Cultist Simulator

Cultist Simulator

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Gared Jun 1, 2018 @ 11:36pm
Detective gameplay lacks mechanic
So, I've just put the first culprit behind bars ..
I've managed to get some more money after that by working with evidence, but now the old evidence is gone too

What do I do now? Detective got suspended because he doesn't show up for work.. because there is noone to hunt

What, he's supposed to find other work now?

I was so looking forward to balancing between shady cultist stuff and hunting down others
Looks like it's just not possible to continue after you run out of culprits to catch


If so, can I talk to the first culprit to get more occult information from them, before damning them with evidence? So far talking produced nothing fruitful

And so far Detective work is such an easy win, because after catching the one and only cultist you ask for promotion and retire

The game can benefit so much from Detective and Bureau expansion
Last edited by Gared; Jun 1, 2018 @ 11:39pm
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Showing 16-26 of 26 comments
DaetherX Jun 4, 2018 @ 5:54pm 
You get jack for story on any of the characters before / when you start.
"I work at a hospital / police station / have a trust fund" is not a unique story from each other... literally they're all exactly the same after a few minutes.

Also "Cultist Simulator" can in fact mean you go after cultists.
What you percieve in the title, and what in English it actually means, are two different things.
There's room for both based on the title alone, though I wasn't expecting a full detective route.

Originally posted by CelestialSlayer:
but he wouldn't last two minutes in the bureau running a cult.

You mean like how cops throughout history have been mob members and...
there's been many cases where they got away with it for decades?
Last edited by DaetherX; Jun 4, 2018 @ 5:55pm
Xenu's Paradox Jun 4, 2018 @ 6:37pm 
Originally posted by DaetherX:
You get jack for story on any of the characters before / when you start.
"I work at a hospital / police station / have a trust fund" is not a unique story from each other... literally they're all exactly the same after a few minutes.

Preeettty much this. I enjoy the game quite a bit but I'm not seeing a ton of replay value in it as of right now. It's very linear and samey. Once you've seen the endings for all three ambitions, there's nothing to keep you coming back.

There's nowhere near the depth of Sunless Sea, let alone Fallen London. And I get that Weather Factory is a tiny startup, that this is their first game, and that FL took time and additional staff to get as expansive as it did from its humble beginnings.

But this game needs to get more content, specifically story content, ASAP. More stuff to do, more avenues to explore. Some side stories maybe. Legacies that actually inherit something fro your past playthroughs other than a name.

Or maybe the idea is to do a more in-depth game later on using the profits from this one? Something more Fallen London-esque?
Cultist John Jun 4, 2018 @ 6:55pm 
You just investigate the Favour From Authority that you get for a successful arrest. That's the whole point of the Detective thing.
DaetherX Jun 4, 2018 @ 7:09pm 
Yes, I should note I have been sort of enjoying the game. Though I'm not sure "enjoy" is actually the word. "Interested" is closer. Playing obsessively while watching The "C" Team would be accurate. A screen before starting with a couple sentences explaining the characters backstory would be awesome.

Also when you found a cult... isn't that supposed to be a big momentous occasion?
Same box as everything else. I'd like a bit more info / lore on exactly what the choice of the founding cult idea is based on if you use the different cards. There's a short blurb before you make the cult. I'd also like a bigger screen with a picture after you found the cult with things you can look forward to. That would bring a lot of flavor to the game if big moments were shown as such instead of "Nothing special here, same-old-same-old, move on".
Last edited by DaetherX; Jun 4, 2018 @ 7:13pm
Gared Jun 4, 2018 @ 9:57pm 
They only way to somewhat prolong the detective gameplay that I found is to actually never get the cultist caught

Keep stalking him, doing the job, generating evidence but never using it against them

My detective went crazy and finished his days a rambling insane man, overdosed on Fascination, so I didn't get to check if you can investigate your own cultists

Did anyone of you guys try this?
BurningHeron Jun 4, 2018 @ 10:09pm 
I got the starting cultist arrested and convicted, but afterwards I still had a piece of Tentative Evidence near the end of its timer. Surprisingly, you can still investigate evidence without a suspect and get Funds from it. So my detective comes in to work every day, puts in the minimum effort, collects his paycheck, and runs his cult on the side.
Gared Jun 4, 2018 @ 10:16pm 
Originally posted by BurningHeron:
I got the starting cultist arrested and convicted, but afterwards I still had a piece of Tentative Evidence near the end of its timer. Surprisingly, you can still investigate evidence without a suspect and get Funds from it. So my detective comes in to work every day, puts in the minimum effort, collects his paycheck, and runs his cult on the side.

But doesn't the evidence run out completely in time? Leaving nothing to investigate?
bridgeofblues Jun 5, 2018 @ 12:45am 
Originally posted by DaetherX:
You get jack for story on any of the characters before / when you start.
"I work at a hospital / police station / have a trust fund" is not a unique story from each other... literally they're all exactly the same after a few minutes.

Also "Cultist Simulator" can in fact mean you go after cultists.
What you percieve in the title, and what in English it actually means, are two different things.
There's room for both based on the title alone, though I wasn't expecting a full detective route.

Originally posted by CelestialSlayer:
but he wouldn't last two minutes in the bureau running a cult.

You mean like how cops throughout history have been mob members and...
there's been many cases where they got away with it for decades?
They’re all distinctly different in the sense that they’re all different origins but their old tediously connected to the very first one by each other. Remember DA Origins weather different origins but always the same in end point same here. They’ll have their advantages. But they all have something common experience with you occult that plants the desire in them and that how they go down this path from the mundane to the cult. Also every single one of them end up having dreams.
BurningHeron Jun 8, 2018 @ 6:32am 
Originally posted by Arkendight:
But doesn't the evidence run out completely in time? Leaving nothing to investigate?

Surprisingly not. Tentative Evidence's timer resets every time you investigate it. So as long as you keep using it, it stays available.

For the record, I'm increasingly sure this is a bug. It's more effective than the Physician's job: guaranteed 2 Funds every 60 seconds, with the chance for 3 Funds if the RNG produces Damning Evidence.

EDIT: And if you do produce Damning Evidence, you keep a the original Tentative Evidence card with the timer reset.
Last edited by BurningHeron; Jun 8, 2018 @ 6:33am
Shot_Trip Jun 8, 2018 @ 7:18am 
The detective job is a comically effective money engine, once you get more than 3 reason (easy to do once you get 2 Reason and a few Essay books) you really don't have to bother about it, outpacing Time with ease. It feels like there's something there - constantly doing busywork under the Bureau and not accomplishing anything much in order to fund a dark side of your life - but as it stands it's a bit too simple.
Arsonium Jun 8, 2018 @ 8:43am 
It's a lot of tedium compared to physician (placing up to 5 cards, sorting them back, putting damning evidence somewhere in the far corner...). Also you are required to work once every 90 sec which means every failed rite requires extra work for no pay. And it can spawn dread sometimes. Simpler than painting though
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Date Posted: Jun 1, 2018 @ 11:36pm
Posts: 26