Cultist Simulator - Arabella Dusk
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 you’re 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 didn’t get on with Solomon Husher. A number of these things became clear in Book of Hours, which I recommend you play, if you hain’t 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 don’t have budget for DLC. We’re 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 here’s the letter.

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 one’s 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 Patron’s chill, and I began at once to fear the worst.

It didn’t come in person, of course – I didn’t 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 don’t want to spend my final days alone. Dagmar wanted to accompany me, but I know she will get emotional and I’m 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 shan’t tell you her surname because I don’t 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 Solomon’s 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. I’ll 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 Chione’s silence – after the Shouts. Perhaps I will even paint what was woven from Chione’s 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. I’ll 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 don’t 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 Celia’s shadow, and the Forge as the likely lad’s. I will paint myself as Winter, pining in the shadows or officiating at their union: Husher’s own paradox.

You fancy yourself an authority on the Sun’s 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 you’re 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 can’t guess the price those might fetch at an Oriflamme’s 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 Patron’s 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
Cultist Simulator - Arabella Dusk
"The language is knotty, poetic, wilful. It'll take some untangling."

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.
Cultist Simulator - Arabella Dusk
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.

Cultist Simulator - Arabella Dusk
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

"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."

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. ♥
Cultist Simulator - Arabella Dusk
"Chitinous cities embrace the Change, or struggle against plagues of leaf and amber..."

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 the HOUSE OF LIGHT expansion, 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.

What now? 

We're still working on BOOK OF HOURS localisation (in case you missed it, HOUSE OF LIGHT's now fully playable in Simplified Chinese) and various important but not terribly scintillating tech and bug support issues. But as AK says above, we took some time to take stock of where the studio is and what we want to do next. We've decided that, while we might come back to BOOK OF HOURS later, we've said what we wanted to say with it through HOUSE OF LIGHT. We'd like to leave it there - for now.

Currently, we're Fascinated by an idea for Game Three. We've spent some of the past couple of months prototyping the underlying tech system and art direction so we can share something that's reasonably likely to look like the final game. We need to do a bit more work before we can announce, but here are some tidbits we can share:

  • The game is set in the Secret Histories... but another decade on. The world has changed and keeps on changing.
  • It may appeal to AK's older audiences - from Fallen London and Sunless Sea - as well as Cultist Simulator fans.
  • It's a new genre we haven't developed before. It's a natural fit for the kind of stuff we do, though.
  • It's ambitious. And...
  • ...who's this?


We don't have a Steam page we can send you to (YET), but if you like what you see, follow our developer page on Steam and you'll be pinged when we announce it!

The Lucid Tarot

In other Secret-Histories-but-not-video-games news, our long awaited Lucid Tarot is finally out now on the Etsy shop.



Check out the store page, or read more about the intent behind the deck - and see a derpy Elegiast sketch - over on the blog.
Cultist Simulator - Arabella Dusk
"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.'"

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:

FOOD
Combine Ingredients, Sustenance, and Kitchenware items at the three Kitchen workstations to create nearly a hundred new dishes.



A WRITING-CASE
Once you've received this gift, you can record addresses from the calling-cards left by satisfied visitors; and write to these visitors to invite them back to the House.



SALONS
Place food and drink in one of the six Salon rooms, and then use the bell to begin a Salon. Do it right and you'll be rewarded with sparkling conversation... and Lessons.



MANUSCRIPTS
Use Paper, Ink, and a Skill to write a Manuscript based on that skill. These Manuscripts may be necessary to satisfy thirsts for specific knowledge in FURTHER STORIES. Lessons from Salons will help you improve those Skills and write more useful Manuscripts.



FURTHER STORIES
Once you've completed an Incident, follow it up in the Tree of Wisdoms. Visitors will need more specific help here - perhaps a book on a specific topic, or a specific book.



THE INSTITUTE
Look for the lighthouse, out at sea. When your Visitors are ready, use it to establish the true heirs to the Curia of the Isle.



BOOK OF HOURS is 30% off in a Daily Deal to celebrate, along with a 25% off all merch sale in the Weather Factory shop. I think that's everything that's relevant to Cultist Simulator, so - go forth! Be loreful! And if you don't at all care about any of this, I will now leave you alone! Good luck with the RNG gods in your next Cultist run. 🕯
Jul 26, 2024
Cultist Simulator - Arabella Dusk
"The Wood opens around me, but with my new eyes, I see another path now..."

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:

Cultist Simulator's coming to console!



Screenshots from the PlayStation dev kit

This is not a drill! Cultist Simulator is coming to Xbox and Playstation on 8th August 2024.  We partnered with Polish publishers Klabater because a) they clearly know what's what and b) we love the Poles. (I used to date one and AK used to live there. One winter's day his hair literally froze into icicles.)

Cultist Simulator's console UI is heavily based on Playdigious's excellent rework for the Nintendo Switch, which we think is the best way to transform a fundamentally clicky PC-first game to a controller-friendly game. So here are the key details to know:

  • Launch date: Thursday 8th August 2024
  • Platforms: Xbox One, Xbox Series X|S, PlayStation 4, PlayStation 5

Versions and prices:

  • Initiate Edition (game plus mini DLC: Cultist Simulator + Dancer, Priest and Ghoul DLC) - $24.99 / €24.99
  • The Exile DLC - $9.99 / €9.99
  • Anthology Edition (everything together: Cultist Simulator + Dancer, Priest, Ghoul and Exile DLC) - $29.99 / €29.99

Wishlist the game today if you're interested! Click to wishlist on....



Perhaps some people reading this have had enough of being nice and homey in BOOK OF HOURS and want to start a new run of hubristic Lovecraftian fun. Maybe you want to go through the game to find something AK wrote that's even more upsetting than Marinette's story. Perhaps you just want the colours beneath the skin of the world. Whatever your motivation, I hope you pick Cultist Simulator up on your platform of choice next month. It's the first time we've ever released any game on console (including any of our work on Fallen London or Sunless Sea) so we are excited! Excite alongside us, if you like. ♥

(Also, more news on the Lucid Tarot and BOOK OF HOURS updates on the blog, if you're interested in other Weather Factory news.)

Cultist Simulator - AK
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.
Cultist Simulator - Arabella Dusk
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!



A few things to note:

  • All data we're using is publicly available. We don't have any insider knowledge, other than experience making games ourselves!
  • The 'Popular Upcoming' list on Steam is region-specific, so if you're not in the UK you may see a different list. There are loads of games in 'Popular Upcoming' that are never mentioned by traditional games press or streamers. Hopefully you'll discover some games you've never heard of that you actually quite fancy playing.
  • We'd love you to join in if you'd like to. If you want to guess any Week 1 review numbers, just leave a comment on the video. You can be smug in the next video when we recap what actually happened against our predicted numbers.
  • This isn't a value judgement on any of the featured games. We're just looking at data and talking about what it might mean.

Good luck to all games mentioned! We hope your launches - which are by far the scariest part of game dev - go brilliantly. And happy culting, everyone else!
Cultist Simulator - Arabella Dusk
“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…”

“…There are, however, exceptions.” It’s Cultist Simulator‘s sixth birthday today, so let’s 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. It’s 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 here’s a whirlwind tour of just under a year’s game development, starting with the most important part of all: the What Even Is This Javascript Greybox Prototype.





People who’ve played Cultist Simulator will recognise a surprising amount in these early prototypes. The art direction isn’t there – AK is definitely theme and mechanics first, ‘colours’ second – but the game’s 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). I’ve 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. It’s just difficult for him to explain it and for anyone else to see inside his head. I’m now well-versed in the two to six months of trust where I have no idea what this game is that we’re 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.
...

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