‘A language is a dialect with an army and a navy.’
It’s time for some ART.
Marinell – Sir Marinell, to you – is a knight of the sea whose nervous nymph-mother Cymoent misinterpreted a prophesy that he would be mortally wounded by a maiden. She thus teaches him that LOVE is BAD and he is NOT TO PLAY WITH LADIES.
This is probably the question I’ve been asked most over the years, and every time as soon as I answer it I think of someone I’ve left out. So here’s a semi-permanent list that answers the question.
Cultist Simulator Updates you say? Shiny fixes you scream unnecessarily? That’s right, we have some spicy info to drop on Version 2019.5.a.1 of Cultist Simulator. That’s not even including the big exciting reveal at the end of the month, but ssshhh for now. Research Update! The most important thing you may notice is in relation […]
[This is a guest post from Nikhil Murthy, one of our mentees.] Hi, I’m Nikhil Murthy (twitter: @murthynikhil) and I make experimental video games. You can find my last one, The Quiet Sleep, on Steam and Itch. I’m currently working on a 4X game called Syphilisation in which you play one of a group of […]
In January, we’ll be releasing Christopher’s Build, the second major free update to Cultist Simulator. (Anyone following on the beta branch will see some of the updates well before January). Christopher’s Build – named for the urbane, devious, melancholy occultist Christopher Illopoly – is about two things: (i) Thing the First – making the game a bit shorter(ii) […]
‘Lore dumps.’ It’s not an attractive phrase. Bit of housekeeping first. I want to remember that most games are not written under perfect circumstances where writers see all their work go into the game in a perfectly executed way. Maybe someone wrote a series of dialogues with a companion NPC where the protag carefully teases […]
We took Cultist Simulator to Rezzed a week ago. Player-facing events are really useful for feedback. We got a very, very positive response, but again and again people fiddled with combinations that didn’t work. There’s a lot of trial and error, they said. Yes, I said, you’re right, and I want to reduce the amount […]
[I did this as a tweetstorm, but here it is as promised for people who prefer long form.] HELLO I propose occasionally to talk about the art and process of writing pithy game microtext at ironically unmicro length. So! you are about to get 2000 words on a 35-word description for one of the locations […]