Cultist Simulator

Cultist Simulator

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SteelHeart Nov 13, 2018 @ 5:01pm
1 Minute in Game Equals What?
does anyone know about how much one minute in game equtes to interm of time our character has experienced. I personnly think its 1 min=1 week ingame. It amesk the msot sense interms of how long a single fund lasts you and how long it takes for starvation to kill you.

It also makes some sense in terms of jobs. Each job is a week long contract and you get paid at the end of it. The same would go with studying books, it probably only takes a crazy cultist balancing the guise of normallcy a week to read those occult texts. Expditions would also make sense as most of them would take anywehre from 1-3 months. If my memory is right and this game takes place in 1920s-ish London, then week long travel times to most parts of the world might be decently feasble if you have the money to put forth.

Some of the more short term things, like dreaming or resting, are proably a little more complex than implied. Dreaming probably takes a bit of a ritual to get done and might take more than one trip to the Mansus to get anyhting coherent from them. Resting, well the labor was described as back breaking so so the player might really need that roughly half a week to recover.

Talking to your patrons also makes a fair bit of sense this way if you put it at 10 seconds, whihc would be just over a day. Talking to and recruting people, well maybe it takes some time to really wear through someone`s resolve?

The only thing I can`t really deal with is the auction house. Granted, its all occult stuff so maybe the only meet at midnight and only midnight so it actually takes a while, or some other occult thing. Or paper work, that might be it too.
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Showing 1-4 of 4 comments
LostAngel1000 Nov 13, 2018 @ 5:20pm 
1 Minute on normal speed in game should be 1 min in real time if I recall correctly and its 2x on fast speed if I recall but I can't 100% swear too that.
Gus the Crocodile Nov 13, 2018 @ 6:09pm 
I don't really think about the game as having a unified time scale as if I'm booking in blocks in a schedule, because it raises too many silly questions. If we say 60 seconds represents doing something not necessarily continuously over a week, okay, but then why can't I walk the strange streets by moonlight or visit the club only for one night? Why does checking in with one of my cultists about their cult business over the course of a week prevent me from talking to anyone else for that period even if I don't work?

I mean in a game as abstract as this I'm sure there are plenty of entirely reasonable ways to justify all sorts of interpretations, that's of course fine :) And for all I know, the early design could well have started out with some idea of at least a rough scale, but that doesn't mean the final game ends up implying one. I'm happy to see it as an arbitrary, gamey, balance mechanism, representational vaguely of "time passing" on various scales.
Maina Nov 13, 2018 @ 6:12pm 
It's hard to say right now, but aging is on the roadmap, so perhaps we'll get a better scale after it gets implemented.

Still, I like that it's ambiguous.
Red Earth Nov 14, 2018 @ 8:41am 
I felt like one minute was one day, especially with the demanding office job. Also getting one dream per day.
Best keep it vague though so there isn't a wave of "Why does a take x time while b takes y time?"
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Date Posted: Nov 13, 2018 @ 5:01pm
Posts: 4