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.
How It Is
Something about the Secret Histories enthuses people. Fanworks, fiction, commentary, art; I've lost count of the number of TRPG homebrew rules projects I've seen. For a long time, our take on this was sure, it's nice to see this kind of thing, use our stuff... as long as you're not making any money out of it, because our IP is our livelihood, and we need to protect it. But a few months ago I had a conversation with a smallish YTer who wanted to do actual-play videos with their own Secret Histories-based content. I said, sure, as long as you're not making any money out of it... they said, well, we make a little bit out of ads... but it's literally a couple of dollars a month. Oh lor, said I, that's not a problem, though I guess, like, revisit it if you get rich and famous? Lottie and I realised two things. Firstly, we get a lot of these sort of borderline requests - can I run a LRP based on your work and charge to cover costs, can I use your tarot deck to do professional readings, can I do DeviantArt commissions - and our answer is nearly always yes, but it's often complicated and we have to think about it. And secondly, we really don't mind if a semi-pro or even pro creator pays the rent using our IP, as long as it doesn't hurt our own ability to pay our own rent. And if someone does really well and helps grow the audience, so much the better. But what, people always ask, if Hollywood calls and then their lawyers say the IP situation is too complicated? Bugger Hollywood. We got optioned for TV a few years ago, did I ever mention that? Like most options, it never went into production, and I realised afterwards how relieved I was. Even though the people involved (a) were clearly nice and smart and (b) had actually played Cultist. If the upside of community licensing is that people make interesting things, and the downside is that we damage the remote possibility of a someday deal which would make us, eh, about as much money as a really successful piece of DLC in exchange for titrating away a quarter-soul's worth of our distinctiveness over several subjective years of meetings... I lost my thread. You get the gist.
How It's Going To Be
So we started talking about permissive licensing. This is where we ran into a snag. It's the lore - the background, the story, the mysteries - that most attracts people. A lot of you want to write your own answers to the questions posed by Cultist Simulator et al. But we designed a lot of those gaps and mysteries very carefully, and we need to be sure there's a clean distinction between Weather Factory answers, and everyone else's. Here's what we came up with. There is not only one History, as they say. The known Secret Histories are five in number. So if there were an unsanctioned, unknown, unlawed Sixth History... it would be your playground. We've talked to our lawyers and we're finalising the licence details. We'll release the licence next week but basically: You'll be able to use the Secret Histories setting as a basis for your own TRPG, board game, app, fiction, art commission...and earn money from it, up to a limit of 50K GBP p.a... without needing to check with us... as long as you follow the licence, and in particular use the Sixth History logo to make clear it's not an official Weather Factory project. That's the tl:dr; but for God's sake do read the whole license, don't skip bits, if you're planning a project along these lines. (And of course this is meant for small-scale works. If you're thinking of proposing a serious commercial project that may make more than the revenue limit, or if it needs our direct creative involvement, like The Mysterious Package Company's super-deluxe Lady Afterwards, or the Locksmith's Dream, then you'll still need to talk to us, and we don't usually agree more than one of these a year.) Where's the licence again? We'll link to it here when it goes live on Monday 28th November 2022. And it'll be on our website, and blog, and social media, and lasered onto the moon in Comic Sans font size 8^10... Ha ha no I would never use Comic Sans no one deserves that but if you push me you might get Papyrus. I have other questions! Come ask 'em on r/weatherfactory on Thursday 1st December at 6PM GMT. This is mainly an opportunity to talk Sixth History but we will inevitably end up talking about all things Cultist Sim, BOOK OF HOURS, merch, game dev etc. Bring snacks and a post-work drink! Or if you're in America and it's therefore early in the day, I don't know, bring porridge.
Other fun stuff coming up
We're full-time on BOOK OF HOURS right now (launching in June 2023! Go wishlist if you haven't already!) but quality of life Cultist Sim updates will continue (see LONGIFLORUM, our most recent update). We also have a Cultist Sim-specific announcement in the new year that you'll like, though I can only tease you for the moment. So I leave you with...
...and hope to see you at the AMA in December!
[ 2022-11-18 10:10:34 CET ] [ Original post ]
- Cultist Simulator Linux [299.36 M]
- Cultist Simulator: The Dancer
- Cultist Simulator: The Priest
- Cultist Simulator: The Ghoul
- Cultist Simulator: The Exile
- The Lady Afterwards - Digital Edition
Cultist Simulator is a game of apocalypse and yearning from Alexis Kennedy, creator of Fallen London and Sunless Sea. Play as a seeker after unholy mysteries, in a 1920s-themed setting of hidden gods and secret histories. Perhaps you're looking for knowledge, or power, or beauty, or revenge. Perhaps you just want the colours beneath the skin of the world.
In this roguelike narrative card game, what you find may transform you forever. Every choice you make, from moment to moment, doesn't just advance the narrative - it also shapes it.
Become a scholar of the unseen arts. Search your dreams for sanity-twisting rituals. Craft tools and summon spirits. Indoctrinate innocents. Seize your place as the herald of a new age.
Key features:
- Combine cards to tell your own story in a rich, Lovecraftian world of ambition, appetite and abomination. Corrupt your friends. Consume your enemies. There is never only one history.
- Found a cult, dedicated to the Red Grail, or the Witch-and-Sister, or the Forge of Days. Recruit Believers and promote them to Disciples to serve as burglars, researchers, cat's-paws. Use your disciples to keep you fed - or feed on your disciples.
- Unravel arcane, unacknowledged mysteries. Translate grimoires and glean their lore. Locate and pillage the Star Shattered Fane. Penetrate the realm of the Hours, and win a place in their service. Perhaps - if you are very cunning - you may even glimpse the Mansus.
- Outwit rivals, investigators and the increasingly suspicious Authorities. Your own altered Appetites may force you to act abominably, but your Cause must not be stopped.
- Transcend death with a story-driven legacy system. Perhaps your inheritors will complete the Rite of the Crucible Soul. Perhaps they'll find peace in a pleasing career. Perhaps they'll bring the Dawn.
- OS: 64-bit system; Ubuntu 20.04. Ubuntu 18.04. and CentOS 7
- Processor: 2GHz or betterMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: 1280x768 minimum resolution. OpenGL Core. post-2012 integrated graphics
- Storage: 500 MB available space
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