The next release, the Explorer’s Build, contains – we think – all the major game mechanics. We’ll be adding and tweaking for another few months – and balancing! especially balancing – but here’s where the Expeditions mechanic is now.
Expeditions are, as you know, what crazed occultists mount to seize monstrous treasures from the lightless depths of adjective-haunted nouns. In Cultist Simulator, you’re playing the kind of villain that Indiana Jones will probably foil, although CS has no Indiana Jones… yet.
This is all WIP, bleeding-edge development build stuff. It also includes spoilers, so look away if.
I know these would be more compelling as gifs, but it’d have taken me three times as long to do, and I want to add Curses to the system before the end of the day! So:
We begin with the distant promise of Fort Geryk, with its attractive placeholder art. It’s in the Evening Isles, one of the tougher areas to go on Expeditions. Note that the Evening Isles are not necessarily or exactly the Caribbean. There’s more than one history in Cultist Simulator.
Expeditions need Funds and Followers. They’re a pretty significant investment of resources. but the rewards are worth it.
Familiar faces! That’s Neville and Valciane down the bottom, added to the slot, and I’m adding a summoned spirit too – one of the Hinter.. You can send summoned beasties on Expeditions. They may be too effective, may spirits, so some locations may have wards against specific beasties so you have to fall back on mortals.
….or, if you don’t have access to development builds from the Kickstarter or the early-purchase Perpetual Edition, wishlist here