
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.
Modeled estimate, not a reported figure. How we estimate →
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
游戏内容复杂而且特别难,随便搞一下一堆东西跳出来,只有一点点复杂而且看不懂的解释,游戏本身是一点指引都没有,同类型的苏丹的游戏是有一段详细的新手教程的,这游戏不知道是出于什么心理就是没有,非要玩家一次次失败试出来是什么。但是打一局的时间又特别长,这导致这游戏的学习成本巨大,对于一个刚入坑的玩家极度不友好。我不管你游戏质量怎么样,把我拦在进游戏的第一步:了解游戏大致内容和最终目标。是的,我玩到现在都不知道这个游戏最后是要干什么,怎么做到。所以我绝对不推荐这款烂到爆的游戏:来自开发组的傲慢让我感到不适,我花50个小时才学会杀戮尖塔的游戏逻辑,但我愿意花这么多时间,是因为每打一次都有正反馈,这游戏没有!从一开始到每次莫名其妙死了到重开,都没有!怎么死的不知道,怎么赢不知道,探索什么不知道,搞什么教团,把那些秘传搞来搞去有什么用会搞成什么这些我都不知道,一头雾水的玩了半天什么都不懂。
我说不玩挂后台当音乐播放器也是极好的有没有懂的
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
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
文本性感到爆炸,但是引导真是见鬼了跟没有一样
前所未有的痛苦游戏体验 因为好评最终去尝试游玩并达成一周目飞升杯,在我看来是纯受苦加极致谜语人的一款游戏,文本带来的那点好感完全对抗不了繁复、无聊、折磨的游戏体验,想要达成飞升几乎毫无自由度可言,需要重复试错才能找到途径,然而游戏本身几乎毫无引导性,玩家不看攻略不查wiki几乎像个受难的西西弗斯,然而看了攻略却会使游戏体验大打折扣。巨量重复的找素材过程除了增加游戏时长感受不到内容上的增量,不推荐给任何人。
At first, it’s magical. You’re a mysterious occultist, unlocking cosmic secrets, summoning unknowable entities, and building a cult with vibes so strong they could power a lighthouse. Then the game punches you in the soul. You grind for hours to get a card that lasts 60 seconds and only works in one hyper-specific situation. Meanwhile, 47 mechanics are trying to kill you. Hunters, madness, dread, despair, starvation, bureaucracy, and the occasional dream demon all take turns kicking your progress into the abyss. Lose focus for one moment? Boom... your cult collapses and you’re back at square one with nothing but trauma and a vague memory of what might have worked. I wanted to love this game, but I had to quit playing it. The atmosphere is incredible, the writing is hauntingly beautiful, and the mystery pulls you in. But eventually, I realized I wasn’t playing... I was surviving. And barely. Not recommended unless you enjoy suffering as a hobby
This is a game about discovery, about trial an error, about knowledge and madness. Instead of looking for straight awnsers you should read and take notes. Grab a notebook and keep track of what you find important, what impresses you, what you feel you need to remember. This game is hard and can be boring, but you are slowly improving and adding more to your little notebook as you explore this atonishing world of wonder. After being confused, excited, bored, enlightened, tired, energetic you will eventually find your way to a major victory where you will then have the biggest treasure you've been building towards all this time: A notebook with a bunch of nonsense that will make people pretend they do not know you and will probably put you in a watchlist.
I really enjoy the vibe and storytelling. I don't much love the gameplay. Which as many have said, can be quite repetitive and punishing. Having the support at the app store tell people to use a fandom wiki is more sinful than anything you can do in this game.
Remarkably unpleasant on a number of levels. Let's go over some: Physically. The interface is so bad it will make you tense up until your neck aches; the ever-changing bits of vital information are [i]so[/i] poorly presented, and the need to zoom in and out as well as pan your view around - all in spite of this, for all intents and purposes, being a game of interacting with cards on a table. You will also need to [i]constantly[/i] re-arrange things due to the random order in which the game spits cards back onto the table after using them. Unless you enjoy an even [i]more[/i] disorganized and unreadable mess than the default layout already is, and quickly becomes, in spite of any amount of organizing effort on your part. Mentally. Your mind will strain with boredom interspersed with the tenseness mentioned above, as you wait and wait for one-minute events to finish so that you can then issue several commands to start them all over again as soon as possible. Example: You pay 1 wealth in rent every minute. A typical starting job earns 1 wealth per minute. You need wealth for other things. Eventually you can get a better-paying job (or just start your second character as the doctor, who has a 2-wealth-per-minute job with no strings attached). There's a "faster" speed setting. It is perhaps around 50% faster, which is still quite slow when, as mentioned, the base wait time is a minute long. That's not the only brain strain, of course. Boredom is one thing - a deliberate waste of your time. But there's also the [i]multi-part[/i] events. How these generally work is: You start the event. THEN the event tells you what you need to succeed at it. The event punishes you with part of a death sentence for not having what you needed. You may be able to counteract this but at the very least, it is very likely to waste more of your time on unfun busywork chores needed to get back to a state of relative safety from sudden game-overs due to sheer bad luck with the other little happenings that pop up with every minute you pay rent. Then you get what you need, do the event over again, but the thing you need has a ticking clock on it after which it vanishes, and guess what? You misjudged how long the event takes to get to the part where you insert the thing you need. Yes, you thing-you-need only had a 55 second duration left, but the event? Oh, the event has a 30-second "you begin doing the thing" part, [i]then another[/i] 30-second "you will need something soon" part, and after that? After that, you can insert the thing. Except you can't, because it evaporated five seconds ago. Fun, intuitive game design! Every game should feature useful things that are constantly disintegrating, am I right? Yes, some event components have clues to what the event using them will require. The rest? Not so much. So yeah, your mind will not enjoy this game experience. Emotionally. Whatever your character's path, it will involve, for instance... seeking "enlightenment" by turning yourself into a bony, saggy-skinned being of light. You do this by imprisoning your allies/followers, specifically, and "talking to them" in a prison cell, resulting in you absorbing their light or some crap. And, seemingly, nothing else remains of them. One follower in particular was described as "weeping in his cell" before our "conversation". Oh, we ARE clever with our cute little euphemisms, aren't we! Which leads me to a key assertion. A certain key developer on this game, who made off like a bandit as he left the Sunless Sea devs in the lurch, is a literal psychopath. The signs were there in Sunless Sea as well - another sadistic, unpleasant game with this sort of superficially interesting, poorly fleshed-out, unemotional, and above all [i]extremely[/i] pretentious writing (with incredibly innovative edgelord twists like 'cannibals everywhere' and 'human life is ever so expendable' and 'what if real life, but even more horrible'). I'm not joking. The man enjoys abusing the player. He enjoys abusing his characters. There is very little, if any, mention of caring or compassion in any of his games; less still of it being shown. Book of Hours breaks with this trend, a little - the influence of his spouse, I suspect. A tempering influence. So if you absolutely must play a Weather Factory game, make it that one instead. There's very little lore here that isn't also in Book of Hours anyway - many of the books and their texts, for instance, are copy-pasted altogether. Angry rants and personal attacks aside, this game is [i]very heartily[/i] disrecommended. Do yourself a favor and do not play it under any circumstances, even if someone pays you to.
Я ходил вокруг да около очень долго, в момент распродажи махнул рукой и решил купить. Я сразу скажу, что эта игра на любителя, на любителя настолок и ККИ, игроку непосвящённому здесь делать нечего, она вас попросту расстроит и не подарит удовольствия. Я же залип как собака, за два дня наиграв 15 часов не отлипая от компа. Поначалу ты не понимаешь вообще ничего — интерфейс как лист из старого гримуара, правила не объясняют, мир молчит. Игра услужливо сразу говорит тебе, мол, с первого раза ты ничего и не поймёшь, нужно несколько попыток. В общем, спустя пяток смертей я начал понимать что к чему, ну и нагриндил несколько редких концовок. Слово "нагриндил" здесь не просто так, потому что гринд тут жесток, беспощаден и, к сожалению, составляет львиную долю всего геймплея. И ты сидишь, тасуешь карты, пробуешь слова, как заклинания. И вдруг ловишь момент — понимаешь. И вот когда ты начинаешь понимать, гринд тебе уже не так страшен, потому что просыпается присущий карточным играм азарт. И с этого момента Cultist Simulator превращается из хаоса в магию. Сидишь, размышляешь, как достать очередной аспект, как провернуть ритуал, как не сойти с ума и не помереть с голоду между вдохновением и отчаянием. Да, Cultist Simulator — странная, нудная, иногда несправедливая штука. Но чёрт возьми. как же она мне зашла.
前期流程极度机械重复,主要玩法约等于合成大西瓜。但文本已经优秀到了美妙的地步,翻译更是锦上添花,我太爱了。已购入司辰之书,新作crpg也会狠狠期待的
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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