STEAMYDATA

CULTIC — patch notes and updates

Stored observation / content update:

Dated developer announcements recorded from Steam. Open the source for the complete update.

UpdateDateExcerpt / source
CULTIC - v.2.02i Patch2026-01-08Hello all!Hope all of the new players that picked up CULTIC over the Holiday Sale are enjoying themselves! Thank you for the support and for taking the time to check out my game!Got another quick little patch to fix a few minor issues. Full details below!FixesAdded a fix that should allow players to use Custom Loadouts to properly use the pitchfork and hatchet together. Since CULTIC's weapon system was only designed for a single alternate weapon per slot, this does come with the caveat that players can no longer equip their Fists if they have both a pitchfork and a hatchet, as they will occupy the primary and alternate slots.The Thompson pick
CULTIC v.2.02h Patch2025-12-29Hello all! Hope everyone had a great holiday. I've got a small update with some fixes and changes for ya. Full details below!ChangesThe Rotten (swamp zombies) can now be burned. Originally I had set them up to be immune to burn damage since they're sort of slime-y enemies that are able to melt and reconstitute themselves, but the intention just hasn't translated well and isn't an important enough feature that it's worth confusing players over. Humorously, since Rotten are extremely weak to explosive damage, the small amount of explosive damage that molotovs do on impact can be enough to splatter them on some difficulties.The glow effect on pi
CULTIC - v.2.02g Hotfix2025-12-23Hello all!Wanted to get another little fix out before I power down my brain and sleep for a week!ChangesSubmitted a request to Steam to set the default Proton version for CULTIC to 10.0.3, which they were able to do for me. This is a band-aid for the click-and-hold issues until there's an official fix from Unity for this Linux issue or I'm able to otherwise figure out what the root cause isFixesFixed an issue where getting grabbed by a Creep while in the middle of a throw would lock the player in a "throw state", disallowing weapon changing and other actionsFixed the paint job on a very rusty truck in E2M1
CULTIC - V.2.02f Patch2025-12-21Hello everyone!Got a small hotfix for ya - this one felt important enough to push to the main branch instead of going to beta for awhile first, so hopefully I didn't explode anything ChangesAn optimization pass was done for E1M1 to try and alleviate performance issues in the map, particularly near the spawn.Several voxel meshes were optimized to reduce their triangle countFixesA workaround was put in place for the issue some players were experiencing where players were getting stuck unable to climb ladders. I'm hoping to narrow down the actual cause at some point, but hopefully this fix will at least get players back on the heels of the cult!
CULTIC - Home for Cultmas Update2025-12-18The "Home for Cultmas" update is now available!EDIT: Oh fine I guess you can have the Lever Action Rifle back (Just pushed a small hotfix to fix the Lever Action Rifle spawns)This update adds a brand new non-canon map, "I'll Be Home for Cultmas"! I really got to have some fun with this map and do some stuff that's a bit goofier than CULTIC's usual tone, and pay homage to some of CULTIC's inspirations! This map features it's own unique arsenal with some new toys to play with, as well as a new enemy type! You can access the map from New Game > Bonus Content, and the Chapter Two DLC is not required to play the new content.This update also brings
CULTIC - Home For Cultmas Update Trailer2025-12-16Hello everyone!You may have noticed I've been pretty quiet on updates lately... and now I can share why! CULTIC: Home For Cultmas releases December 18th!This will be a free update for CULTIC that adds a brand new non-canon Bonus Map - "I'll Be Home For Cultmas"! This map was made as an homage to some of CULTIC's inspirations that I got to have a little more fun and flexibility with. This map features a brand new arsenal, a new enemy, and of course, tons of cultists to murder."I'll Be Home For Cultmas" is roughly the same size as Interlude, so players can expect a solid 45-60 minutes of playtime from this map.This update will also bring all of
CULTIC Automap Update Beta v.2.0.1j2025-11-15EDIT: A quick hotfix was pushed for this branch to un-break the Survival pause menu that I managed to breakHello all!I got a few more minor issues reported and wanted to get a patch out for them while testing continues on the Unity 6 engine upgrade.Details below!ChangesThe cooldown for picking up thrown axes has been reduced to make them a bit less awkward to retrieveThe Menu key (Escape/Start) can now be used to exit the AutomapFixesA potential fix was added for edge cases where players switched to the beta branch during the Manor but before they retrieved their gear, where the upgrade table stored in the gear was not lining up with the adju
CULTIC: Automap Update Beta v.2.0.1h2025-11-09EDIT: An additional hotfix was pushed to fix an issue with this beta branch where weapon upgrades may not have loaded correctly due to a change in the size of the weapon upgrades array. This should now be fixed - you should be able to load your saves and have your upgrades properly load in, as long as you didn't overwrite your old save with a beta branch save where the upgrades weren't loaded properly. Sorry for the inconvenience!Hello again everyone!I had to update CULTIC's game engine version, which meant updating from the 2021 LTS version of Unity to the current version - nearly 4 years worth of engine updates all at once! This was done in
CULTIC - Automap Update v.201f2025-11-03Hello all!I'm really hoping this is the last major patch for this beta branch and it can move on to the public branch, but I crammed some pretty significant changes in here so I expect there are probably gonna be some edge cases (or not-so-edge cases) that I missed when testing stuff out. Fingers crossed, but as always, let me know in the Bug Reporting forum if something is amiss!ChangesBurn Damage has been completely rewritten for all non-boss enemies. Previously, burn damage was applied against an enemy's "burn threshold", and if that value exceeded their current HP, they entered a burning state. This system seems to be a bit more confusing
CULTIC - Automap Beta Patch v.201c/d/e2025-10-27EDIT 2 --Another small hotfix to apply the automap fix to Manual/Most Recent loads, rather than just QuickloadsEDIT --A small hotfix was released to push this to v.201d to fix an issue with messages getting cut off. Didn't think it needed it's own post, so I'm just adding it on here!Hello all!Hope everyone is enjoying Chapter Two and having a great spooky season so far!Had to pause Ch.2 patches for a bit as I worked on an update for Bonerooms for a charity stream, but now I'm back to work on getting the Automap Beta ready for the main branch!There are a few significant changes and additions, full details below!ChangesThe Flare Gun now has 3 c
CULTIC - Automap Beta Patch v.201b2025-10-13Hello everyone!Thanks to everyone who has taken the time to check out the automap and leave feedback! I've got a small patch out now for the beta branch with a few minor tweaks. If you run into an issue where your map exploration data isn't saving/loading properly, and can replicate it, please drop a thread in the Bug Reporting sub-forum and let me know! Had a couple of reports of that but I haven't been able to replicate it on my end.Discovered secrets are now marked on the mapMap Details / Stats are now shown on the map screen "Map Custom Marker" is now rebindable on M+KB"Map" is now rebindable on M+KBThe Map Mask now defaults to the smalle
CULTIC Automap Update Out on Beta Branch2025-10-10Hello all!CULTIC v.201 is now out on the beta branch! This update contains numerous bugfixes, some further minor ammo adjustments, and most importantly, the new Automap!Thanks to everyone for their patience as I cobbled this update together. I've never really built or coded an Automap system like this before, so it was a lot of learning! It was challenging but honestly quite a lot of fun to work on. Give it a whirl, and if you encounter issues or have feedback on the map, please drop me a thread on the appropriate sub-forum! Enjoy!AutomapThe automap is complete and available on all campaign maps. The Automap will track what parts of the map y
CULTIC Dev Log - Automap and More!2025-10-04Hello everyone!Since we're about two weeks post-launch, I wanted to get another dev log out and catch everyone up on where I'm at with everything CULTIC!Overall, launch has still been going well, and I want to give a big thanks to everyone who has been posting valuable feedback and helping with troubleshooting tricky bugs! The next update is going to be an actual full patch, bringing CULTIC up to version 2.01. With this version, I'm going to be trying to tackle all of the current bugs that I can replicate, as well as tackle one of the two most commonly reported issues - navigation in Chapter Two's larger maps.You can read on below for more de
CULTIC: Chapter Two - Hotfix v2.0g Out On Beta Branch2025-09-26Hello all!Got another hotfix out on the beta branch! I wanted to squeeze these fixes in before I dove into the Automap fully, since I won't be able to as easily push stable builds out with the in-progress Automap and incomplete code and such. There are a few bits of code pertaining to the AutoMap in this hotfix already but they shouldn't cause any problems... hopefully. This hotfix is mostly bugfixes and a small adjustment to everyone's favorite officer of the law!ChangesThe Peacekeeper's "stun threshold" has been lowered from 80 to 45 (For reference, a tackle without a shield deals 15 "force" damage) With this change, it's much easier to stu
CULTIC: Chapter Two - Post-Launch Dev Update2025-09-23Hello everyone!First of all, I just want to give a massive THANK YOU to everyone who has checked out Chapter Two! The launch went (mostly) awesome, and it's been so cool watching everyone discover and react to all of the spooky segments, story surprises, boss encounters, and more!If you enjoyed Chapter Two, please consider leaving a review for the DLC itself! I know most folks playing Chapter Two are CULTIC fans who probably left their initial review on Chapter One, but reviews on both are a big help, and I would greatly appreciate your time and help with this!Unfortunately my first week post-launch has been incredibly busy with life stuff, s
CULTIC: Chapter Two Hotfix v2.0f / Ammo Adjustments2025-09-21Hello all!Another quick hotfix has landed on the beta branch! My busy weekend is nearly over and I'll hopefully be able to throw more time at trying to replicate this weird invulnerable enemies bug and look over some of the signposting/navigation issues.For now though, the first small ammo adjustments are in this patch, as well as some more boss adjustments!Ammo ChangesNote: It seems I forgot to update the actual pickup message, which still shows the old values, but it should be actually giving you the correct ammo. Ill fix this in the next patch Shotgun Shell Boxes now give 14 shells, up from 12Shotguns and SASGs now give 6 shells, up from 4
CULTIC: Chapter Two Hotfix v2.0e To Beta Branch2025-09-20Hello all!One more quick hotfix for today on the beta branch! With this, the previous hotfix (v2.0d) has gone to the main branch.FixesA projectile collision math issue was resolved which should make collisions against compound colliders (ex: 3D bosses) much more accurate - primarily fixes an issue making weakpoint shots against certain bosses really inconsistentThe teddy bear in E1M5 should now properly stay in its intended position instead of tumbling into the water, making it difficult to find
CULTIC: Chapter Two v2.0d Hotfix on Beta Branch2025-09-19Hello all!Just pushed a small Hotfix to the beta branch which contains some bug fixes, minor adjustments to maps, and some nerfs for the final boss. If you want the prestige of killing the final boss pre-nerf, you've got a few days before this patch will go to main branch!FixesLoading a game where you had the flashlight on and a lighter equipped should no longer cause you to get stuck with the lighter out in some scenarios - although worth noting that if you manually equip the lighter while the flashlight is out, you need to hold the Lighter button to stow it. It should no longer be possible to end up in a scenario where you have two Field Ki
CULTIC: Chapter Two Available Now!2025-09-18Rise again. Finish the fight! CULTIC: Chapter Two is now available!It's been a long road, but I am thrilled to finally have Chapter Two released! I am excited for everyone to check out what Nick and I have been working so hard on! I hope everyone enjoys it - there are a ton of surprises that I'm really looking forward to seeing everyone discover!I want to give a huge thanks to Nick for all of his help with Chapter Two - not just for helping design some of Chapter Two's coolest maps, but for all of his time and support, whether that was helping with hours upon hours of playtesting, brainstorming ideas, or managing the QA process - which leads
CULTIC "2.0 Update" Available on Beta Branch2025-09-11Hello all!I've seen a ton of comments from folks saying they want to replay Chapter One, but are having trouble deciding whether to do so now, or wait til the 2.0 Update and have to wait on playing Chapter Two, so I wanted to try and provide a better option!The "2.0 Update" for CULTIC has been pretty stable in testing so far, so I've gone ahead and made it publicly available via the beta branch on Steam!You can opt into this beta by right-clicking on CULTIC in your library, going to Properties, then the "Betas" tab, and selecting "beta" from the dropdown.I'm still working on some minor QA stuff for Chapter Two, so if you do encounter any issu