I wasn’t really starting from zero again, because I had savings, experience, and a rep, and also because I wasn’t about to become a father. So you’re balancing the sensible with the possible. That thing might some day bring you greater fulfilment or success than your day job… but statistically, it probably won’t. When you’re starting out, the thing you feel you’re really working on has to live in the cracks between your day job. If you want to get anywhere practical with your occult experiments, you’ll need to take your focus away from your day job, and then - if you unexpectedly fall ill, for instance - you might be in real trouble.Īnd this, of course, is the classic indie game developer’s struggle. Do that, and you can start to save up enough Funds to keep ahead of Time’s appetite, especially if you stay late and get promoted.īut the ‘work’ in the Work verb doesn’t just mean working for a living - it also means working magic. And the best way to do that is to go to work every day, which is to say, use the Work verb with a job card and with Health and Reason cards that get exhausted. This happens to nearly everyone when they first play Cultist Simulator. If you don’t have any Health cards left, it’ll give you a personal introduction to the Game Over screen. If you don’t have a Funds card, it’ll snatch a Health card and convert it into Hunger. Every minute, it snatches and consumes a Funds card from the table. In Cultist, there’s a Time verb (‘Time, the sundial’s shadow, passes’) that operates without your intervention. Then I very quickly found the passion project squeezed between the constraints of actual paying work, to keep putting food on the table. When I started work on Cultist, I was working solo on a diversion that grew into a passion project. I had realised afterwards that the parallel probably wasn’t a coincidence. And, of course, in Sunless Sea, the player was trying to cross a dark ocean of unguessable extent, in a fragile vessel with limited resources. We’d made Sunless Sea with a tiny team, dwindling cash reserves, trying to achieve something we’d never done before, with an uncertain goal. But I began to realise, a little sheepishly, that there was a final influence creeping into the project: my own circumstances. And it was a game about the occult, of course - a game about the terror and wonder of the unseen world. Dream with the riddle and answer with Lantern 6 to pass (it's clearly the answer to the riddle once you see its name / description.Cultist was mostly intended to be an experimental game - both in terms of some fancy formal stuff I wanted to do, and in terms of the player’s experience, which was going to be all about experimentation and discovery. Dream with Way: The White Door and add your desire (as it instructs you to) to access the riddle.Ĥ. In fact, reaching it is probably more significant, in the short term, than what you're trying to do with it.ģ. And I should point out that this is a lengthy multi-step process - you're not supposed to jump straight to the Stag Door. Originally posted by Aquillion:The directions are by their nature spoilers. Dream with the riddle and submit the answer to pass. Dream with Way: The White Door and add your desire (as it instructs you to) to access the riddle. Dream with Way: The Wood with at least level 4 Lantern (the description on that lore hints at this) to access Way: The White Door.ģ. (Possibly other combinations of dreams and lore will work?)Ģ. You need to get Way: The Wood by dreaming with Passion, then adding Lantern, Moth, or Knock as your lore. So I'd suggest just reading these up to the point where you're stuck and figuring it out from there, since otherwise you're skipping a significant part of the game - figuring these steps out is part of the game's main puzzle. In fact, reaching it is probably more significant, in the short term, than what you're trying to do with it. The directions are by their nature spoilers.
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