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Cultist Simulator

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Cultist Simulator

In a 1920s Lovecraftian horror setting, the player amasses and expends human and nonhuman followers alongside occult texts and tools, in discovering and then pursuing any of a number of wildly differing paths to immortality, while carefully avoiding deaths arising from starvation, despair, madness, or the attention of powerful adversaries. The game is experienced through an array of playing cards moved about on a tabletop, with cards occasionally pulled from a map representing a transcendent reality accessible in dreams.

Success requires partial familiarization with an intricate "Secret Histories" mythology invented for this game and for connected Weather Factory projects "Book of Hours" and tabletop RPG "The Lady Afterwards." Reviewers praised the game's writing, while others criticized its pacing.

Gameplay

As the game progresses, new action buttons can appear. Some of these are beneficial, adding more options that players can do, such as Study, Talk, Explore, or Dream. Other action buttons are a detriment to the player's progress. For example, players will eventually get an action button that reflects the passage of their character's time in the game, which will automatically consume wealth cards; should the player have no wealth cards when this action's timer completes, they will gain Hunger cards, which leads to a chain of cards and action buttons that can lead to the death of the character. Some cards, often generated by action buttons, also have timers attached, either which they will burn out, or may revert to a different card type. The game takes place in real-time, but the player has the option of pausing the game to review cards and actions, and to place or collect cards from the board. The game ultimately has many different parallel victory and failure conditions, both based on "sane" and "insane" routes that the player's character may uncover. Cultist Simulator represented the studio's first game and an experimental title that they could produce quickly with minimal costs. Humble Bundle published the game.

The use of card-driven narrative systems was already something Kennedy was familiar with through Fallen London. Kennedy said that a card-based approach helped to make concepts tangible and allowed players to organize the cards as they saw best fit. Kennedy launched the Kickstarter in September 2017 and pushed the release date into May 2018; the Kickstarted succeeded in obtaining of its target fundraising goal. The game was released on 31 May 2018 for Microsoft Windows, macOS, and Linux systems.

Kennedy extended Cultist Simulator through downloadable content following the Paradox Interactive model. A free update released on 22 January 2019 includes an extended end-game, where the player is challenged to take their successful cult leader and elevate them into a godlike state. Two additional DLC packs, "Priest" and "Ghoul" were released in May 2019, alongside the Cultist Simulator: Anthology Edition which includes the game and all DLC content in a single package. In May 2020, a DLC named "Exile" was released, which traded the base game's lore-researching and cult-building mechanics for flight across a map of 1920s Eurasia and North Africa from close pursuit by occult gangsters.

Published by Playdigious, ports for iOS and Android and were released on 2 April 2019. A port for Nintendo Switch titled Cultist Simulator: Initiate Edition was released on 2 February 2021.

Reception Cultist Simulator received "mixed or average" reviews from critics, according to the review aggregation website Metacritic.

According to Alexis Kennedy, Cultist Simulators sales surpassed 35,000 units within six days of release, which caused the game to break even and generate a profit in its first week. Its sales were similar in volume to those of Sunless Sea over the same period.

Notes ## References ## External links * * [Initial web-based prototype released in 2016](http://weatherfactory.biz/cs/main_ui.html)