Battle Royale is back! In a remote island paradise, 16 contestants have 25 minutes to explore, scavenge items, craft weapons, build traps, hunt and kill each other. Only one will be crowned the winner, do you have the guts to survive?
Recent Reviews:
Mixed (606) - 64% of the 606 user reviews in the last 30 days are positive.
All Reviews:
Mixed (17,912) - 59% of the 17,912 user reviews for this game are positive.
Release Date:
Oct 5, 2017
Developer:
Publisher:

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Recent updates View all (72)

September 20

Patch Preview - Scheduled for September 21, 2018



Greetings contestants!

As we close in on a week of The Culling being free-to-play, we have our first post-Origins patch inbound. Rather than making sweeping changes this new patch is intended instead to get melee combat feeling even closer to Day 1, as well as to address some big quality of life issues and bugs. We’ll have more to announce about our longer-term roadmap, including when you can expect Origins on Xbox One, soon.

Servers will be down Friday, September 20th at 8AM Eastern for up to 4 hours.[/b]

Changes

- Melee Combat
  • Melee attack animation playback speed is no longer affected by weapon speed (to match Day 1 combat timings)

  • Fix for hit reactions when Shoved not looking correct from some directions

  • Fix for melee input queuing bug resulting in the ability to charge attacks while shoving

  • Reduced melee input queuing window to reduce unwanted queued actions

  • Shove animation duration now 0.8s to match Day 1

  • Shove range reduced from 2.0m to 1.75m to match attack range

  • Striking a Shoving player now consistently applies a Stagger (this required special timing in Day 1)

    Dev comments: Please see our recent dev diaries, which explain these items in detail. All of these changes are intended to either get combat closer to Day 1 or address inconsistencies from Day 1 that muddied the experience. We will continue to follow community feedback regarding the melee combat systems.
- Reduced spawn rate of firearms in Blue Crates and Red Crates
    Dev comments: We like seeing guns turn up in crates occasionally, but the drop rate was high enough that you usually saw several guns in many matches. The drop rate has been reduced by roughly two thirds.
- Removed Dynamite, Impact Grenades from Green Crates
    Dev comments: You can still get explosive mines and remote explosives from green crates. This was something we talked about in a previous dev diary but didn’t implement.
- Fix for aiming down the sights with a ranged weapon not providing an accuracy bonus
    Dev comments: This bug was introduced when we made some bow accuracy changes for Origins. We’ll be keeping an eye out for Bow accuracy feedback now that this issue is resolved.
- We now hide crosshairs when aiming down the sights with ranged weapons
    Dev comments: This is not intended to affect ranged weapon balance, we felt that the crosshairs were a distraction when aiming down the sights.
- Voice communication now uses push-to-talk (mapped to Left Alt by default)

- Fixed several keyboard keys that could not be mapped

- Added menu option to invert mouse Y axis

- Fixed bug that allowed players to apply a second satchel to unlock 5th inventory slot

- Fix for exploit based on recycling the Detonator for a Remote Explosive

- Don’t show player count on main menu (the count was not accurate and didn’t account for players who were in matches)

- Fix for bug where Sabre applied cripple wound even when Disabler perk was not equipped

- Fix for US West not being selected as an automatic region

- Golden Arm perk description now accurately reflects that Golden Arm’s bonus damage scales based on distance from target (reaches 100% bonus damage at 20 meters)

- Trapper now provides a single Steel Caltrops

- Fix for bug with Explosive Runs description that stated the stim grants 25% boost for 30 seconds (it provides 15% boost for 2 minutes)

- Fixed UI typo for Headphones

How do you feel about our patch? Share your thoughts in this survey

Until Next Time,

We’ll see you on the Island.
36 comments Read more

September 19

Survey Says: Attack and Shove Speed



Greetings Contestants!

Yesterday, we shared our findings related to shove spam becoming a “thing,” and took you down the rabbit hole explaining how we intend to make some small tweaks to help you escape the grasp of a nasty shove sandwich in duos.

As it turns out, the rabbit hole goes quite a bit deeper.

Some of you have noted that combat still feels a little off compared to Day 1. You’ve given us the feedback that fast weapons are too darn fast and that the meta is evolving into something generally spammier than it used to be. One intrepid community member even took the time to create a side-by-side video that illustrated some differences.

As a result, we’ve taken a deeper dive and we’ve found a couple of likely suspects.

In the Day 1 build a bug with the weapon speed system resulted in all weapons jabbing at the same rate (once every 0.67 seconds), regardless of their speed. The attack animation played faster for fast weapons, but was followed by a brief pause after the animation before you could take another action. With slow weapons, however, you could take another action before the attack animation completed, which felt so margarinely-smooth that you wouldn’t believe it’s not butter.

In the Origins build, this bug is rectified, which means that you are able to take another action immediately after your jab is finished. For fast weapons, this means an action every 0.57 seconds. For slow weapons, every 0.8 seconds. These may seem like a matter of only tenths of seconds, but the net result is that fast weapons have a significant mechanical advantage in Origins vs. Day 1, and slow weapons are at a significant disadvantage. Furthermore, with a fast weapon you can engage in far spammier behavior than you could in Day 1.

But wait, there’s more!

We also took a closer look at Shove, and found that the Origins shove animations last 0.67 seconds (which matches the base jab time). In Day 1, the Shove duration was 0.8 seconds. Again, only about a tenth of a second, but it can make a big difference in terms of feel, risk, and spammability.

So what are we going to do about it?

Here’s the thing: This sucks and it represents a pair of major oversights on our part. We worked hard to deliver Origins to you in a timely manner and these deviations from Day 1 were not intentional. Moreover, they are definitely not in keeping with our commitment to preserve Day 1 combat. At the same time, a big motivator for sticking with Day 1 combat is to prevent players from having to re-learn combat because we keep making changes. Making changes now, as always, risks alienating players who like combat in Origins just the way it is.

The only good answer, in our humble opinion, is to remain committed to Day 1 parity and fix these issues.

Our plan is as follows:
  • Weapon speed will no longer scale attack animation speed. This means all attack animations will be consistent across all weapons (at 0.67 seconds) and weapon speed will only impact charge time. From a gameplay standpoint, this will match Day 1, but from a feel standpoint it represents a small improvement over Day 1, as fast weapons will no longer force you to wait for a fraction of a second after the animation completes before you can take another action. This is how the system should have been implemented in the first place.

  • Shoves will return to their Day 1 timing of 0.8 seconds.
How did this happen and how can we be confident there aren’t more issues like this lurking?

We did a good job of returning all the timings and variables back to Day 1 settings across the combat system, but we failed to recognize how important it was to “unfix” the Day 1 weapon speed bug. In the case of the shove animations, we like the look of the new animations better so we decided to keep them, but we failed to check the timings to make sure they matched.

The bottom line is we screwed up. It’s hard to admit, but it’s true.

Are there more issues like this out there? It’s possible. We’re keeping our eyes peeled and we’re counting on you all to continue reporting the issues that you find. We suspect that after this round of changes things will stabilize considerably.

We are currently targeting this Friday for a patch that addresses these combat fixes along with some other important items. We’ll get a preview of our patch notes out ASAP.

In the meantime, how do you feel about this plan? Please fill out the survey and let us know.

Until Next Time,

We’ll see you on the Island.
24 comments Read more

About This Game

Battle Royale is back! The game that took the world by storm in 2016 has returned to its roots and is better than ever, not to mention free-to-play. With a whole host of improvements and new features, The Culling: Origins takes you back to the island where it all began... and asks whether you have the guts, brains, and skill required to survive.


Welcome to The Culling. As a contestant on this deadly game show you must explore, scavenge items, craft weapons, and build traps that will enable you to slay your fellow contestants and emerge victorious before the end of the round. Only with cunning, skill, and a little luck will you be able to prevail and survive the match.

How we do free-to-play

All aspects of gameplay are available to all players and The Culling does not (and will never) include pay-to-win mechanics.


If you choose to spend real money, you can do so through paid DLC packs or premium currency in the form of Tokens. Tokens allow you to buy Cull Crates and exclusive Premium Items. You can earn Cull Crates, which award standard cosmetic items, by simply playing the game. All of these unlocks are cosmetic and have no impact on gameplay.

How we develop The Culling

We are committed to ongoing, community-focused development. Our goal is to provide a game that is as optimized, bug-free, and safe from cheaters as possible. Beyond that, we are balancing the game and adding new features based on input and requests directly from the community. If you'd like to get in on the action and share your ideas and opinions, please visit our website for more details.



Features

Game Modes

The core of The Culling is an online 16-player battle royale, played solo or in teams of two. Matches last approximately 20 minutes, with deadly poison gas slowly constricting the arena in the final stages. The winning player (or team) is the last left alive.


With no respawning on death, you have to make every action count. Play too cautiously and you won’t be prepared for the final clash at the end of the match, too aggressively and you might not make it past the first few minutes. It takes the right mix of skill and strategy to survive.

Custom Matches

Keep your friends close and your enemies closer as you orchestrate your own private matches of up to 16 players. Your competition, your rules, your Culling.

Weapons and Combat

The Culling focuses heavily on melee combat. Use jabs, charged swings, blocks, and shoves in a system that’s simple learn, but requires practice to truly master.


There are dozens of melee weapons in the form of blades, axes, bludgeons, and spears. Weapons are divided into tiers based on damage, from the lowly crafted stone knife to the mighty Sledgehammer. Different weapons types also apply different wounds, which factor into combat strategy. All melee weapons can be thrown, adding the potential for ranged combat in any encounter.

There are a variety of ranged weapons, including bows, blowguns, and even firearms. A gun isn’t a guaranteed kill, however, as ammunition is in short supply and ranged players can be disarmed by melee strikes if they don’t keep their distance.

Traps

Players who thrive on outwitting their enemies can sample from a collection of traps in the form of snares, mines, remote-detonated explosives, caltrops, and punji sticks. Matches are fast-paced, so sneaky players must lay their traps in hot spots (such as near an airdrop landing pad) or use themselves as bait to lure opponents in.

Items

A wide range of utility items are at your disposal, with everything from backpacks to smoke bombs, run speed stims to stun guns, player tracking devices to bandages. You start each match empty-handed, so you must explore to survive. Inventory space is extremely limited, forcing you to think carefully about how you intend to play and what you want to carry.

Crafting

The Culling utilizes a unique crafting system that is very simple to use (no bulky UI-heavy inventory management) but still offers a wide range of recipes. Players can craft rudimentary weapons, a wide range of traps, and a handful of useful items, including bandages, satchels, and even body armor.

Perks

Each contestant chooses 3 perks before the start of a match. There are dozens of perks available, and they range from combat bonuses (increase the backstab potential of your blades) to crafting skills (reduce your trap placement time), to general utility (begin the match with a tracking device in your inventory).


All of the perks are available to all players from the start with no unlocking required. You can use perks to define and enhance your personal play style, whether it be focused on ranged, melee, or trap-based strategy. Advanced players will find helpful synergies between their perk load-out and their airdrop selection.

Airdrops

Players select a personal airdrop to call in during the match. Air drops are deadly care packages containing a predefined variety of weapons, traps and items. Be careful, because calling in an airdrop draws attention to you and can be stolen by other players.

Game Show Events

The Culling is the most popular game show in the history of the world, and for good reason. The show’s producers have devised events that take place at random during the match. If you choose to participate in these events, the rewards can improve your chances of winning, but don’t be surprised when other players arrive to challenge you.

FUNC

Flexible Universal Nano-Compound, or FUNC, serves as the primary in-game currency. You spend FUNC to craft, call in personal airdrops, and open certain types of item chests. FUNC is gained through combat and exploration.

Character Customization

Players can customize every aspect of their appearance: Hair, Clothing, Skin Tone, and Gender. There are hundreds of unlockable items.


The Culling also features customizable Taunts, Victory Celebrations, Culling Cards, and Weapon Skins.
In all, there are over 1,500 cosmetics to unlock.

Audio

The Culling places a heavy gameplay emphasis on audio. Making noise by sprinting through the jungle crafting items, slamming doors, and engaging in combat will draw the attention of nearby contestants.


Using audio cues to locate opponents and using the crouch mode to conceal your movements add tremendously to the game’s suspense and immersion.

Tutorials and Offline Training Mode

The Culling can be intimidating for new players, so we’ve included a basic tutorial and a training range to help you get your feet wet.


If you’re still not ready to face players online, there is an offline practice mode against basic AI-controlled bots that will allow you to practice in a low-pressure situation.

Player XP and Leveling

As you compete online in The Culling, you earn XP, which levels up your character and awards you Cull Crates full of new cosmetics. The better your performance, the faster you progress.

Leaderboards

The Culling features seasonal leaderboards, which showcase players with the most wins, most kills, and best ranking. Ranking is determined by an aggregate of your 10 best match scores for the season. Leaderboards are regional and split between Solo and Duo modes.

Mature Content Description

The Culling contains Intense Violence, Blood, Suggestive Themes, and Drug Reference.

System Requirements

Windows
SteamOS + Linux
    Minimum:
    • OS: 64-Bit OS Required: Win7 SP1, Windows 8.1, or Windows 10
    • Processor: Intel Core i3 560 / AMD Phenom2 X4 945
    • Memory: 4 GB RAM
    • Graphics: DX11 GPU with 1GB VRAM: NVidia GTX 460/ AMD Radeon 5850
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 8 GB available space
    Minimum:
    • OS: 2.7 or higher
    • Processor: Intel Core i5 4th Gen (4xxx)
    • Memory: 4 GB RAM
    • Graphics: DX11 GPU with 1GB VRAM: NVidia GTX 460/ AMD Radeon 5850
    • Network: Broadband Internet connection
    • Storage: 8 GB available space
    • Additional Notes: SteamOS is supported, other Linux distributions will have minimal tech support

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