Cultist Simulator

Cultist Simulator

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The Dead
   
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13.828 MB
29 May, 2024 @ 10:25am
7 Jun, 2024 @ 3:31pm
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The Dead

Description
"My life has ended, but my soul continues."

Have you considered what happened to your characters that died? Death is never an end, and it's always possible to be deader. The Dead completely changes the game, adding a legacy with all-new verbs, endings, and temptations. Upgrade your knowledge and complete unique challenges as you explore the House without Walls in ways that mortals can't. Don't summon anything - but instead be summoned to assist mortals on their own journey to immortality, and perhaps gain their favor.
22 Comments
wiggy123456 20 Mar @ 3:36am 
imo theres little to no reason to keep sanity around, other than the one to give to ezeem. after that throw away the last insanity.

I really want to like this mod, but levelling the whispers is mostly grindy and I don't like how dissonance isn't a threat until you suddenly lose. Check out Waif or Mariner for similar mods.
wiggy123456 20 Mar @ 3:36am 
temptation: protection pretty much means beating every other ending, spoilers for the 7 secrets. first box is the name of the secret as a hint, second is how to find it:

Self : renounce any other desire
Wood : search the well
Battle : win the duel at the lodge, white door area
History : complete the river challenge
Light : complete the crucible challenge
Nowhere : break the seal, and enter the worm museum
Future : complete the 30 lantern challenge from the person at the peacock door, utilise one of the rewards given to get the prophecy
pikachu12999 18 Jan @ 10:55am 
so i found out that ezeem dosent completely eat your sanity he turns it into insanity, im having trouble trying to find the last secrets for the protection temptation though, if anyone still looks here can i get some help with it?
pikachu12999 18 Jan @ 8:48am 
what happens when you have no more sanity cards? im far into the mod and im scared to use my last one to talk to ezeem, used most while learning the mod and figuring out how to handle the dissonance, also is it possible to get back sanity cards?
Robrecht 10 Jan @ 2:23am 
Yeah... No. There's something really interesting here, but the balance is all out of whack.

The biggest issue is, as other people have pointed out, that Dissonance builds up far too fast. This is mainly a consequence of the timers.

For instance, Anxiety lasts 120 seconds.This means two guaranteed pops of periodic Dissonance just off of time progressing and then another Dissonance from Anxiety decaying into Dissonance if you have no Tranquility to get rid of the Anxiety. That's a lethal amount of Dissonance off of a single Anxiety.

Even though Dissonance can be managed, doing so isn't rewarding, it's just a massive grind in order to pay your 'allowed to keep playing' tax.
adamcay08 22 Nov, 2024 @ 6:25pm 
Fun mod, got the ice victory first, will probably get a few of the others
ultima_key 4 Sep, 2024 @ 9:04am 
Been trying the mod, and after a bit I've come to feel that the gameplay balance is in keeping with the logic of the scenario. You start in an extremely precarious position, one slip from Nowhere, of course it's dangerous! The Wood is literally a place where the Hours-from-Nowhere can intrude (at least the Mare can), and where the most capricious and secretive powers reside, hurry and get to higher ground.

Once you find the White Door you've found safety, so don't worry about conserving your sanity, make a tether if you have to and get moving. When you find the Lodge and Orchard, you're set, grind up to 5 on your whispers to guarantee success on summons and that's about it. Also remember that anxiety triggers dissonance even when you've stuck it in a verb with tranquillity, so grab a second one to wipe out your dissonance.
Crepe 27 Jun, 2024 @ 5:52pm 
I should note that the below post mostly applies to the early-game. Late-game is incredibly heavy on grinding while providing you with enough tools that anxiety tends to be an inconvenience at most.
Crepe 26 Jun, 2024 @ 4:53pm 
Gotta agree, dissonance builds up incredibly quickly. Anxiety showing up from a failed mission, for example, gives you weight that lasts for at least one cycle of the clock, meaning a minimum of one dissonance. This issue compounds, as the dissonance-grabbing verb will occasionally cause a new verb that produces anxiety, potentially sticking you in an inescapable cycle of dissonance. It'd be a lot less overwhelming if you had the weight get burned earlier, rather than being stuck for the full duration of the action that gets rid of whatever's causing it.

For example, if you had the action cycle once for 5 seconds to destroy the weight-causing card, and then tick down, normally after that, it'd make anxiety/insanity less of a sure-fire way to spiral into death.
giygasdistruttorecosmico 9 Jun, 2024 @ 8:46am 
Still getting dragged down by Dissonance even with full Sanity.

Either sacrifying permanently your Sanity is the way to go, and it feels really bad, or Dissonance is still too strong.