After playing Cultist Simulator
for 14 hours I planned to discard it into the Did Not Finish abyss.
But 14 hours is enough time to feel the creeping force of a
malevolent being invading the mind (so it gets its own full review).
Released in 2018, Cultist Simulator was developed by Weather Factory, an indie studio run by Alexis Kennedy. Among his other projects, Kennedy founded Failbetter Games, the developer behind Sunless Sea. The tone, its mysterious gloomy sense of impending doom is comparable. Beyond that, the mechanics diverge significantly.
Cultist Simulator is a card
management game. The player plays a protagonist slowly drawn into
occult mysteries. They collect cards to deepen their understanding
and immersion into forbidden knowledge. Cards represent objects,
ideas, feelings, acquaintances, secrets, resources, or enemies.
Cards are placed in slots, like Work or Time Passes. Over the course
of a few hours the player acquires a vast trove of cards. The number
of slots increases gradually from one to two, two to four, and four
to eight. The increase ceases around ten. But, by the late game,
the player owns dozens of cards. With nowhere to place them, they
are rendered useless. The player is left with a collection of
cluttering, unnecessary cards.
Most cards are returned to the player
after they fulfill their purpose in the slot. The player repeats the
same processes to earn more resources. For instance, the player
needs to constantly put an appropriate card into the Work slot to
earn Funds (Without Funds the protagonist succumbs swiftly). The
Work card is on a 60 second timer. The player needs to enact this
action once a minute, sixty times per hour. What tedium! The player
needs to learn more complex combinations to initiate members into the
cult, to avoid despair, to evade enemies, and to acquire occult
knowledge. Cultist Simulator is a complex solitaire of
repetition, a task master that forces the player to learn
combinations to collect stuff. But after acquiring that elementary
stuff the player needs to learn more combinations to obtain more
stuff. It is a repetitive and tiresome combination that requires the
player to perform the same interactions dozens, if not hundreds of
times, merely to stay afloat, or creep a bit closer to the shadowed
light.
Establishing a cult is the mid-game in Cultist Simulator. Before the player can establish their demented band of initiates they need a hint of a mystery and a bit of cash. Maybe a skill or two. An obsession allows the player to initiate the naive. With Funs the player buys books filled with lore. With cultists they ransack arcane locations for more stuff (lore, artifacts, hideouts).
As they creep through the physical
world, they explore the dreamworld, examining the unconscious
mysteries of the universe. Lore is one of those things that isn't
explained and the player needs to figure out the alchemical process
to combine them to create more powerful lore. Different types of
lore interact differently with each other. Even with all this time,
I'm still uncertain about the exact properties of lore.
These are neat little transitions. They do become repetitive, because Cultist Simulator doesn't include enough detail to come up with more than a few options. Despite this appearance of connective tissue, each character doesn't carry anything over from past characters. Death is a slate (deck) clearing event.
So establish a cult, maybe, but with no
instructions. Cultist Simulator at first seems like an
esoteric choose your own adventure, but it is strictly regimented.
The minimal story feels detached from the card gameplay elements.
With its limited explanation, the experience feels opaque. Even
after six hours rules are obtuse and unexplained. The developer is
perfectly willing to let you drown to death in the fluid of your
diseased lungs, or insane brain, over and over again. At 13 hours I
was still asking myself, “What is the goal,” and “How do I
win?” I began to wonder if it felt repetitive because I was
playing too safe. I considered riskier strategies, but discarded the
idea. If risks led to death, I would be forced to start over with
nothing. It took hours to acquire resources. I didn't risk my
current resources for an uncertain payoff. But, I admit, with risks
Cultist Simulator is boring.
If only a learned Magus would teach this poor novice the secret to playing this implacable game.
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