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Name

 Rainbow Cult 

 

Developer

 Death Hill Games 

 

Publisher

 Death Hill Games 

 

Tags

 Indie 

 Strategy 

 

RPG 

 

Singleplayer 

Release

 2018-10-25 

 

Steam

 € £ $ / % 

 

News

 8 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 0 

 

Steam Rating

 n/a 

Steam store

 https://store.steampowered.com/app/791490 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 0 .. 20,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 0  

Average playtime (last 2 weeks)

 0 

Median playtime (forever)

 0 

Median playtime (last 2 weeks)

 0 

Public Linux depots

 Rainbow Cult Linux [534.95 M] 




LINUX STREAMERS (0)




Game Retired

Hey Guys,

Thanks to everyone who bought and supported the game - it was fun making it and we hope you enjoyed the challenging boss mechanics as much as we enjoyed making and testing them! We're retiring this game on the Steam Store - anyone who already owns it can obviously keep and continue playing it, but the context of the plot has become dated over time and we like to provide good value for money. So we're discontinuing selling this title and putting our efforts into new projects rather than refreshing this one to keep it up to par and relevant.

Best wishes to all of you.

-DHG team


[ 2022-11-30 02:51:46 CET ] [ Original post ]

Redesigned tutorial + quality of life enhancements

This is a significant update for new players, making it a bit easier to get used to the unique gameplay mechanics and automatically adjusting a few settings that were manual options before:

06/25/19 release

  • Fixed bug in teleporting to a different difficulty of the same level
  • Aiming box resizes to the biggest size every time you enter the building or change levels
  • Camera automatically goes to the highest angle whenever you enter the first floor lobby to help new players
  • Removed toggle walk button, character always sprints when possible now
  • Removed help/quickstart references to walk button
  • Removed quickstart popup at start of game
  • On NG+ and NG++ the Level 2 minions are immune to tornado
  • Added color glow to "Damage Frozen" and Aggro overlay text to give it extra visual separation from the tutorial and subtitle overlays


  • Expanded the tutorial to be multiple rooms instead of one tiny area
  • Color coded the tutorial doorframes and titles to indicate if they're finished
  • Added extra criteria to Tutorial 5 and Tutorial 6 so the player is forced to see all available combos
  • Fixed Tutorial 3 and Tutorial 4 on Easy mode, reducing the amount of boxes to match the flat cost of spells
  • Added text to Tutorial 4 and Tutorial 5 on Easy mode to indicate combo cost is disabled
  • Added detection code to Tutorial 8 instead of expecting the player to trigger Tutorial 9 manually
  • Tutorial enemies now move around and behave more like the normal level enemies



Please note: Because the tutorial redesign significantly changes the layout of Level 1, the game will regenerate that floor (and only that floor) if you have an existing save game.

You will not lose credit for the boss, or have to re-defeat him if you've already done so, but if you haven't actually beaten the boss you'll have to re-clear 20% of the enemies on the level before he appears again.

Apologies for any inconvenience this causes.


[ 2019-06-25 17:25:20 CET ] [ Original post ]

New dev playthrough + small quality patch

We've uploaded a dev playthrough of the first level and Hard Mode (NG++) version of the first boss fight, which contains some spoilers (obviously), but also demonstrates some higher skill level techniques for dealing with the lower-level enemies.

There's also a new patch for a couple minor issues:
3/8/19 release

  • Increased VB on tutorial 7 so the player can't accidentally die
  • Added extra spot light to character creator to fix skin-tone hues


[ 2019-03-08 14:41:58 CET ] [ Original post ]

New boss guide + Cumulative patch notes since 12/24

We put together a non-spoilery guide to the boss fights at the start of January. So if you need help but don't want to know how to do the entire fight you can reveal hints in the guide one at a time. There's also a full fight description for each boss if you're still struggling after all the hints.

If you notice anything in the guide that needs correction, or don't feel like the hints on a particular boss fight are helpful enough, just let us know and we'll tweak it accordingly.

The game is in a very solid place now - we're still making small tweaks and patches as we watch people play/stream it, but it's feature complete and fully patched for all significant known issues. Here are the recent cumulative patch notes:


1/30/18 release

  • Added variable color coding to the tutorial to make sure people don't miss steps needed to auto-progress
  • Other minor tutorial tweaks and fixes to improve clarity
  • Fixed bug where rainbow tutorial enemy could die if targeted a certain way


12/31/18 release
  • Tweaked cubicle colliders to fix small gap at corners
  • Increased window collider size slightly to prevent player from navigating gaps too small for the AI to follow


12/29/18 release
  • Increased hitbox size slightly so running boobs don't mess up rainbow collision detection
  • Removed healing ability from lvl 8 minions
  • Reduced the aggro range of all the heroes, so that it's harder to accidentally summon them
  • Playing a cutscene immediately stops other voiceover/subtitles
  • Lvl 9 hero no longer shoots rainbows before being summoned by player, even if boss comes into range
  • Lvl 9 hero does more rainbow damage
  • Pair enemies immune to teleport
  • Added more security against Unity physics errors when changing floors
  • Movement is now perfectly straight after rotating the camera


12/26/18 release
  • Added an extra particle effect to lvl 1 boss
  • Fixed a minor steam achievement bug
  • Fixed improper level multipliers on fresh Hard Mode playthroughs
  • Fixed a Unity lag bug that could occasionally prevent bosses from respawning when returning to a level
  • Fixed VB-reset bug introduced by the 12/20 update
  • Raised the starting VB on Hard Mode slightly
  • Damage text floats over tutorial prompt


[ 2019-01-30 17:52:15 CET ] [ Original post ]

New game mode and other updates

We've included the new Rainbow Cult: Hard Mode for free in Rainbow Cult, but we're also releasing it as a standalone game mode for a cheaper price. Unfortunately it doesn't appear that Valve is going to allow us to release it on Steam because it's "too similar" to the main version of the game.

So, we've set up a few different options to buy a DRM-free copy of Hard Mode on our website through Humble or paying with Bitcoin/Ethereum/Litecoin.

Please be aware that Hard Mode is quite difficult and not intended for everyone. It's similar to our original vision for the game, but we found during testing for Rainbow Cult that our original vision is too difficult for most players - so please only consider it if you want a shorter and much more difficult experience!

Here's a wrap up of the other patch notes since 11/22:

12/24/18 release

  • Lvl 8 minions will no longer spawn on top of each other
  • Added new particle effect to lvl 8 boss
  • Increased the size of line on sniper hits
  • Player character now has particle effects that indicate it's feared/stunned/silenced
  • Suicide enemies no longer trigger during damage freeze
  • Added subtitles for lvl 13 boss fight
  • Fixed bug where some enemies near lvl 13 stairs wouldn't re-aggro properly after the ending cutscenes
  • Character now always faces proper direction when feared
  • Added stair colliders to prevent lag-glitching through walls
  • Added larger forbidden margins around the building edge to prevent fear-AI glitching player through walls
  • Player can now cast boxes in safe zones while feared
  • Smoother animation transitions and other fixes to make lvl 12 boss attack timing quicker and more precise
  • Lvl 12 boss resets multiplier, but attacks much faster
  • Lvl 12 ng++ boss fight difficulty increased
  • Minor bugfix on lvl 3 hero stun ability
  • Fixed bug with player animation when feared
  • Reduced difficulty on lvl 6, 8, 9 bosses slightly
  • Fixed targeting bug on lvl 11 boss
  • Added 6 new sound effects


12/20/18 release
  • Added hard mode for quicker but more difficult playthrough
  • Enhanced cutscene loading time for hard mode
  • Freezing time now allows running even when in range of enemies
  • Changing levels now resets your VB to the amount it would be if you respawned
  • Added void sound for lvl 11 boss
  • Added teleport sound for lvl 4 boss
  • Fixed lvl 8 minions turning
  • Lvl 8 minion spawns are more consistent and further from the player
  • Cutscene 2 shadow fixes, Cutscene 3 shadow and animation fixes
  • Lvl 9 bosses now reappear closer, not in original corner
  • Lvl 9 minions now auto-aggro properly
  • Fixed damage bug with the lvl 7 boss swapping


12/7/18 release
  • Fixed unity time/float inaccuracy that caused aggro meter to very slowly rise if player sat in safe zone for a long time
  • Detection fixed when re-dropping an unexpanded box in the same spot
  • Changed void color for lvl 11 boss
  • Lvl 11 sniper boss waits until after initial encounter to increase range
  • Lvl 13 boss now has a different shirt color to mark the start of the loop
  • Trapping lvl 13 boss now resets aggro
  • Added particle splash when lvl 13 boss reshuffles
  • Fixed bug where color change enemies would appear to stop changing color when standing on player


[ 2018-12-24 23:53:05 CET ] [ Original post ]

Cumulative patch notes since 11/8

These two releases wrap up all the known bugs.

We've also been working on a major balance patch for the late-game bosses (especially focused on the NG++ fights). That patch will be releasing within a next week and should be the final release unless other bugs arise.

We appreciate everyone who's taken the time to give us feedback and help improve the experience over the past month since release!

11/22/18 release

  • Fixed character stopping between courtyard and level 1 caused by last patch movement fixes
  • Secondary fix for player animation bug
  • Lighting/visibility fixes for the lvl 4 gender upgrade


11/16/18 release
  • Fixed a crash with the thirdgender upgrade
  • Death and Pop-up screens now force the character to stop moving
  • Fixed an animation bug where the main character could move while doing the idle animation under specific circumstances
  • Shield sounds no longer play during initial loading screen
  • Fixed bug where certain enemies would not end their path correctly


[ 2018-11-22 15:26:43 CET ] [ Original post ]

Cumulative patch notes since 10/29

Over the past week we've been rolling out a bunch of graphical/sound enhancements, as well as tweaking the balance on some of the high-end bosses.

11/8/18 release

  • Added sound for enemy death
  • Shift-to-run changed to toggle to fix a bug with some keyboards not supporting Shift+W+2 at the same time
  • Sprint on by default and resumes automatically when you leave aggro
  • Changed freelook to toggle on keyup not keydown, to avoid confusion with hold-to-freelook
  • Nerfed lvl 1 ng++ boss spawn rate
  • Made lvl 1 boss destroy boxes more intelligently
  • Added extra sound effect to lvl 1 boss fight
  • Fixed bug in laserbox destruction when levels unload
  • Added shield gain/loss sounds
  • Lvl 4 boss range increased to compensate for run ability
  • Lvl 5 boss minions now reset the multiplier
  • Lvl 5 boss reduced ng++ heal speed
  • Lvl 5 boss minions can no longer spawn on top of each other
  • Lifetime VB is never subtracted to make leveling points easier


11/1/18 release
  • Fire now aggros enemies if they were out of range when attacked
  • Fixed small movement hitch when you first encounter the lvl 7 boss
  • Added extra particles to all lvl 7 bosses
  • Tweaked the lvl 7 ng++ boss encounter to be faster paced and more fluid
  • Post-boss narration now plays again on ng+ and ng++ too, except on back-to-back kills of the same boss during the same play session
  • Heroes being in range no longer stops you from running
  • Floor change loading screen much smoother now
  • Fire sound louder to match tornado
  • Fire/Tornado sounds fades properly as they're destroyed


10/31/18 release
  • Bosses/Heroes now respawn in the same spot for an entire play session
  • Death particle effects added to Enemies
  • Destruction particle effects added to Tornado, Fire, Vortex


[ 2018-11-09 00:50:48 CET ] [ Original post ]

Cumulative patch notes since launch

Over the past 5 days we've tweaked quite a few elements of the game based on player feedback. For daily updates you can check the pinned update thread in the forum, but we'll release these cumulative announcements from time to time:


10/29/18 release

  • Increased starting vb on Normal
  • Swapped order on first three levels, Boss 3->1 Boss1->2 Boss2->3, potentially easier for new players
  • Added destruction particle effect for boxes
  • Added box rotation warning to the courtyard too


10/28/18 release
  • Added box rotation warning for new players, to teach good box throwing rotation
  • Added a dash button for faster non-combat movement


10/27/18 release
  • Added orange highlighting to certain important elements in the tutorial
  • Tutorial waits for narrator to stop speaking even if you've completed the objective, to avoid players missing crucial asides
  • Freelook tutorial text says tap or hold to reflect the settings menu choice
  • Added a little extra dummyproofing to tutorial
  • Damage text appears on top of the tutorial window, not behind it
  • Added a hint to the miniboss encounter text
  • Added a freelook tip to the Boss Help


10/26/18 hotfix
  • Circle indicators above enemies should now be positioned correctly, regardless of resolution
  • Fixed a number of menus that were distorted at lower resolutions
  • Fixed bug where certain character upgrades would not work with ending cutscenes


10/26/18 release
  • Damage done to lvl 4 boss is now more consistent (before it could vary from 3-7 ticks depending on when you hit him)
  • Manually reflowed all the subtitles so they're more pleasant to read
  • Fixed bug that would prevent the final cutscenes from playing under certain circumstances
  • Fixed lighting issue in ng+ cutscene
  • Fixed lighting error in the ng++ cutscene


[ 2018-10-29 14:16:04 CET ] [ Original post ]