
Seize forbidden treasures. Summon alien gods. Feed on your disciples. Cultist Simulator is a game of apocalypse and yearning. Play as a seeker after unholy mysteries, in a 1920s-themed setting of hidden gods and secret histories.
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Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 1.57/day in the week to Aug 14 → 8.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About



Cultist Simulator is a game of apocalypse and yearning from Alexis Kennedy, creator of Fallen London and Sunless Sea. Play as a seeker after unholy mysteries, in a 1920s-themed setting of hidden gods and secret histories. Perhaps you're looking for knowledge, or power, or beauty, or revenge. Perhaps you just want the colours beneath the skin of the world.
In this roguelike narrative card game, what you find may transform you forever. Every choice you make, from moment to moment, doesn't just advance the narrative - it also shapes it.
Become a scholar of the unseen arts. Search your dreams for sanity-twisting rituals. Craft tools and summon spirits. Indoctrinate innocents. Seize your place as the herald of a new age.

In this 20-40 hour game, you'll:
Combine cards to tell your own story in a rich, Lovecraftian world of ambition, appetite and abomination. Corrupt your friends. Consume your enemies. There is never only one history.
Found a cult, dedicated to the Red Grail, or the Witch-and-Sister, or the Forge of Days. Recruit Believers and promote them to Disciples to serve as burglars, researchers, cat's-paws. Use your disciples to keep you fed - or feed on your disciples.
Unravel arcane, unacknowledged mysteries. Translate grimoires and glean their lore. Locate and pillage the Star Shattered Fane. Penetrate the realm of the Hours, and win a place in their service. Perhaps - if you are very cunning - you may even glimpse the Mansus.
Outwit rivals, investigators and the increasingly suspicious Authorities. Your own altered Appetites may force you to act abominably, but your Cause must not be stopped.
Transcend death with a story-driven legacy system. Perhaps your inheritors will complete the Rite of the Crucible Soul. Perhaps they'll find peace in a pleasing career. Perhaps they'll bring the Dawn.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; GOG, PlayStation, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 14.2Kreviews | 80% | — | $8.4M |
| $19.99 | 346ratings | 76% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 985 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]A pause and read simulator, not a game:[/h1] [i]Cultist Simulator[/i] is more of a pausing and reading simulator than an actual video game. The entire experience takes place on a tabletop where cards appear with a block of text, and you're required to read each one, then using your imagination to piece together an actual game in your mind out of the deliberate confusion it tries hard to constantly create. The game prides itself on offering no tutorial and no basic explanation of what is happening on screen, so most of your early playtime is spent learning how the game even works. That design philosophy just doesn't work, as it adds complexity for its own sake rather than any actual depth. There's just too much mystery to it, perhaps in tune to its cultist theme, but you end up so lost in confusion between figuring out how to progress and digesting walls of vague text, that the dark atmosphere never gets to properly shine. [hr][/hr] [h2][b]Timers everywhere, nothing earned:[/b][/h2] Nearly everything in [i]Cultist Simulator[/i] runs on a timer, so if you don't want to waste precious seconds or potentially lose a valuable card, you're constantly pausing to read cryptic text to try and guess where that specific card should be placed on the table, which usually just enables another timer or cooldown. Your first several runs are pure trial and error as you slowly decode what each icon means on your screen and how each "character" is supposed to be played, and even the text that accompanies these character cards are vague and reminds me of the theater kids who tried to be philosophical with their creation of another terrible game, [i]Pathologic[/i]. Because, again, there's no basic explanation or tutorial. Eventually you realize there's barely a game underneath it all, because after a certain amount of time the run abruptly ends and dumps you to the "you lose" screen with no clear way to have prevented your character's untimely demise. The game advertises itself as a roguelite experience but ultimately fails at it because each of those lost runs felt like a complete waste of time. A standard roguelite game rewards inevitable defeat with something that assists with future attempts. [i]Cultist Simulator[/i] offers nothing of the sort, so it barely qualifies as a roguelite beyond some similarities like its reliance on RNG. You hit a sort of wall around the thirty-minute mark, and the fail-to-learn loop that normally drives the genre never engages you. You keep restarting with little learned and nothing earned, hurling yourself at that wall until you finally find the crack ten attempts later of just throwing cards around the table hoping it sticks somewhere. And by the time I did, I was already bored. It's like taking someone to a casino who has never played any card game and they're just throwing stuff down at the poker table in hopes they'll just be lucky and win anything. The early phase is where players will spend most of their time in this game, and it's the dullest stretch of the game because you have no idea what you're doing. It amounts to a glorified clicker game. [hr][/hr] [h2][b]Hidden systems and expiration dates:[/b][/h2] There's a number of hidden systems within the game that make it worse. There are numerous currencies, each represented by another strange icon, that are tracked out of your sight so that you never know how much you've acquired, and you need X amounts of a currency to activate relevant cards that will push you further into the visually unknown since it's a one-screen game. You never truly know what you have or what you should be focused on collecting. As mentioned before, almost every card expires and fades from the table if you don't use it quickly enough, so many of these cards feel wasted because they need to be paired with something you don't yet know how to collect in that moment, and some cards will punish you if you don't get rid of it before that timer ends. For example, the "Fascination" and "Dread" cards. The "Fascination" card becomes a debuff if it fades after about two minutes, presumably a debuff that remains permanently attached to your character since you don't have any icons to track these debuffs either. If you fail to cure this card three times, it stacks the debuff and results in an instant game over, I guess because your character becomes crazy or something. In one run I received three cards within minutes with no discernible way to remove them from the table manually, and I often didn't know what was happening in the background to accompany these dramatic situations but vague text on the screen that was never helpful. The "Dread" card works similarly and needs a "Contentment" card to neutralize it so that it doesn't harm you over time, but those cards don't reliably appear. Maybe you stumble through all of that and barely survive the confusion, and then all of a sudden the game throws a card at you demanding a human sacrifice when you have no followers, because the game never told you how to get one. Now it's a game over because you'll be forced to sacrifice yourself in that case. The longer you survive, the more confusing it becomes, and I'd wager that the majority of players give up on learning how to play the game organically and will turn to the wiki instead for that basic information, to which it's sort of pointless to even design a game to be this obscure. [hr][/hr] [h2][b]Intriguing lore hidden behind a grind:[/b][/h2] Weather Factory has written some heavy lore to be discovered, and it hints at a strange and bizarre atmosphere that I think could be fun to read in any other format or better yet, on my Amazon Kindle, but all of it sits behind a grindy, repetitive structure of clicking around a screen. The problem arises when you're restarting the game constantly. You've read the same cards a hundred times over just between the early to mid phase, which is a fatal flaw and point of failure for a game that is first and foremost a narrative experience. I feel like these developers are better creative writers than game designers, and they should perhaps consider that as an alternative. The roguelite genre is one of my favorites for its unpredictability and randomness, where every run feels fresh and replay value is high. With [i]Cultist Simulator[/i], it does the opposite. If you're stubborn enough to keep playing or just resort to the wiki to read all of the solutions, you eventually learn the exact steps to win every run, at which point it becomes more of a hardcore puzzle game with one or two guaranteed solutions per character. Once solved in this way, it offers no further challenge, leaving a game with no replay value and very little substance. It's an interesting story undermined by bad mechanics, where the few decent systems are quickly made untenable by the rest. [hr][/hr] [h2][b]Micromanagement and a clunky interface[/b][/h2] The longer a run goes, the more timers you're watching and the more cooldowns you're juggling, and a single card on cooldown at the inopportune moment can be run ending. The table becomes so cluttered with cards and objects that finding a workable layout or organization is impossible. Some cards spawn more cards when they expire as a consequence, some cards transform, and about half simply vanish and have to be rediscovered somehow. The interface is clunky in general, with a snapping feature that must have been created by a psychopath because it's designed to frustrate. A game built entirely around shuffling cards needs a far better way to organize them more seamlessly. It's really just a game that is better suited for people who want to spend more time reading a wiki than actually playing a game.
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Languages: English, Simplified Chinese, Russian, German, Japanese, French, Spanish - Spain
| $24.99 |
| 73ratings |
| 79% |
| — |
| not modelled |
| $6.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 987 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
好玩,虽然是合成大西瓜,但是文案非常优秀,能看出作者对神秘学真的有一定的研究,好评
I got this game in a bundle, and decided to give it an earnest try. I don't think I'd buy the game again. Because a lot of my experience stemmed from a poor understanding of the game going into it, I was conflicted, as I don't want to review a game poorly just for a mismatch of expectations. That said, though, I'm still saying I do not recommend it, and am going to caution that [b][i]you really need to know what you're getting into if you're getting this game.[/i][/b] I think that the game has serious problems that warrant me not liking the game even if I had gone in with the right expectations, and that's where my recommendation is coming from. It is incredibly in-depth as far as card combinations and gameplay goes -- The screenshots do it good justice, as does the description. That all said, I think the parts that I was not expecting and that need more understanding is that this is not a game you pick up for a bit and put down for a bit and play intermittently like most games are -- it's a card/board game in video game style. And to make that worse, it's an intricate and incredibly complex card game at that -- you can't expect to put it down and come back to it later without investing [b][i]HEFTY[/i][/b] amounts of time into re-understanding where you were when you put it down and what you were working towards. The game advertises a 20-40 hour long gameplay. It's accurate -- it took me roughly 19 hours to beat the game for the first time (ignoring about 8 hours of gameplay I endured before putting it down a long while before this latest stint trying to beat the game). That said: That's not the timeline you should be made aware of. [h3][b][i]This game will take roughly 6-12 hours of continuous gameplay to finish a single game.[/i][/b][/h3] I was not prepared for that, nor was I prepared for the game to be a difficult and quite complicated journey to experience. All that is in line with the store description (though the single-game timeline could use further highlighting here), in my opinion, so failing to understand that shouldn't be the basis of my recommendation -- but that is not the end of my review. The victory screen included the line "You have wrestled the game to its knees." It's entirely right -- it was wrestling and an arduous journey that at no point on that timeline felt like it was rewarding me for engaging with it, gave me little to no clue how to achieve certain things, and was consistently feeling like a time sink. The most critical problem with the game I can demonstrate in just the most basic of descriptions: With enough money, you can avoid any danger by just moving slower -- and you can get money without any danger if you spend enough time grinding it out. If the problem isn't obvious there, then let me reframe it for you: If you spend enough time and move slowly enough, you can avoid any danger. It truly feels like the game wants to drag out its gameplay and drag its feet moving through the game for as long as possible. To showcase it: That 7 hour long game that lead to my first victory? Yeah, that was with a mod moving the fast-forward button from 3x to 8x speed. I was literally playing the game at more than DOUBLE the speed intended, and STILL had to spend 7 hours doing so. I spent literal hours just grinding out money and resources, never doing any actual cult tasks, and instead just preparing myself to do cult business in the future. Then I spent hours doing one cult task at a time to avoid dangers. If the game isn't [i]meant[/i] to be played carefully -- and thus intentionally designed to take hours and hours of wasted time just waiting for enough resources/danger to decrease rather than engaging with the game's content properly -- they [i]really[/i] fail to make that clear and provide ways to play recklessly. There's ways to destroy evidence -- which are never guaranteed and have a chance to kill your followers (which, to my understanding, are in limited supply). There's ways to deal with hunters/rivals -- which are never guaranteed and have a chance to permanently strengthen them instead, making them much more difficult to deal with. That's really the epitome of the game's core, fundamental design problem: There are ways to handle any problem immediately, and they always are significantly worse and significantly more frustrating than just waiting out the problem. Waiting out the problem, and thus disengaging, shouldn't be the basis of an engaging game's gameplay. It is, however, the basis of this game's gameplay. And that's my review.
The LIGHT leaks through THE CRACKS. My mind is BRIGHTER than it EVER WAS. THE HIGHER I RISE THE MORE I SEE
先说结论,泛用性非常弱,对策性较强,属于大杯中 优势区间在其非常独特,由文本和他的游戏性一手创造的氛围感,或者说神秘感。文本写的还是非常不错的,但我是游戏玩家,所以重点讨论下游戏性。这方面提供了悬疑,探险,升级,相性([spoiler] 序列 :\ [/spoiler]), 仪式,躲避追查等一种元素。与其说是在玩游戏,更像是在读一个西幻小说。但终究其一核心游戏要点是模拟规划,及规划什么时候需要做什么事情, 在其之上套了一层西幻皮。而另外一个要点则是探索性。在不查攻略的情况,你走的每一步你都无法知道其结果,类似于脑叶公司的异想体,也就是说一周目可能是这个游戏最有趣且最烧脑的时间,而后面当你知道你需要干什么的时候,游戏开始失去他的乐趣。[spoiler] 脑叶公司也有模拟规划,我觉得这两个游戏在本质上非常相像[/spoiler] 为了让后续周目更加有趣,这个游戏的其一解决方案是所谓的“类rouge”形式[spoiler] steam标签 [/spoiler],虽然我完全看不出来肉鸽在哪,但理论上游戏确实提供了流程上的随机性,虽然我觉得没啥用罢了。而另外一个则是不同的开局和dlc,这确实有效,两者都大大提高了游戏乐趣和游玩时间。 而缺点也是非常明显的:普通游戏玩家根本不会玩一个从头到尾一头雾水的游戏。这种游戏是那种最需要教程的游戏,但他没有新手教程,都不是那种获胜条件,而是最基础的游玩方式。你无法知道在警官拥有证据的情况下逃之夭夭,你无法知道怎么升级你的信徒,诱惑或者道路。仪式更是依托,正常人碰都不想碰,鬼知道这东西会招什么,还占我赚钱时间。当然如果真的告诉你的话,这个游戏的乐趣可能就少了一半了:\ 第二个缺点就是他真的只有文本。没有画面,没有演出,只有你一鼠标滑动点来点去的操作,然后叮的一下,一个事件就这么结束了。完全没有吸引力。 第三,你获得的每张卡会固定传送到一个框上面,这导致你所有新获得的卡会堆在上面,比如探险或者一瞬间所有行为全部执行完毕,一大堆卡都会挤到最右边,非常影响游玩体验。特别是事件框,中后期当有一大堆事件挤到最右边,你就会忽略掉某些事件,但如果出现恐惧/入迷的两个事件,并且你并没有发现导致他们攒到3个,你就知道这设计有多么脑瘫了。理论上可以移动这些框,下一周目并不保存你改完后的位置。 而除了这三个主要缺点,其他小缺点也非常多。 比如说那意义不明的入梦道路的大图,我在那操作着,规划这个那个的,然后一个b大图甩我脸上,视角不知道飞哪去了。选完选项后回来视角又不知道飞哪去了。这到底是何意味啊?你整个游戏都这么简陋了,就不要甩你那傻逼大图了。直接当我放道路在入梦里,跳出三个选项,让我放对应的元素不就行了吗,这么喜欢那傻逼图是要jb干什么,我真是去年买了个表。这么喜欢这个b图,别的类似于展览的地方给我们看不行吗。 其余还有卡容易藏在另外的卡底下。 多张卡叠在一起只能一个一个移动 (点名金币卡),可能有内置快捷键,但选项里根本没有。 有些卡不会自动堆叠(古币)。 好像就算你把属性拉高,某些事件的文本说是大概率成功,但实际失败概率不小([spoiler] 销毁证据,刺杀警官,探索 [/spoiler][spoiler] 有一次,我的一位8级刃召唤物,一位5级使徒,一位5级雇佣兵全部去刺杀一位最基础的警官,然后全部像区一样的死了 [/spoiler]),你要是是1d20大失败就算了,但概率根本不像是5%。 总的来说本游戏只有对策性,平民玩家不建议抽取。喜欢模拟规划的需要考虑自己会不会喜欢大量未知的试错性行为,或者能不能接受边查攻略边玩。喜欢探索的人,需要考虑自己喜不喜欢这种纯文字没有半点演出的游戏性。而喜欢故事/这种氛围感的人,需要掂量自己喜不喜欢这个屎一样的游戏体验。如果真想抽取的话,至少得喜欢模拟规划(毕竟这个是此游戏的核心要素)。 我是从来不带节奏的****,886,886
游戏本身是好玩的 但有一个问题:如果不查攻略的话,你根本不知道游戏线是什么样的。很容易因为没有一个清晰的脉络导致一直和不重要的功能互动很久很久没有一点推进 但是只要看了攻略,是可以把整个流程串起来的。总的来说有很多不完美,但是终归还是经典。
About the game, it's tideously long, more than it probably should be, it's methodical. It claims to make you discover things, not in reality you are mad man, trying to hit every wall, untill you either gain enough prespective to really see things, or stumble unpon them without realization. It feels longer than life, it excites me by it's mysteries, but at the end of the day it spells out for you what you need to do, you just need to know on every door to see what you really need to win. At the end the only reason you stay is obsession. If you don't feel it, I would not recommend to buy
虽然我现在17个小时了感觉还没入门,虽然我目前唯一打出的一个结局是上班上疯了,但就算这样我也还是觉得这游戏很有意思,对神秘学和文字类游戏感兴趣的话不要错过。实在玩不明白的话可以去查攻略,不要和我一样当大倔种,纯自己摸索还是有点难了。
It's a really cool concept that overstays its welcome, to me. Unraveling all the mysteries of the intricate lore, building an ever larger cult and performing ever-more elaborate rituals, it's all compelling. But it gets very grindy. I think it'll scratch an itch for a dedicated few, but it hasn't quite found the way to make its lore shine with its current mechanics. People say Book of Hours is much better in every respect, and probably the better way to experience this world's excellent development and writing. I also... Have never been able to stomach the controversy around Alexis Kennedy. Unfortunately, it's a controversy he has come out of firmly on top, to the point that most of his initial public accusers have deleted their public accusations, and he and his former company have publicly buried the hatchet (his own words). However, one account that remains publicly available and that I find personally compelling is that of Adam Myers. In particular, I can't get the Slack message starting with "Yo, I've booked in a meeting for us this afternoon, call it an enhanced one-on-one" to be spine-tingling. To me, it reads as very obviously and deliberately menacing. I also find Alexis' own comment on that very article to be damaging to himself, as it appears to be very ineffectual bullying to try to hush up thorough and carefully crafted piece. You can read Adam Myers' piece yourself and make up your own mind ig. It's just very sad to me, because I really do like his writing. But every time I think about getting Book of Hours, I pause. Everybody has their own line of separating art and artist, and who they're willing to give money to you. I guess I just think anyone thinking about buying this should be aware that there was controversy surrounding his behavior, and that there is still info about it (including Alexis and Lottie's own posts) that they can find for themselves.
Двоякое ощущение Идея и механика с картами очень понравилась, но как тут разбираться без гайдов, ибо по внутриигровым описаниям мало что понятно. Особенно учитывая, что каждый раз начинать заново и совершать одни и те же действия ради концовки, которая отличается только парой финальных манипуляций, крайне скучно (хорошо, что можно загрузить нужное сохранение, главное его вовремя сохранить хд). Дополнения, конечно, спасают, но и в них повторяющиеся одинаковые действия на протяжении прохождения никуда не делись Короче, советую, но только на полшишечки
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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