Info about Cultist Simulator:

Official game description:
_Cultist Simulator_ is a game of apocalypse and yearning from Alexis Kennedy, creator of _Fallen London_ and _Sunless Sea_. Play as a seeker after unholy mysteries, in a 1920s-themed setting of hidden gods and secret histories. Perhaps you're looking for knowledge, or power, or beauty, or revenge. Perhaps you just want the colours beneath the skin of the world.
In this roguelike narrative card game, what you find may transform you forever. Every choice you make, from moment to moment, doesn't just advance the narrative - it also shapes it.
Become a scholar of the unseen arts. Search your dreams for sanity-twisting rituals. Craft tools and summon spirits. Indoctrinate innocents. Seize your place as the herald of a new age.
In this 20-40 hour game, you'll:
*   _Combine cards to tell your own story in a rich, Lovecraftian world of ambition, appetite and abomination._ Corrupt your friends. Consume your enemies. There is never only one history.
*   _Found a cult, dedicated to the Red Grail, or the Witch-and-Sister, or the Forge of Days_. Recruit Believers and promote them to Disciples to serve as burglars, researchers, cat's-paws. Use your disciples to keep you fed - or feed on your disciples.
*   _Unravel arcane, unacknowledged mysteries._ Translate grimoires and glean their lore. Locate and pillage the Star Shattered Fane. Penetrate the realm of the Hours, and win a place in their service. Perhaps - if you are very cunning - you may even glimpse the Mansus.
*   _Outwit rivals, investigators and the increasingly suspicious Authorities._ Your own altered Appetites may force you to act abominably, but your Cause must not be stopped.
*   _Transcend death with a story-driven legacy system._ Perhaps your inheritors will complete the Rite of the Crucible Soul. Perhaps they'll find peace in a pleasing career. Perhaps they'll bring the Dawn.

Release date: May 31, 2018

Categories: Card-based Gameplay, Roguelike, Choice-based Narrative, Lovecraftian Horror, Resource Management, Permadeath, Deckbuilding, Occult and WWII themes


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics: No data
- Time-to-fun: No data
- Player Archetypes: No data


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Exceptional writing and atmospheric text (weight 0.66): The game's text, storytelling, and atmosphere are frequently cited as standout features. The writing is described as hauntingly beautiful, mature, and immersive, with a strong emphasis on thematic depth and narrative delivery.
- High replayability and content depth (weight 0.46): The game offers extensive replayability through multiple starting points, DLCs, random elements, and varied strategies. Players highlight the long gameplay hours and the satisfaction of uncovering new paths and endings.
- Rewarding learning curve and discovery (weight 0.36): The game's lack of hand-holding and emphasis on trial-and-error learning is seen as a strength. Players find the process of figuring out mechanics and uncovering lore deeply rewarding and engaging.
- Strong Lovecraftian and occult themes (weight 0.28): The game's Lovecraftian and occult themes are a major draw, with players praising the unique atmosphere, esoteric mechanics, and immersive dark fantasy world. The themes are well-integrated into every aspect of the game.
- Unique card-based mechanics (weight 0.25): The game's innovative card-based gameplay, which blends simulation, strategy, and storytelling, is highly praised. Players enjoy the freedom to experiment with card combinations and the depth of the card-based resource system.
- Excellent localization and translation (weight 0.09): The game's high-quality localization, particularly in Chinese, is frequently highlighted. Players appreciate the effort put into translation, which enhances the immersive and atmospheric experience.
- Outstanding soundtrack and art design (weight 0.06): The game's soundtrack, art design, and UI are frequently praised for their quality and how well they complement the game's mood and themes. The music and visuals enhance the immersive experience.

Common complaints:
- Time-consuming and grindy (weight 0.73): Gameplay sessions are lengthy (2+ hours), with repetitive tasks, unskippable timers, and high time investment for minimal progress. Players describe it as 'grind-heavy' or 'repetitive labor.'
- Repetitive and unfun gameplay loop (weight 0.42): Core mechanics become monotonous after initial discovery, with repetitive tasks (e.g., card hunting, grinding) and little variation. Some compare it to 'merging watermelons' or 'text-based grindfests.'
- Tedious timer-based gameplay (weight 0.38): Real-time timers and cooldowns disrupt flow, forcing players to wait passively or manage multiple overlapping timers. This creates stress and reduces enjoyment, especially in late-game.
- Punishing RNG and luck mechanics (weight 0.32): Randomness in card draws, event outcomes, or resource timing feels unfair, especially when failures result in losing hours of progress. Some mechanics (e.g., '7连镜中少女召唤') are criticized as poorly designed.
- Over-reliance on external guides (weight 0.21): Due to unclear mechanics and fragmented world-building, players must frequently consult wikis or guides to progress. This reliance spoils discovery and reduces immersion for many.
- Poor UI/UX and card management (weight 0.2): The interface is unintuitive, with clunky card-dragging mechanics, no auto-stacking, and overwhelming card accumulation. Players report misclicks, disorganization, and stress from managing timers/cards.
- Unclear objectives and progression (weight 0.18): Mid-to-late game lacks clear goals, leading to aimless grinding or reliance on walkthroughs. Victory conditions and endgame mechanics are ambiguous, reducing replayability.
- Late-game difficulty spikes (weight 0.15): Later stages introduce punishing mechanics (e.g., '灯使徒'), hyper-specific puzzles, or RNG-dependent progression, making ascension or completion overly difficult even with guides.
- Save system limitations (weight 0.09): The lack of manual saves, single save slots, or save/load functionality exacerbates frustration. Losing progress due to crashes or permadeath is a common pain point.

Gameplay feedback:
- High difficulty with punishing mechanics (weight 0.25): The game features unforgiving difficulty spikes, permadeath, and high RNG impact, leading to frequent deaths or setbacks. Later stages (e.g., '灯使徒') are particularly challenging, with no difficulty options.
- No in-game tutorials or guidance (weight 0.24): Players consistently report a lack of tutorials, hand-holding, or in-game explanations, forcing them to rely on external guides or trial-and-error. This creates a steep learning curve, especially for new players.
- Card-based mechanics core to gameplay (weight 0.23): The game heavily relies on card-based systems for actions, world-building, progression, and storytelling. Players must experiment with card combinations, placements, and management, which can be overwhelming without guidance.
- Exploration and discovery focus (weight 0.21): Exploration is central to gameplay, with players uncovering lore, secrets, and mechanics through discovery. However, the lack of guidance can make exploration feel aimless or overwhelming.
- Complex and obscure mechanics (weight 0.21): The game’s systems are dense and often unclear, requiring multiple playthroughs, note-taking, or external resources (e.g., wikis) to understand. Mechanics like card combinations or occult lore are intentionally cryptic.
- Roguelike and permadeath elements (weight 0.19): Permadeath and roguelike mechanics (e.g., losing progress on failure) are prominent. Runs can take hours, and there are no save/load options, making failure costly but encouraging replayability.
- Text-heavy narrative and lore (weight 0.14): Gameplay is narrative-driven, with heavy reliance on text for exploration, puzzles, and storytelling. Players must read and interpret card descriptions, hints, and lore fragments to progress.
- Resource management challenges (weight 0.1): Players must carefully manage limited resources (e.g., money, materials, time) under high stakes. Mistakes can lead to failure, and some systems (e.g., work rates vs. consumption) require precise planning.
- No save/load functionality (weight 0.09): The game lacks manual save options, relying on auto-saves or single save slots. This increases the cost of trial-and-error, as players cannot revert mistakes or experiment freely.
- Puzzle-solving and pattern recognition (weight 0.09): The game includes complex puzzles, riddles, and pattern-recognition challenges, often tied to lore or card mechanics. Some puzzles require specific solutions or trial-and-error to solve.
- DLC expands gameplay mechanics (weight 0.07): DLCs introduce new roles, mechanics, and victory conditions (e.g., 'Priest', 'Exile', 'Ghoul'), adding replayability. Some DLCs address base-game issues (e.g., '流亡者DLC' improvements).

Performance notes:
- Excessive CPU usage (weight 0.04): Players report high CPU usage even when the game is not minimized, leading to performance issues. This affects system stability and may cause overheating.
- Crashes and save corruption (weight 0.02): A critical bug causes frequent crashes and corrupts save files, disrupting gameplay and frustrating players who lose progress.
- Steam Deck verification error (weight 0.02): The game is incorrectly listed as 'Verified' on Steam Deck when it should be 'Playable,' misleading players about compatibility and performance.
- Limited game speed options (weight 0.02): Players express dissatisfaction with only a 2x game speed option, restricting flexibility for those who prefer slower or faster pacing.

Recommendations:
- Mixed recommendations due to frustration (weight 0.52): While many players highly recommend the game for its unique experience, others advise against it due to frustration, repetitive mechanics, or lack of accessibility. The game is polarizing and niche.
- Text-heavy and narrative-driven (weight 0.51): The game is praised for its immersive storytelling, deep lore, and atmospheric writing, making it ideal for fans of narrative-driven and reading-intensive experiences. Players who dislike text-heavy games may struggle.
- Niche appeal for patient players (weight 0.47): The game is highly recommended for players who enjoy deep, challenging, and experimental gameplay with a focus on trial-and-error, patience, and complex mechanics. It is not suitable for casual or relaxed experiences.
- Not for casual or relaxed play (weight 0.46): The game is explicitly not recommended for casual players, those seeking a relaxed experience, or players with mild OCD due to its complexity, grind, and lack of accessibility.
- Time management and high stakes (weight 0.43): The game demands significant time investment and patience, with high-risk gameplay and frequent failures. Players who enjoy time pressure and strategic planning may appreciate it.
- High replayability for fans (weight 0.42): Despite its challenges, the game is praised for its depth, replayability, and unique mechanics, making it worth the effort for fans of the genre or niche experiences.
- Sequel and developer alternatives (weight 0.1): Some players recommend the sequel ('Book of Hours') or other games by the same developers as better alternatives, while others prefer this game for its unique challenges.
- Mods and DLCs enhance experience (weight 0.08): Players suggest using mods to improve gameplay, UI, or difficulty, and recommend purchasing DLCs like 'Exile' for additional content. Mods are seen as essential for some to enjoy the game fully.

Other player notes:
- Frequent game comparisons (weight 0.04): Players often compare the game to others like *Disco Elysium*, *60 Seconds*, *Book of Hours*, and *Sunless* games, either to highlight similarities or contrast experiences. This suggests the game occupies a niche with strong genre expectations.
- Localization gaps frustrate players (weight 0.03): Non-native English speakers and Brazilian Portuguese users report a diminished experience due to missing translations. This indicates a need for broader language support to improve accessibility.
- Platform preferences affect playstyle (weight 0.03): Some players choose the iPad version to avoid console commands, while others purchase across multiple platforms (e.g., Steam and App Store). This reflects diverse player habits and platform-specific optimizations.
- DLC content flaws noted (weight 0.02): Players report issues with DLC, such as near-completion experiences leading to failure, which can frustrate completionists. This suggests a need for better DLC design and testing.
- Author behavior risks localizations (weight 0.01): Concerns about the developer's actions may deter future localization efforts, potentially limiting the game's global reach. This highlights the impact of non-gameplay factors on player trust.
- Marketing buzzwords disappoint (weight 0.01): Players criticize the developers for using vague or misleading marketing language, which may create mismatched expectations. This reflects a need for transparency in promotional materials.
- Sequel thematic shift criticized (weight 0.01): Feedback mentions dissatisfaction with a sequel's thematic focus (e.g., 'BOH的大英中心史观'), indicating a perceived departure from the original game's appeal. This may alienate existing fans.

Emotions:
- Frustration (weight 0.33): Players consistently cite poor new player guidance, including lack of tutorials, unclear objectives, and fragmented world-building, as major sources of frustration. The game's high difficulty, punitive mechanics (e.g., permadeath, RNG-based failures), and repetitive trial-and-error gameplay exacerbate the issue, often leading to lost progress or burnout.
- Satisfaction (weight 0.08): Satisfaction stems from overcoming the game's steep learning curve through persistence, experimentation, or external aids like notes. Players enjoy the 'ah-ha' moments when mechanics click, the depth of strategy unlocked after mastery, and the rewarding sense of achievement after long or difficult playthroughs.
- Disappointment (weight 0.07): Disappointment arises when the game fails to meet expectations set by its unique premise, such as repetitive gameplay after the initial discovery phase, lack of narrative payoff, or shallow mechanics overshadowing potential depth. Poor execution (e.g., bugs, UI issues) and unfulfilled promises (e.g., faction imbalance, underutilized lore) further contribute to this emotion.
- Enjoyment (weight 0.07): Players enjoy the game's rich atmosphere, creative mechanics, and immersive world-building once they overcome initial hurdles. The fun derives from exploration, experimentation with card interactions, and the satisfaction of uncovering secrets or achieving victories through strategic play.
- Excitement (weight 0.04): Excitement is driven by the game's emergent gameplay, unique narrative, and the thrill of discovering hidden mechanics or unlocking endings. Players are particularly engaged during the initial phase of figuring out the game's systems and during moments of creative problem-solving or progression.
- Immersion (weight 0.03): The game's strong atmosphere, detailed occult lore, and thematic storytelling create deep immersion. Players appreciate the simulation of a cultist's experience, the haunting ambiance, and the feeling of uncovering esoteric secrets through gameplay.
- Curiosity (weight 0.03): The game's mysterious setting, obfuscated mechanics, and abstract lore spark curiosity. Players are motivated to experiment with card effects, investigate hidden depth, and explore the unique world, often driven by the desire to uncover the game's secrets.
- Confusion (weight 0.03): Confusion stems from the game's lack of tutorials, opaque mechanics, and ambiguous objectives. New players often struggle with unclear card effects, death mechanics, or progression goals, leading to initial disorientation and frustration.
- Appreciation (weight 0.02): Players appreciate the game's creativity, high-quality writing, and innovative world-building. The translation efforts, unique blend of mechanics (e.g., RPG and deckbuilding), and the depth of lore are frequently praised for their elegance and originality.
- Addiction (weight 0.02): The game's engaging narrative, emergent gameplay, and sense of progression create a compelling loop that can lead to hyperfocus or excessive playtime. Players often feel driven to continue playing to uncover endings, optimize strategies, or experience new content.
- Amusement (weight 0.02): Amusement arises from the game's humorous or absurd elements, such as managing a cult's chaotic struggles, creative problem-solving, or the sheer uniqueness of certain mechanics. Players also enjoy the writing and world-building for their quirky or darkly comedic moments.
- Admiration (weight 0.02): Admiration is directed toward the developer's creativity, the depth of the game's systems, and the quality of its writing and lore. Players often praise the originality of the mythos, the handling of complex themes, and the protagonist's design.
- Fascination (weight 0.02): Fascination is inspired by the game's occult mysteries, thematic depth, and the unique portrayal of inner struggles. Players are drawn to the rich lore, the exploration of hidden truths, and the immersive narrative experience.
- Engagement (weight 0.01): Engagement is fueled by the game's addictive gameplay loop, immersive storytelling, and the tension of managing resources under pressure. Players often lose track of time while exploring deeper mechanics or uncovering the game's secrets.
- Exhaustion (weight 0.01): Exhaustion results from the game's high learning curve, repetitive trial-and-error mechanics, and the time investment required for long play sessions. The punishing difficulty and lack of safeguards can lead to burnout, especially during grindy or high-pressure segments.
- Awe (weight 0.01): Awe is evoked by the game's magical atmosphere, rich world-building, and the sense of uncovering hidden layers of reality. Players often describe the initial experience as captivating, with the game's narrative and lore leaving a lasting impression.
- Stress (weight 0.01): Stress is caused by the game's high-pressure mechanics, such as timed events, unforgiving resource management, and the constant need to monitor multiple systems. The lack of forgiveness for mistakes and the opaque nature of some mechanics amplify this feeling.
- Love (weight 0.01): Players express love for the game's unique aesthetic, Lovecraftian themes, and the quality of its writing and translation. The overall experience, including the immersive world and engaging mechanics, fosters a deep appreciation for the game.
- Boredom (weight 0.01): Boredom sets in during repetitive or monotonous gameplay loops, particularly in the late game where progression feels predictable or grindy. The esoteric nature of some mechanics can also make the experience feel tedious over time.
- Overwhelm (weight 0.01): Overwhelm occurs due to the game's complexity, especially for new players facing multiple mechanics, timers, and resource systems simultaneously. The lack of guidance and the daunting nature of the game's systems contribute to this feeling.}