Cultist Simulator: Designing an Experimental Game for Commercial Success


In this 2019 GDC talk, Weather Factory co-founder Alexis Kennedy discuss the challenges and the advantages of the decisions the Weather Factory team made developing Cultist Simulator, how they steered a straight course, and what they’d do differently next time.

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  1. You don't get the "toxic" community because you aren't at the top of the attention hierarchy with Cultist Simulator. The "toxic" people are doing it for attention and nothing else.

  2. People feeling strongly about your game is more important than people loving your game and moving on immediately


  4. Good talk, thanks.
    I'm one of those people who hate the game with a passion. I do like the exploration aspect of it but really can't get over the UI. Honestly I think it's dreadful, no offense to your UI programmer.
    Back when it came out I thought a lot about what the problems are and had about a hundred ideas as to how to improve it but ended up concluding that the free-form cards on the table metaphor is the root of most of those UI issues. The other issues mostly revolve around hidden states and would be more easily fixable if someone cared enough to do so.

  5. One of my favourite talks this year, talking from experience about solving a seemingly paradoxical topic had me gripped from the start

  6. 21 min in and no mention on bird or worm, I NEED TO KNOW!

    but cool talk so far about them having such quirky games do well enough to thrive in the industry.


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