When you hear the phrase ‘choices in games’, what do you think of? It might be this: or this: or indeed this: But equally it might be this: or this: Lots of choices! Where are you going to send your crew, what are you going to repair, should you teleport your boarding party home and […]
Category Archives: Cultist Simulator
Cultist Simulator: the Kickstarter Decision
A couple of weeks ago I was dithering over to run a Kickstarter in November 2016, before my BioWare contract, or September 2017 once I’d finished at BioWare. An earlier KS would mean I would know where I stood with funding, and could get a second shot if it failed; a later KS would be […]
CULTIST SIMULATOR: Next Steps and Release Date
BEHIND THE WORLD IS THE MANSUS. ITS CORRIDORS ARE THE ANGLES OF TIME. I spent my first month out of Failbetter building an alpha Javascript prototype of an experimental game, CULTIST SIMULATOR, to test out some mechanics and lore. My eerily insightful playtesters identified a lot of things that worked and a lot that could work […]
Cultist Simulator: recipes and bumping brains
This is a post about the Cultist Simulator systems, and also why you shouldn’t stay too deep in a bunker when you’re working enthusiastically on an idea. That’s something I’ve forced myself to learn: open production in a nutshell. But it can be difficult to remember. My strong inclination is to bunker up. I’m an introvert who ran a company […]
Putting the Open in Open Production: what I’ve been doing, 29th July
Someone asked me on Twitter if I could share the task list for Cultist Simulator. This made me a bit nervous, but things that make you nervous are good. So sod it, here’s the whole thing. If someone finds it useful, great! Cultist Simulator Live Task List A note, and two warnings. The note: […]
Cultist Simulator: Making Things Out of Other Things
This is devlog zero for Cultist Simulator. It’s not an announcement or anything: it won’t get any press cos everyone’s off at Develop, and, man, I don’t want press on the screenie below anyway. But I should talk out my ideas in public, and this is something to link to next time I need to explain […]