday, Believers! I come with NEWS.
I can't believe I'm writing this, but... Cultist Simulator's been nominated for not one, but
Hey believers! Just a quick update on where Cultist's heading over the next couple of months.
It's finally here! Christopher's Build - comprising an advanced player-versus-demigod mode where you help a previous character ascend while muzzling (or murdering) one of four displeased immortals - is here! All 20,000 extra words of it.
It's free for all players, and you should see an update queued in Steam. It puts the 'cult' back into........... 'difficult'. A ha ha ha. Ha. :)
Happy 2019, Believers! In case you missed it, we recently announced a release date for our big update coming at the end of this month: new game plus with a load of new content will launch on Tuesday 22nd January at 11AM PDT / 7PM GMT. It's free for all players, and will drop alongside our bootiful soundtrack (which is sadly not free, but only costs 7.99 / $9.99 and will haunt your dreams for life). Full deets on our blog, but the highlights are...
Hey all, and merry merry Christmas! Just a quick update on what we've been up to, seeing as everyone is about to scatter to the winds like festive moles running for cover from beglittered hawks.
Full details on our blog, but the highlights are:
The Expeditions update has spent a few weeks baking on the beta branch, and is now live on main. The big change here is to reduce the amount of RNG in the midgame. Each expedition now has a set (and thematically consistent) set of rewards. This means *much* less grinding away at expeditions waiting for the ONE ITEM YOU STILL NEED FOR YOUR VICTORY to drop. Exceptions: the last expedition in each area (Forsaken Reach, Kerisham, etc.) now give intentionally repeatable rewards, and will allow you to get rewards from earlier expeditions if a Rival snaffled that expedition. There are also six new Expeditions with some significant snippets of lore (yes this is all a free update, I don't know what I was thinking). All in all, this will make the game much more playable the first few times through, though less ultimately replayable.... but the Apostle legacies / Major Victories coming in January should provide a lot more playability. More about those here: http://weatherfactory.biz/christophers-build/
Hullo folks I normally just post beta patch notes on the patch thread, but this is significant enough that I wanted it on the front page. One of the (IMO more justifiable) complaints I hear about CS is that the mid-game gets grindy. I've reworked how Expeditions operate to make it easier and quicker to get the treasures you want. The effect of this kind of change is all about player experience not specific balance... so it may have unintended effects, and I'm very interested in your feedback. This is on the gateofhorn branch now. v2018.11.e.1: - Major Expeditions rework to reduce midgame grind, including six new Expeditions. Expeditions now give fixed, more thematically suitable, and usually more impressive, rewards. Default expeditions give you a chance to scoop up books from any Expeditions consumed by Rivals, and also can be repeated to gain Ingredients. (Details of which items show up in which Expeditions may shuffle around further). - Fixed a rare issue where it was still sometimes possible to put a stack of >1 card in a slot (if you swapped out one card of that type for a stack of identical cards) - Fixed an even rarer issue where saving the game with two funds in unstarted Expedition slots would leave you with only 1 Funds on reloading. - 30% of the time, failing to use a Favour to save a Follower would leave you under suspicion instead. This should no longer happen. - Removed Bloodshed, for now. - Reduced Fleeting Reminiscence duration to make it more Fleeting.
Hey all! I've a sprint update for ya. You can read the whole thing over on our blog, but the headline points are:
Hey BELOVEDS! Our Dancer DLC is now LIVE!
Weve released it with a whole bunch of free updates to the main game, so all in all the update adds an extra ~30% content (from ~72k words to ~95k words, now). So, er, its quite a big release.
Anyone who owns Perpetual Edition gets the update automatically and for free. Anyone who owns the normal edition of the game, dont fret! It only costs a measly $2.99 / 2.50 / 2.39.
[install folder]\cultistsimulator_Data\StreamingAssets\content\core\legacies
On Macs, it'll be in
[install folder]\Contents\Resources\Data\StreamingAssets\content\core\legacies
On Linux, it'll be in
[install folder]CS_Data\StreamingAssets\content\core\legacies
Once you know youve got it, you have two ways to find your new content in-game:
Begin the game with the Dancer legacy. This will always be available if you win a minor work victory at Glover and Glover, and sometimes be available otherwise anyway.
Pursue the new Ascensions without being a Dancer, by finding Sulochana and speaking with her at the Ecdysis Club about your current Desire.
Hey everyone! In case you didn't see it in the press, we announced that we're releasing our Dancer DLC on...
Apart from the particularly classy GIF, it includes:
★ One new Legacy! Rise to unearthly fame as the Dancer, employed at the infamous Gaiety Theatre, Ecdysis Club or in some of the more exclusive city parlours.
★ Two new Ascensions! Explore a trinity of insights into the powers of Heart, Moth, and those who came before. Realise your true form, and perhaps even tempt one of the enigmatic Ligeians to the Dance…
★ Animal spirit-selves! Some dances can only be performed in far places, and some cannot be performed in human shape.
If you own Perpetual Edition, you'll get the Dancer DLC automatically for free. For everyone else, don't worry! It only costs $2.99 / £2.50 / €2.39, so fingers crossed that everyone has enough Funds.
The DLC will come with a clutch of new updates for everyone, including Follower wounds/scars, romance, rebellion and a bunch of UI/UX improvements to make running your cult that bit more fun.
We go into this in a bit more detail in our latest sprint update. Keep your eyes on 16th October, and back soon with more news. :)
Hey everyone! Just a short post to keep you up to date with Cultist's development. We posted our latest sprint review over on the blog. The major points are:
Hullo everyone. Lottie's escaped to Italy for a couple of days but she's still working even in a haunted villa: https://twitter.com/tronbevan/status/1036954807418933248
so she wrote this
and now I am posting it. Enjoy.
http://weatherfactory.biz/september-1-rossetti/
Hey all! Just a quick post to link you to our sprint review for August #2, which you can read over at our blog. We've also just announced the winners of our Lovecraftday competition, so have a look in our blogpost or on our Twitter, Instagram or Facebook to see if you've won.
More updates coming soon, and to everyone who's sent in bug reports, we are ON 'em like a very hungry mouse on Époisses.
Today's Deal: Save 25% on Cultist Simulator!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Wednesday at 10AM Pacific Time
Happy Lovecraftday, believers!
It's HP Lovecraft's 128th birthday today, so we're doing a bunch of FUN THINGS. Our giveaway competition ends tonight at midnight, we released a 'Which cult are you?' quiz to Scientifically Discern which one you should found, and we've just introduced a full suite of necronomnomnoms to the game...
Look away now if you don't want your game drops spoilered!
Hey believers! If anyone missed us shouting about it on our various social media, we're running a Cultist Simulator giveaway for Lovecraft's birthday on Monday 20th August, where you can win free copies of the game, Orchid Transfiguration USBs or even your very own Beach-Crow statuette.
Take a look at the full competition breakdown here, and/or enter on any social platform you fancy!
- Twitter
- Facebook
- Instagram
Good luck, and happy birthday HP/Cthulhu.
Hey believers! We've finalised the roadmap for the next eight months or so, so here's what's coming up for Cultist Simulator.
The TLDR version, for those of you who just want the juicy bits, are:
Hello all We’ve got all the post-launch hotfixes out the door, we’ve been to Brazil and back, and now we’re making some more Cultist Simulator. Here are the three updates you can expect to see next. You’ll notice it says ‘probably roughly’. What’s this? Weather Factory not committing to deadlines? Why not? Well, firstly, I have one last bit of potential just-when-I-thought-I-was-out-they-pull-me-back-in part-time freelance design/writing work. I said I wasn’t doing any more freelancing, but this is something that’s been on the cards since 2016, and I’m keen to be involved with it. It’s still under discussion, but if I do get involved, it will affect the CS schedule a bit. But secondly, we really hustled to get CS out, as Lottie discussed in the retrospective. So we’re making a point of taking things a little easier in the back half of this year. Maybe a proper holiday even! Anyway, here’s the plans! THIS PLAN IS NOT FINAL AND ANY AND ALL OF THE POINTS BELOW MAY CHANGE UNDER WHIM OR WEATHER. I’ve included our current thinking on what’ll be a free update and what’ll be paid DLC. TERESA’S BUILD (probably roughly end August) ‘The finest artisans all dream of the White Door in the end. I’m no artisan, only a scholar. I think there’s a Secret that all these artisans know, but I think that Secret is only half the story.’ Focus on followers: Wounded and Missing conditions [free] Rebellion [free] Romance [free] More uses for Talk, finally [free] The Tainted Blood advanced victory, and the Long Hunt [free] Enhancements to the Detective Legacy [free] The Dancer Legacy: hone your flesh and spirit at the Ecdysis Club [paid] CHRISTOPHER’S BUILD (probably roughly end October) ‘To reach the Stag Door, I believe that all you really need is to want something enough. But I’ve never wanted anything that much, except of course [Teresa], and I’m very much afraid that the knot in the story is this: what [Teresa] wants is the Stag Door.’ Focus on scholarship and expeditions: a use for the Scholarship skill! [free] enhanced Research mechanics [free] more specific goals for expeditions [free] player-written tomes [free] The Shaped advanced victory [free] Expedition stories [free and/or paid] Apostle Legacy: take up the mantle of a fallen cult leader [paid] Priest Legacy: when your faith fails, where will you turn? [paid] MY LORD FRANKLIN BANCROFT’S BUILD (probably roughly end January 2019) ‘Bancroft seems to have been a talented adept, but devoted his energies to frustratingly whimsical projects: arranging ‘grape-fetching races’ between Mansus-spirits, teaching Percussigants to juggle, and conjuring storms of imaginary blossoms for the rose-witch [Fionna] Ayrshire, who resolutely refused ever to couple with him. Bancroft spends twenty pages bemoaning this last.’ Focus on earthly pleasures, and their consequences: Luxuries! The Delights of High Living [free] The Ravages of Age! Which May Yet Be Averted [free] Beyond Notoriety: Infamy! [free] Painting: A Bouquet of Engrandisements [free] Hard Times: Seasons of Wretchedly Straitened Resource [free] Golden Days: Occasions of Munificence [free] Pets and Familiars: (We May Count At Least On These Little Souls When All Humankind Proves Both Cruel And Faithless: Ah, Fionna) [free] Patron Stories: Opportunities for Close and Warm Acquaintance [free and/or paid] Familiar Legacy: Less than Human, and More [paid] Survivor Legacy: What Have Ye Done [paid] We’ve got some other stuff on the boil as well, but when I pre-announce things Lottie looks disappointed at me, so please imagine a vaudeville hook has appeared stage left at this point to hook me off – Here’s our mailing list Here’s our subreddit Here’s Lottie, me and Weather Factory on Twitter.
Hello everyone! Well the launch went *much* better than expected. Thank you for that! I've caught up with the worst of the outstanding bugs, but I'm testing the fixes on the beta branch first, because we have a *lot* of new players. (Welcome!) If you'd like to help test - or just generally see new content and bug fixes as soon as possible - you can switch to the beta branch like this: - right-click Cultist Simulator in your library - Properties - Betas - 'gateofhorn' Here's what the beta branch currently contains: v2018.6.b.2 - Lots of crash-on-startup issues fixed - Dragging Scholarship skill to Work no longer crashes on OSX - Subverting Winter lore to Heart now consumes Winter - Cater and Hero can no longer be started with zero funds and end leaving Treacherous Ground in play - Unnumbered Stones have an ending message. - Audio and music no longer default to 10% volume. - Logo visible on Linux - Added someone to the credits page who was incognito as House Skintwister.
Cultist Simulator is out today at 7PM UK time, May 31st. Seize the day. Here are some super valuable early hints: https://steamcommunity.com/app/718670/discussions/0/1697174779842844716/
Hello all. We've been updating the game at a furious pace, but from here on in, the pace of updates on the main branch will slow right down. From 31st May, Cultist Simulator will be in full release, and we will want to keep the game stable. BUT! if you like life in the fast dark lane at the edge of the midnight river, you can opt into our beta branch to get the newest, most thrilling and least reliable updates. To do this - right-click Cultist Simulator in your library - click PROPERTIES - go to the BETAS tab - choose 'gateofhorn' from the drop-down. Thank you very much. You can have your eyes back now.
Good evening, beloveds! An update as we enter the FINAL STAGES of development. We released our last major build before launch last week (the Harbinger's Build), which'll be the last time you find yourselves with incompatible save files. It includes a bunch of bug fixes and UI/UX improvements, as well as a whole host of breadcrumbs which lead you better through the game.
It also includes the Detective legacy for the first time, too! So enjoy the tables being turned, briefly, before you inevitably die.
Full patch notes on the blog as usual, and hope you're all ticking down with us in our daily Hours countdown from now until release...!
In case you missed it, here's a walkthrough of the Expedition mechanics as an announcement! http://weatherfactory.biz/the-explorers-build-expeditions-preview/
As is our wont, we've just posted our latest sprint update on our blog. It focuses on locations, the next and final big batch of content to go into Cultist Simulator ahead of the Explorer's Build.
(NB: the Explorer's Build won't be out until the first week of April or so, so please don't hold your breath quite yet.)
Happy Friday!
We’ve put three hotfixes live in the Adept’s Build since yesterday! Here’s what’s been hotly fixed: It is no longer possible for a detective to arrest you while he’s locked in your cupboard. premature ascension no longer occurs (it’s safe to use Notions with rites) major fix to how research works to make it more generous and less quirky. Researching two duplicate lores together now just levels up one of the lores and leaves the other; various odd combos no longer eat lore and leave you confused. I hope. Honestly, I’m kicking myself for not using the current implementation earlier. Let me know how it goes. adding Reason to a research process no longer has bewildering effects. (Look closely and you’ll see why.) Burglarising Strathcoyne’s library no longer causes explosions (though the library will still catch fire) it is now possible to answer *all* the Stag Door riddles, although it may require a lot of hard work or luck, and if you have a saved game where you’ve already burned through the bookshop inventory, you’ll need to restart. (dev builds, eh, sorry.) Mac build now works (Linux build is still broken, sorry!) fixed an issue where Hangers-on could not be promoted to Pawns fixed an issue where the Society of St Hydra wouldn’t accept reputation, so couldn’t be used to recruit fixed two issues that often prevented Rites from being found/created (still working on this tho) clarifying fix to options panel text Ecdysis Club has slightly happier endings (edited) Serpent’s Way can no longer be mistaken for the Thyrsine Way tiny edit to the text for sending out a cultist to seduce a stranger home restored WHO IS RESPONSIBLE? to credits, because people said they missed it Good luck. We’ll probably put out another patch later this week.
Today we release: THE ADEPT'S BUILD!
This is a long-awaited magic-focused build of the game, introducing all ten possible Rites in-game (the Rite of the Sea's Feasting; the Rite of the Beast's Division; the unholy, cataclysmic Intercalate Rite...). It also introduces Tools, Ingredients and Influences to help with your rituals, as well as a number of new summonables and dastardly culty deeds. And a whale's belly of associated Lore, Followers, NPCs, art, UI improvements, bug fixes...
. . ✨
For anyone who missed last sprint's update on the Weather Factory blog, we announced something we'd previously kept secret: the inclusion of an exquisite, fully-navigable map of the Mansus in-game, accessible via Dream.
Focus your unconsciousness correctly and you'll be able to enter the Mansus in several places, pulling through a smidgen of unfiltered Glory back with you to the world of the awake.
This isn't yet implemented in-game, but it will be present in the release version (and probably in the Explorer's Build, but NO PROMISES).
Full update on last sprint here, for those who're interested!
I come bearing the gift of Neville, pale and pensive and delightful. We've a new update for Cultist Simulator in the form of Neville's Build, bridging the gap between the Scholar's Build and the upcoming Adept's Build later on.
We've posted a bit of an update about Neville here on our blog, or you can simply read the full patch notes below.
This build was supposed to mark the fluid, effortless distribution of Steam keys to all Perpetual Edition owners, and thus enable all current owners of Cultist Simulator to play via Steam. We've, er, run into some issues with itch.io's system, so currently Kickstarter backers are still waiting on their keys. But we're on this, promise!
Backers, we shall come back to you with a solution anon. <3
Today our unspeakable baby hits BETA! The Scholar's Build is now out and available for purchase on itch.io. Unless you're a backer, in which case you own
- our firstborn (not feeling maternal though, I'm sorry)
- an itch.io key, which has been emailed to you.
There's an update on what's in the build here.
We may be incorporating Steam builds into the equation in the new year, so keep your eyes peeled for updates here. For now, Mansus be with you. And behind you. And in your eyes at night.
AFTER MANY BATTLES WITH FRIGHTENING THINGS (well, after politely asking Valve to review this page, in accordance with their clear submission guidelines), the Cultist Simulator Steam page is now live. Woohoo! We posted our production schedule to the Weather Factory blog earlier in the week, so take a look there for our major milestones from now until launch. We're aiming to release on Windows, Mac and Linux in May 2018, and will update you all with a specific date nearer the time. Let us know if you have any questions here, or follow us on @factoryweather for updates, occult ramblings and occasionally GIFs of, like, really cute cats.
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