HomeGamesUpdatesPricingMethodology
Steam News29 December 20256mo ago

CULTIC v.2.02h Patch

Hello all! Hope everyone had a great holiday. I've got a small update with some fixes and changes for ya. Full details below! Changes The Rotten (swamp zombies) can now be burned.

In this update2

Full notes

Full CULTIC update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello all!

What changed

6 fixes2 additions4 changes1 removal
  • Balance
  • Performance
  • Maps
  • Gameplay
  • UI and audio
  • Fixes
addedChangesThe Rotten (swamp zombies) can now be burned. Originally I had set them up to be immune to burn damage since they're sort of slime-y enemies that are able to melt and reconstitute themselves, but the intention just hasn't translated well and isn't an important enough feature that it's worth confusing players over. Humorously, since Rotten are extremely weak to explosive damage, the small amount of explosive damage that molotovs do on impact can be enough to splatter them on some difficulties.
changedChangesThe glow effect on pickups has been changed to not make use of a secondary material, which should be a pretty big reduction in triangle count in some areas, as the voxel meshes are fairly heavy, and the secondary material was guaranteeing at least one additional render pass, which has been eliminated now.
changedChangesThe "Quick Axe Throw" tertiary fire for hatchets has been slightly nerfed - hatchets thrown using this option will only throw at 75% force, slightly decreasing their range and damage.
removedChangesThe voxel corpse pile in E2M4's Condemned Material chute has been removed and replaced with a simpler "gore pile". This map is heavy enough as-is and that voxel prop was contributing a fair amount of tris to the overall render
changedChangesA handful of additional voxel meshes were optimized to reduce their triangle count
fixedFixesThe "Invert Gamepad Y" option should now properly apply when loading into the game

CULTIC changes

addedThe Rotten (swamp zombies) can now be burned. Originally I had set them up to be immune to burn damage since they're sort of slime-y enemies that are able to melt and reconstitute themselves, but the intention just hasn't translated well and isn't an important enough feature that it's worth confusing players over. Humorously, since Rotten are extremely weak to explosive damage, the small amount of explosive damage that molotovs do on impact can be enough to splatter them on some difficulties.
changedThe glow effect on pickups has been changed to not make use of a secondary material, which should be a pretty big reduction in triangle count in some areas, as the voxel meshes are fairly heavy, and the secondary material was guaranteeing at least one additional render pass, which has been eliminated now.
changedThe "Quick Axe Throw" tertiary fire for hatchets has been slightly nerfed - hatchets thrown using this option will only throw at 75% force, slightly decreasing their range and damage.
removedThe voxel corpse pile in E2M4's Condemned Material chute has been removed and replaced with a simpler "gore pile". This map is heavy enough as-is and that voxel prop was contributing a fair amount of tris to the overall render
changedA handful of additional voxel meshes were optimized to reduce their triangle count

Hope everyone had a great holiday. I've got a small update with some fixes and changes for ya. Full details below!

Changes

  • The Rotten (swamp zombies) can now be burned. Originally I had set them up to be immune to burn damage since they're sort of slime-y enemies that are able to melt and reconstitute themselves, but the intention just hasn't translated well and isn't an important enough feature that it's worth confusing players over. Humorously, since Rotten are extremely weak to explosive damage, the small amount of explosive damage that molotovs do on impact can be enough to splatter them on some difficulties.

  • The glow effect on pickups has been changed to not make use of a secondary material, which should be a pretty big reduction in triangle count in some areas, as the voxel meshes are fairly heavy, and the secondary material was guaranteeing at least one additional render pass, which has been eliminated now.

  • The "Quick Axe Throw" tertiary fire for hatchets has been slightly nerfed - hatchets thrown using this option will only throw at 75% force, slightly decreasing their range and damage.

  • The voxel corpse pile in E2M4's Condemned Material chute has been removed and replaced with a simpler "gore pile". This map is heavy enough as-is and that voxel prop was contributing a fair amount of tris to the overall render

  • A handful of additional voxel meshes were optimized to reduce their triangle count

Fixes

  • The "Invert Gamepad Y" option should now properly apply when loading into the game

  • One of the corpse prefabs has had its LOD's fixed so that the voxel mesh will render properly instead of being invisible

  • Some of the "mass grave" corpse pile meshes have been adjusted to not be floating/intangible - since these meshes were reworked to significantly reduce the triangle count, this resulted in the positioning of some of the existing prefabs to be off

  • A weird intermittent rendering issue with the waterfall in E2M3 has been fixed ... maybe? It's not happening anymore for me, at least, but it was unreliable to reproduce in the first place

  • Buying ammo in the Survival Shop should now properly update the player's visible total on the HUD

  • The "Press to Continue" message on the Survival Results screen should now properly show gamepad glyphs when the player has them enabled

  • The light glow quad on street lamps should now properly billboard again

  • A missing check message on a door in E2M2 was fixed

Source

Steam News / 29 December 2025

Open original post

Changelog.gg summarizes and formats this update. How we read updates.