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Cultist SimulatorNewsThe Mansus Has No Walls
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The Mansus Has No Walls

Cultist Simulator · published 31 May 2024, 12:45 UTC

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“In the Mansus, the Hours strive one against another. As the struggles are resolved, they iron out the impossible, exalt the possible, tie the fraying braids of what has been into one golden ribbon of future. Everything is resolved. History becomes the past…”



“…There are, however, exceptions.” It’s Cultist Simulator‘s sixth birthday today, so let’s make an exception for her. This quote is from a high-level Secret Histories fragment called ‘Unresolved Ambiguity’, and it could absolutely be a metaphor for game development in general. Cultist could have been a hundred different games, but it ended up consolidated in the one it became (and the one it evolved into, after years of post-lauch DLC and updates). You may remember that we made Cultist Simulator in 11 months, with a budget of around £150,000. It’s now reached somewhere between 850,000 to a million people, making some serious allowances for chaotic data like Humble Bundles and Amazon Prime. So in honour of her birthday here’s a whirlwind tour of just under a year’s game development, starting with the most important part of all: the What Even Is This Javascript Greybox Prototype.

People who’ve played Cultist Simulator will recognise a surprising amount in these early prototypes. The art direction isn’t there – AK is definitely theme and mechanics first, ‘colours’ second – but the game’s Cookie Clicker influence is particularly apparent, as are important other factes of the final game like verbs (Study, Dream, Work…), timers (45s countdown for ‘The body has its needs…’) and resource-based storytelling (Secret Histories 1 + Occult Scrap 1 = Recruit an Aficionado of Conspiracies). I’ve worked with AK since 2015, when we met at his previous studio, and he always has a weirdly clear idea of what the game will be at the start. It’s just difficult for him to explain it and for anyone else to see inside his head. I’m now well-versed in the two to six months of trust where I have no idea what this game is that we’re apparently making, before it all falls into place. That moment for Cultist was this updated prototype, where you could first see the basic card interface:

I get it now! I see what all those grey buttons on their grey backgrounds represented! This gives me a lot to work with – I can now see what needs to be artified – while being flexible enough for AK to still be able to play with basic mechanics and the all-important recipes at the heart of the final game. Looks recognisable now, right? But where it really comes to life is when AK and Catherine Unger, our brilliant freelance artist, settled on a suitable art style:

It now looks so much like the real Cultist Simulator, but with enough difference, to trigger a bit of sense of the uncanny valley. I still mourn those stick-timers on the verb tokens, for instance! But this was where people really started to sit up and take notice of the game we were about four months out from completing. So with a bunch of hard game dev, which looks in real terms like this…

…Cultist Simulator, as we know and love her, was born. HAPPY BIRTHDAY, GAME ABOUT PEELING BACK THE SKIN OF THE WORLD! We all really love you.* ♥

*Apart from Dread. Nobody loves Dread.

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In-game event7 Oct 2025Update 2025.8.f.4 "FULGENTIUS"2025.8.f.4 FULGENTIUS · Fixed a bunch of Steam Deck issues that slowly accumulated over time (and resulted in Steam Deck version becoming effectively unplayable). · In-game input hints now properly update once the relevant keybinding changes. · Consistent font size for all input hints. · The Mansus screen can be navigated with the keyboard. · Fixed some errors in Russian localisation. · Fixed t…Community5 Jun 2025Spanish and French OUT NOW!"Somehow I can read the words in sufficiently bright light… There's something about the sounds that sharpens the soul." Like the title says: Cultist Simulator and all DLC is now fully playable in beautiful, beta’d French and Spanish! Thank you so much to everyone who helped test the game in either language over the last month. We really appreciate it. We’re running a Daily Deal on Cultist Simul…Community30 May 2025The Skeleton Light"It's not a loop - it's a spiral!" That's Alan Wake, in Alan Wake 2 . If you try to attribute the quote in the normal way, you get this: "It's not a loop - it's a spiral!" - Alan Wake, Alan Wake 2 which looks ineluctably like a typo. Anyway, spirals. Tomorrow is the seventh anniversary of the release of Cultist Simulator . A couple of thoughts about how we got here from there, and how we got th…