About the Game
Rise up. Fight back.
Gear up to fight your way through the ranks of an insidious cult. Their wretched minds twisted by the will of an unseen entity, you'll find just as much lead flying back as you dish out, so you'll have to run, slide, dodge, and make use of your environment to survive in this old-school-inspired shooter.
CULTIC: Chapter One includes 10 maps full of blood, grit, and of course, cultists. After completing the story, you can test your skills in the wave-based Survival Mode, also included with Chapter One.
Get a taste of Chapter Two with the Interlude story map, and then finish the fight with the Chapter Two expansion DLC!
CULTIC gives you the freedom to approach combat your way. You can run in guns blazing, running, jumping, sliding, and dodging to keep out of harms way. If you prefer a slower approach, you can lay traps, let your enemies come to you, and pick them off from the safety of cover. Maybe you prefer to weave in between your foes, leading their attacks towards each other, and turning them against one another. With a full arsenal of mid-century firearms and explosives, you'll be well equipped to slaughter everything in your path - provided you don't get slaughtered first.
Combat in CULTIC is fast and deadly. Well-placed shots can take your enemies - and yourself - out of the game quickly. Keep on the move or stick to cover, and use your arsenal wisely to stay alive as you fight your way through cult territory.
CULTIC was styled to feel like a throwback to the shooters of yore, but with the advantages of a modern engine, such as physics, lighting, and a fully 3D game world. The gameplay, audio design, and art are all stylized to create a unique experience.
Screenshots
9 imagesVersion Information
Steam Patch Notes
Official update history
Hello all!
Hope all of the new players that picked up CULTIC over the Holiday Sale are enjoying themselves! Thank you for the support and for taking the time to check out my game!
Got another quick little patch to fix a few minor issues. Full details below!
Fixes
Added a fix that should allow players to use Custom Loadouts to properly use the pitchfork and hatchet together. Since CULTIC's weapon system was only designed for a single alternate weapon per slot, this does come with the caveat that players can no longer equip their Fists if they have both a pitchfork and a hatchet, as they will occupy the primary and alternate slots.
The Thompson pickups should now properly glow like other pickups
The books in the bookstore in Cultmas should no longer glow like they're readable.
Disarmed TNT traps should long be able to be picked up if TNT ammo is full
An occlusion issue in E2M7 Fairgrounds was fixed
An area in E2M7 Fairgrounds was blocked off, where players could jump into a spot that was difficult to jump back out of
An issue where the outdoor segment of E2M10 Manor was not occluding out has been fixed
A minor texture issue in E2M10 Manor was fixed
Hello all!
Hope everyone had a great holiday. I've got a small update with some fixes and changes for ya. Full details below!
Changes
The Rotten (swamp zombies) can now be burned. Originally I had set them up to be immune to burn damage since they're sort of slime-y enemies that are able to melt and reconstitute themselves, but the intention just hasn't translated well and isn't an important enough feature that it's worth confusing players over. Humorously, since Rotten are extremely weak to explosive damage, the small amount of explosive damage that molotovs do on impact can be enough to splatter them on some difficulties.
The glow effect on pickups has been changed to not make use of a secondary material, which should be a pretty big reduction in triangle count in some areas, as the voxel meshes are fairly heavy, and the secondary material was guaranteeing at least one additional render pass, which has been eliminated now.
The "Quick Axe Throw" tertiary fire for hatchets has been slightly nerfed - hatchets thrown using this option will only throw at 75% force, slightly decreasing their range and damage.
The voxel corpse pile in E2M4's Condemned Material chute has been removed and replaced with a simpler "gore pile". This map is heavy enough as-is and that voxel prop was contributing a fair amount of tris to the overall render
A handful of additional voxel meshes were optimized to reduce their triangle count
Fixes
The "Invert Gamepad Y" option should now properly apply when loading into the game
One of the corpse prefabs has had its LOD's fixed so that the voxel mesh will render properly instead of being invisible
Some of the "mass grave" corpse pile meshes have been adjusted to not be floating/intangible - since these meshes were reworked to significantly reduce the triangle count, this resulted in the positioning of some of the existing prefabs to be off
A weird intermittent rendering issue with the waterfall in E2M3 has been fixed ... maybe? It's not happening anymore for me, at least, but it was unreliable to reproduce in the first place
Buying ammo in the Survival Shop should now properly update the player's visible total on the HUD
The "Press <x> to Continue" message on the Survival Results screen should now properly show gamepad glyphs when the player has them enabled
The light glow quad on street lamps should now properly billboard again
A missing check message on a door in E2M2 was fixed
Hello all!
Wanted to get another little fix out before I power down my brain and sleep for a week!
Changes
Submitted a request to Steam to set the default Proton version for CULTIC to 10.0.3, which they were able to do for me. This is a band-aid for the click-and-hold issues until there's an official fix from Unity for this Linux issue or I'm able to otherwise figure out what the root cause is
Fixes
Fixed an issue where getting grabbed by a Creep while in the middle of a throw would lock the player in a "throw state", disallowing weapon changing and other actions
Fixed the paint job on a very rusty truck in E2M1
Hello everyone!
Got a small hotfix for ya - this one felt important enough to push to the main branch instead of going to beta for awhile first, so hopefully I didn't explode anything
Changes
An optimization pass was done for E1M1 to try and alleviate performance issues in the map, particularly near the spawn.
Several voxel meshes were optimized to reduce their triangle count
Fixes
A workaround was put in place for the issue some players were experiencing where players were getting stuck unable to climb ladders. I'm hoping to narrow down the actual cause at some point, but hopefully this fix will at least get players back on the heels of the cult!
EDIT: A quick hotfix was pushed for this branch to un-break the Survival pause menu that I managed to break
Hello all!
I got a few more minor issues reported and wanted to get a patch out for them while testing continues on the Unity 6 engine upgrade.
Details below!
Changes
The cooldown for picking up thrown axes has been reduced to make them a bit less awkward to retrieve
The Menu key (Escape/Start) can now be used to exit the Automap
Fixes
A potential fix was added for edge cases where players switched to the beta branch during the Manor but before they retrieved their gear, where the upgrade table stored in the gear was not lining up with the adjusted upgrade table size.
You should be able to properly Zoom In / Out on the Automap once again. It seems that somewhere along the Unity upgrade chain, the scale that mouse wheel deltas are reported in was changed, so it was technically zooming, but in barely perceptible amounts!
You should no longer be able to cancel out of the Game Over menu using a gamepad
The Automap should now properly rotate on gamepad
A few instances of gamepad glyphs failing to load have been fixed
Some erroneous textures on E2M9 were properly assigned materials
A discrepancy in the sawed-off reload speed has been fixed, so the alt-fire should cycle at the same speed regardless of whether you're holding the fire button down or not
The "infinite reload" on the C96's new burst fire has been fixed
An erroneous "Check" message on a door in E1M3 has been fixed
All options on the Accessibility menu should now properly reset to their default values when prompted
The FPS counter has been arranged lower on the HUD canvas, so that it should lay behind the fader backdrop when the weapon wheel or automap are open.
EDIT: An additional hotfix was pushed to fix an issue with this beta branch where weapon upgrades may not have loaded correctly due to a change in the size of the weapon upgrades array. This should now be fixed - you should be able to load your saves and have your upgrades properly load in, as long as you didn't overwrite your old save with a beta branch save where the upgrades weren't loaded properly. Sorry for the inconvenience!
Hello again everyone!
I had to update CULTIC's game engine version, which meant updating from the 2021 LTS version of Unity to the current version - nearly 4 years worth of engine updates all at once! This was done in order to properly evaluate the potential for ports, since that's not the kind of thing I wanted to dig into while being 4 years behind on engine versions.
There were some fairly significant changes to the physics engine with the update to Unity 6, which broke some thrown weapons and some of the "player teleport" triggers and events. I'm pretty sure I caught all of these and got them fixed - I did a full playthrough of Chapter One and Two and was able to play through the whole game with a couple of tweaks, so everything -should- be good to go, but with such a huge change for the game/engine, I wasn't comfortable pushing this all to the main branch, especially since I'm going to be away for a few days, so I'm pushing this to beta instead.
Full changelist below!
Additions
A few shotgun shells were added to the Haunted Dungeon in E2M7 to help with all of the armored enemies
Changes
CULTIC's engine version was updated from 2021.x to 6.000.x
Thrown physic object velocity assignment was slightly tweaked to work more reliably with Unity 6's PhysX API. This shouldn't result in any noticeable changes
The C96 has had it's base capacity increased from 10 > 12, and the upgraded capacity increased from 15 > 18, in order to make the burst fire more useful and not have any leftover rounds.
The speed of the C96 burst has been significantly increased
Specular "shininess" was removed from a few materials, as Unity 6's default specular shader was causing some materials to be much shinier than intended.
Fixes
Enemies should no longer be able to re-ignite after burning once, which was causing issues where kills were being counted twice, especially problematic in Survival.
The E1M6 tank hatch hitboxes were expanded to make the TNT dunks easier
Decorative corpses should once again play a splatter sound when being destroyed
Global volume overrides are properly reset when starting new games, so the new Chapter intros weren't starting with lowered volumes from credits/results screens
Changing the Automap color should now properly affect the entire revealed map
The Automap should no longer have data bleed over from previous maps into the next map, with the data buffer being properly cleared between maps
Hello all!
I'm really hoping this is the last major patch for this beta branch and it can move on to the public branch, but I crammed some pretty significant changes in here so I expect there are probably gonna be some edge cases (or not-so-edge cases) that I missed when testing stuff out. Fingers crossed, but as always, let me know in the Bug Reporting forum if something is amiss!
Changes
Burn Damage has been completely rewritten for all non-boss enemies. Previously, burn damage was applied against an enemy's "burn threshold", and if that value exceeded their current HP, they entered a burning state. This system seems to be a bit more confusing than intended and can also result in molotovs/flares/etc. sometimes feeling like they aren't dealing any damage, if the enemy has a high enough burn threshold / enough health to withstand the burn damage. The burn damage model has been changed so all burn damage is now applied as basic damage, and if the burn damage deals the final fatal damage, the enemy will ignite. This has a few advantages:
An enemy such as a Peacekeeper or Harvester who is hit with a molotov/lantern/etc. will take continuous damage, and even if they don't take enough damage to fully ignite, they will still have taken a ton of damage from the flame particles and be easier to finish off.
Enemies can be started burning with flame weapons, and then hosed down with damage from other weapons, which will whittle away their HP on top of the fire which is also burning away their HP, so a tough enemy such as a Peacekeeper who would normally soak up an entire molotov, could be made to catch fire by dealing a little bit of extra damage while he's burning. You could do this with the old damage system but less efficiently.
Enemies will not be able to put themselves out by jumping into water, since they have to be at 0 HP to ignite to begin with. Enemies that are currently burning from a flame weapon that jump into water will not take additional burn damage until they leave the water, but if they're already in their burning state, it will still be fatal.
Players using the "Show Damage Numbers" option will be able to see a more straightforward representation of the damage enemies are taking.
Enemies that are immune to burn damage will now immediately extinguish any flame particles stuck to them, making it more apparent when fire is ineffective against them.
The Harvester now aims his hook near the top of your collider, meaning that it can be reliably crouched under now - just make sure you crouch after he throws the hook - if you crouch early, he'll just throw it at your head's crouched position instead.
The Harvester's Hook travel speed has been slightly reduced
Selecting a Custom/Map Loadout from Scene Select and starting on The Manor will now cram the selected loadout into the player's Stolen Gear, while still spawning the player with no equipment.
Chapter Start Maps (E1M1, E2M0 "Interlude", E2M1, etc.) will no longer forcibly wipe the player's loadout, so you should be able to use Custom/Scene Select loadouts to start a new run of Ch.1/Interlude/2.
Fixes
Mopped up some outstanding instances where the Screen Shake/Tilt settings weren't being applied, resulting in screen shaking/tilting even when turned to zero
Custom Loadout Ammo sliders for Shotgun/TNT/Molotovs have been fixed to have the proper max values
Using the "Load Saved Loadout" function for Custom Loadouts should now properly apply upgrades from that save file
The player's bullet tracer origin was fixed on a few weapons where it was spawning in an improper location
Damage Numbers, when enabled, should now properly reflect burn damage
Infested Armor/Arbalist enemies now properly take impact damage from Incinerator projectiles
Enemies that were in a burning state when the game was saved should now properly load in dead
EDIT 2 --
Another small hotfix to apply the automap fix to Manual/Most Recent loads, rather than just Quickloads
EDIT --
A small hotfix was released to push this to v.201d to fix an issue with messages getting cut off. Didn't think it needed it's own post, so I'm just adding it on here!
Hello all!
Hope everyone is enjoying Chapter Two and having a great spooky season so far!
Had to pause Ch.2 patches for a bit as I worked on an update for Bonerooms for a charity stream, but now I'm back to work on getting the Automap Beta ready for the main branch!
There are a few significant changes and additions, full details below!
Changes
The Flare Gun now has 3 charges instead of being single-shot, and has a new sprite and reloading animation to boot! Due to this change, some flare guns may be removed in the future (such as the third flare gun in Old Town) to balance the newly available charges
The finale segment in E2M2 Newbrook Shopping Center has been re-configured so it no longer involves an ongoing sequence, allowing saving to be possible.
System/Pickup messages have been completely overhauled and now include some fancy icons, color coded highlights, and a priority system so that some messages like Secrets Found and such will stay visible longer and not get pushed offscreen.
[img src="{STEAM_CLAN_IMAGE}/41046128/7eb8a94a51f017c49bac517d2386bfe498ef10f0.png"]
Trying to Quicksave when saves are not allowed will prompt a unique error message with a sound prompt.
Peacekeepers are now guaranteed to drop a loot item, and will drop either a First Aid Kit or a full SASG.
The "Spawn Aggression" in E2M6 (Old Town) has been lowered, so enemy groups will spawn slower with longer cooldowns. This nerf to the spawn routine is more significant on lower difficulties.
Fixes
The Automap should no longer wipe itself after save/loads - map colors were being correctly loaded from file, but the actual byte data was not being applied, so it appeared to keep your map data after one load, but it would be lost on the next save/load.
Snow should no longer be visible inside the Haunted Dungeon on E2M7
Occlusion data has been rebaked for E2M7, which should hopefully clear up a significant culling issue.
Hello everyone!
Thanks to everyone who has taken the time to check out the automap and leave feedback! I've got a small patch out now for the beta branch with a few minor tweaks.
If you run into an issue where your map exploration data isn't saving/loading properly, and can replicate it, please drop a thread in the Bug Reporting sub-forum and let me know! Had a couple of reports of that but I haven't been able to replicate it on my end.
Discovered secrets are now marked on the map
Map Details / Stats are now shown on the map screen
"Map Custom Marker" is now rebindable on M+KB
"Map" is now rebindable on M+KB
The Map Mask now defaults to the smallest size to avoid confusion in smaller, unexplored areas
The final boss' weakpoint should properly emit blood particles instead of dust puffs
Hello all!
Got another hotfix out on the beta branch! I wanted to squeeze these fixes in before I dove into the Automap fully, since I won't be able to as easily push stable builds out with the in-progress Automap and incomplete code and such. There are a few bits of code pertaining to the AutoMap in this hotfix already but they shouldn't cause any problems... hopefully.
This hotfix is mostly bugfixes and a small adjustment to everyone's favorite officer of the law!
Changes
The Peacekeeper's "stun threshold" has been lowered from 80 to 45 (For reference, a tackle without a shield deals 15 "force" damage) With this change, it's much easier to stun the Peacekeeper, making aggressive playstyles more viable with him, as it's more feasible to stun him out of attacking, especially if using shotguns or other high-force weapons.
The Peacekeeper's delay between aiming and firing during his stationary shotgun attack has been slightly increased on all difficulties
The Peacekeeper's walking shotgun attack has had the total shots reduced from 6 to 4
The "Double Tap Dodge" option now has an accompanying slider for the window in which the double-tap is considered valid, so players can adjust this to where they don't accidentally trigger it as often.
Tower Shields should now be able to block all melee attacks
Tower Shields should now be able to block and cancel a Harvester's chainsaw attack, but it will instantly destroy the shield.
"Prop Sniping" Achievement now applies to all thrown objects, not just the wooden chair.
Fixes
Framerate Limitand Ladder Direction preferences should now properly save and load, not needing to be reset each time the game is loaded. (Edit: Tested the Framerate Limit after the patch went live and it's still not applying properly on game load - will have to revisit this one)Certain enemies that were supposed to be able to barrel through closed doors were not always doing so, which should now be fixed
A collider issue was fixed that prevented a secret from being accessed in E1M5
The buffed pickup values for shotgun/magnum ammo should now display correctly when picked up
Dropped unlit TNT/molotovs should no longer be able to be picked up if you are at capacity on them, and should properly refresh your HUD values
"The Gungineer" achievement was not firing properly before but should now. However, it will require another weapon to be fully upgraded before the game will try to unlock it again.
The total enemy count for Interlude should now be correct - the old 2D boss enemy was still counting towards the kill count despite being removed.
"Prop Sniping" achievement should now fire properly, and now includes all physics props, not just the wooden chair.
Fixed an off-hand edge case where you could reload one-handed weapons on a ladder if you had a shield equipped, which could lead to a softlock in certain situations.
"Heh heh heh ... Thank You" achievement should now unlock properly
Hello all!
Another quick hotfix has landed on the beta branch! My busy weekend is nearly over and I'll hopefully be able to throw more time at trying to replicate this weird invulnerable enemies bug and look over some of the signposting/navigation issues.
For now though, the first small ammo adjustments are in this patch, as well as some more boss adjustments!
Ammo Changes
Note: It seems I forgot to update the actual pickup message, which still shows the old values, but it should be actually giving you the correct ammo. Ill fix this in the next patch
Shotgun Shell Boxes now give 14 shells, up from 12
Shotguns and SASGs now give 6 shells, up from 4
Magnum Round Boxes now give 10 rounds, up from 8
All boss arenas (except for the final boss) have had additional resources added, including an additional mounted machinegun in E2M8 and E2M11 to help pad the ammo expenditure.
This is just a small set of adjustments to start addressing concerns about ammo, that should help overall levels of powerful ammo and help to prevent players from completely draining their resources on boss encounters. There's still more analysis I want to do, primarily on how often/well players are able to restock after large encounters, that I'd like to dig into before doing any large adjustments to placements or drop rates. Based on the feedback I've read, it seems like some of the larger fights are taking a serious toll on player's ammo reserves, and the restocks afterwards maybe aren't as generous as they need to be (vs. boss fight restocks) but I'm not for sure on that yet.
Other Changes
E2M8's boss has had their spinning attack adjusted, increasing the windup time, nerfing the tracking, and lowering it's range.
E2M8's boss has had the hit radius of the spinning attack greatly reduced, as it was far too big and causing hits that should not have been counted
The bazooka now deals 400 damage, up from 150. Make sure you're nowhere near that explosion! (worth noting that some enemies/bosses have resistance to explosions so the bazooka may not reflect full damage if you're monitoring Damage Numbers)
A vent in E2M11 that was difficult to climb into if you weren't running has been slightly adjusted
Hello all!
One more quick hotfix for today on the beta branch! With this, the previous hotfix (v2.0d) has gone to the main branch.
Fixes
A projectile collision math issue was resolved which should make collisions against compound colliders (ex: 3D bosses) much more accurate - primarily fixes an issue making weakpoint shots against certain bosses really inconsistent
The teddy bear in E1M5 should now properly stay in its intended position instead of tumbling into the water, making it difficult to find
Current Release
Build 24741448
Uploaded Aug 15, 2026
System Requirements
How to Install
CULTIC.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
8A3FDBEE
9baf2060178ee3fc9c0f1b3dc279f62c012ab6632199e1c3bfb4319e238eac1a
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