Perky Turkey Snowball Fight #96202

Greetings Contestants!

There’s a cold wind blowing on the island, and the inhabitants are ready to get their kill-streaks on. There’s so much to be thankful for: Big bones, big lungs, ol’ painless, leg days, even deep digs.

What’s that? You didn’t hear that some old favorites are making a comeback with a twist? Well quit gobbling that buttery corn cob and read on!


The new patch will be released on Tuesday, November 22nd. Servers will be down starting at 8AM Eastern for *up to* 4 hours.


This time out we’re focusing on a couple of key aspects of the game: Aggressive vs. Passive play and melee combat mechanics.

Aggressive play (which is inherently risky) is not adequately incentivized and leaves the victor vulnerable to vulturing, while passive play (which is dull to spectate and can lead to crowded end-of-match scenarios) presents no major risks or downsides. While we do not intend to eliminate passive play, we do want it to be a risky choice, so we’ve implemented the following changes:

  • Kill Perks. As you achieve kills in a match, you unlock a series of perks that improve your combat effectiveness for the rest of the match. While we expect combat skill will remain the primary determining factor in most fights, these Kill Perks will give the edge to an aggressive player.

  • Economy Changes. FUNC rewards for kills have been increased and FUNC gained from recycling has been decreased. Late-Match Airdrop costs have increased. This means expensive equipment will be more difficult to obtain for passive players.

  • Vulture Reduction. Default health-on-kill has been increased and the radius of combat audio has been decreased. This makes vulturing more difficult and mitigates one of the major risk factors in taking on a fight.

It is worth noting that the Kill Perks system is an experimental prototype and is likely to see changes in the future. If this system proves popular, it offers an avenue for more of the game’s classic perks to return in a controlled fashion.

On the Melee Combat front, while the last iteration of timing changes (read: slower shove) was successful in its goal of making shoving somewhat risky, it came at the expense of a sluggish feel and jab-back. We want the game’s controls to feel sharp and responsive, and we generally want combat decisions to straddle a fine line between predictive (I expect my opponent to attack, so I’m going to block) and reactive (I can see my opponent is shoving, so I’m going to attack).

In order to make combat actions feel quick and responsive, we’ve reduced the time required to shove significantly and made some tweaks to blocking and attacking. All three of these actions are now identical in terms of timing. We have offset the speed of shoving by giving it a period of vulnerability. If a shoving player takes damage, he will experience a “mini-stagger,” which leaves him vulnerable to an additional jab.

With these changes, we are one big step closer to putting the finishing touches on the game’s foundation in preparation for the major update. We hope to have news for you on that front soon!

The biggest tournament ever for The Culling happened this weekend with over 125 of the best Culling all-stars battling it out for over $5,500 in prizes. Backstabs, grenades and BM galore gave us two new champions to add to the Cullmination banners!

First off, congratulations to the TWO-TIME champion kvason95 with the patient decisive win over former two time champion PumpgunLouis and front-runner FaKe. kvason95 breathless and exhausted vowed to use the prize money to help out his mother and he’s not sure what to do with the rest quite yet. Watch the finals moments here. 

Secondly, a HUUUUUUUUUUGEEE congratulations to TheOneXplicitz for his aggressive, bloodthirsty, and frankly terrifying win in the NA Finals. Xplicitz conquered some high level foes (with some added BM) and took out Bombie^ to be your NA Champion. The finish in the blood bowl Cullmunation can be watched here.

For all your Cullmunation discussion, highlights and results you can subscribe the survivle the culling subreddit and read these threads.

And remember to join the Discord to hang out with the champions, Culling developers and other contestants!

We’ll see you on the island!


  • NEW: Kill Perks are now awarded to players when they achieve kills in a match:

    • 1st Kill: +10 health pool

    • 2nd Kill: +10 stamina pool

    • 3rd Kill: +10% damage

    • 4th Kill: +5% sprint speed

    • 5th Kill: Dig Deep (restores 15 health when taking fatal damage)

Balance and Gameplay

  • Melee Combat Mechanics

    • If a player takes damage while shoving, he is subject to a “mini-stagger” which is shorter in duration than a full stagger, but still grants the opponent an opportunity to attack

    • Reduced Shove animation duration

    • Tweaked timings of Shove, Jab, and Block to be consistent with each other

  • Economy

    • Increased FUNC Kill Reward to 60 (from 40)

    • Base recycle value of 10 for all manufactured items

    • Rocks and Sticks can no longer be recycled

    • Late Game Airdrop cost to 250 FUNC (from 200 FUNC)

  • Sledgehammer text and damage set to 10-30

    • Dev comments: Sledgehammer was previously dealing 9-27 damage, but the UI text was incorrect.

  • Reduce combat value of fists, rocks, sticks: 5-10 damage (from 5-15)

    • Dev comments: This is intended to add combat value to Tier 1 and Crafted melee weapons.

  • Duration of full blindness from blindness wound reduced to 2 seconds (from 3 seconds)

    • Dev comments: We’ve seen the effectiveness of a multi-smoke bomb strategy and want to take a bit of the sting out of being blind.

  • Increased base health award on kill from 15 to 30. Note: There is a known issue where this does not work properly in offline matches.

  • Reduced the distance from which combat actions can be heard

Bug Fixes and Polish

  • Fixed missing fireworks for Grab My Package

  • Reduced duration of Airdrop notification VO

    • Dev comments: A better long-term solution is in the works, but for now we’ve made these announcements less obtrusive.

  • Trump and Hillary masks retired. See you in 2020!

Cullection Day: Frank 4 President! #95827

Greetings Contestants!

The U.S. presidential election is nearly upon us and just when you thought the last political shots had been fired, The Culling has a final trick up its sleeve that could decide the outcome of the race. That’s right: Trump and Hillary masks are making their way to the island (sorry, Gary Johnson).

In the final hours before Super Tuesday, Culling contestants will show their support by dressing up as their favorite candidates. Hop on a private server (hosted in Frank’s garage), build a wall around your Airdrop landing pad, and leak the blood of your enemies. Step aside, Washington Post, The Culling is ready to flex its influence and rock the vote!

The new patch will be released on Monday, November 7th. Servers will be down starting at 8AM Eastern for *up to* 4 hours.

In addition to goofy rubber masks, this patch has A LOT going for it. For months we’ve been systematically targeting various core game systems and overhauling them to be more balanced, more competitive, more fun and more... “more.”

This time we have Airdrops, Economy, and Match Events in our cross-hairs.

You can read the details below, but the short version is that we now have Early-, Mid-, and Late-Match Airdrops that only become available at specific time intervals (provided you have enough FUNC). Coupled with a stingier economy, we expect Airdrop choice to be more interesting strategically and more critical to the outcome of matches.

Perhaps the most exciting thing about this round of changes is that for us it represents a critical milestone on our Early Access road map. At this point we’ve addressed all of the game systems that required overhauls, which frees up more of the team to focus on the Major Update that’s still in the works. There will be more patches before that update, but they are likely to involve fine-tuning, rather than huge shifts. This is the stimulus package we’ve been looking for.

In a tip of Frank’s fedora to the Cullmunity, we’ve made a few timing tweaks to Blocking and Shove, we’ve added Cullmunity tournament-winner banners to the Cullmination, and we’ve made it easier to view the scoreboard when you’re spectating.

We’ll see you on the island!


Hot on the heels of their Culloween event, the Cullmunity is gearing up for their biggest tournament yet to close out the year.

The Cullclusion.

More guests, more prizes, and the biggest purse to-date; it doesn’t get much better than this.

Proceeds from entry fees for the tournament are being delivered to the Texas Homeless Network, helping those in need during this holiday season. That’s literally a win-win when you put your money where your mouth is!

You sign up and get more details on the Cullclusion here.

But what if you want to put your fist where your mouth is? Well you’re in luck friend, there’s an option for that.

Each weekend leading up to The Cullclusion on November 18-20th we will be running Pre-Qualifiers to help contestants book their very own free ticket to the tournament!

Windows will be open starting on 12pm EST and closes 6pm EST ( Nov 5/6, 12/13). During this time period, a contestant merely needs to meet the following minimum requirements to be entered in the running.

Minimum Requirements:

  • Play at least 10 matches during the time period

  • Win at least 1 game

  • Get a minimum of 3 kills in a single game

If you haven’t registered for the free Pre-Qualifiers, what are you waiting for? Click here !


  • New Trump and Hillary masks are available to everyone for a limited time!

  • Halloween masks have been retired

Balance and Gameplay

  • Airdrops and Economy

    • New Suite of Airdrops

      • Early (Tier 2 Melee weapon + Crude Crafted Armor + Random Stim) (FREE)

        • Random Blade

        • Random Bludgeon

        • Random Axe

        • Random Spear

      • Mid (Tier 3 Melee Weapon + Reinforced Crafted Armor + Random Stim) (100 FUNC)

        • Bowie Knife

        • Kukri

        • Sabre

        • Tactical Machete

        • Pipe Wrench

        • Baseball Bat

        • Survival Spear

        • Tomahawk

      • Late (Tier 4 Melee Weapon + Tactical Body Armor + Random Stim) (200 FUNC)

        • Katana

        • Sledgehammer

        • Trident

        • Fireman’s Axe

      • Utility (can be called up to 3X, available at match start, 100 FUNC)

        • Tracker

          • Backpack

          • Man Tracker

          • Alarm Gun

          • Silent But Deadly

        • Golden Arm

          • Backpack

          • 3 Javelins

        • Medic

          • Backpack

          • Med Kit

          • Iron-4-Skin

          • Muscle Man Milk

        • Trapper

          • Backpack

          • Steel Snare

          • Steel Snare

          • Explosive Mine

        • Bait Crate

          • Explodes and deals 50 damage when opened

    • Airdrops now have an elapsed match time requirement in addition to a FUNC requirement.

      • Early, Utility: Match Start

      • Mid: 6 minutes elapsed (19:00 remaining)

      • Late: 12 minutes elapsed (13:00 remaining)

    • With the exception of Utility Airdrops, Airdrops can be called once per match

    • Airdrops now spawn directly over the landing pad and take 45 seconds to arrive

    • Airdrop landing pads no longer spawn randomly, there are a fixed number of pads and locations

    • Default loadouts utilize Early Airdrops and Load Dropper

    • Improved item orientation in Airdrop crates

    • Load Dropper perk reduces Airdrop call-in time from 45 seconds to 15 seconds (previously provided instant delivery)

    • Recycle Value Updates

      • Hemo Blast Stim: 10 FUNC (previously 20)

      • Explosive Mine: 20 FUNC (previously 25)

      • Remote Explosive: 20 FUNC (previously 30)

      • Sabre: 25 FUNC (previously 30)

    • Removed several activity- and time-based FUNC Rewards

      • Time Alive (1, 2, and 3, these were providing a total of 100 FUNC)

      • Crouch through trap

      • Distance Traveled (1 and 2)

      • Stim Use

      • Opening various crates

    • Dev comments: This overhaul of Airdrops and Economy is intended to accomplish several goals:

      • Airdrop contents are balanced, allowing players to choose based on weapon preference. While the previous “themed” Airdrop approach was fun (and may see a return in some form), it meant that certain weapons were favored based on the quality of the companion items.

      • The introduction of a time-gate mechanism allows us to control the pace of weapon progression, which in turn increases the relative value of each tier of melee weapon. Tier 2 and Tier 3 melee weapons each enjoy a 6-minute window where they are (nearly) guaranteed to be the strongest weapons in play. When coupled with a more restrictive economy, we expect the choice of an Early-, Mid-, or Late-Game Airdrop will be much more interesting from a strategic risk/reward standpoint.

      • With Early-Match Airdrops available for free at the very start of the match, inexperienced players have a clear path to gearing up that doesn’t require intimate map knowledge (for effective scavenging) or understanding of the crafting system. We’ve all seen new players enter fights empty-handed, which isn’t particularly fun for anyone. We expect some aggressive veterans will also favor Early-Match Airdrops and rely on Holo Spawners and body-looting to provide Late-Match gear.

      • By removing the majority of activity-based FUNC bonuses, including the controversial “charity FUNC,” passive players will have a much more difficult time accessing Holo Spawners or Late-Match Airdrops, creating a strong incentive for aggressive play.

      • While still valuable, Load Dropper is no longer a must-have perk for a player who wants to guarantee an Airdrop. All Airdrops will alert other players to your location and can potentially be contested, but they can no longer be stolen in transit. While some of the gameplay associated with snagging an Airdrop as it traveled across the map was exciting, having all Airdrops spawn directly above their landing pad creates a host of new gameplay dynamics.

  • Melee Combat

    • Blocking: Reduce minimum block duration by 0.1 second (from 0.5 seconds), making total minimum block time 0.7 seconds (matches jab time)

    • Shove: Extend shove time by 0.1 seconds, making total shove time 1.1 seconds

    • Shove Animation: Shove animations should better illustrate the timing of shove, with an explosive pop at 0.1s, and a long follow-through where the shoving player is visibly vulnerable.

    • Dev comments: The community has spoken! Several of you have voiced concerns about the slow feel and added vulnerability of blocking since our last changes, so we’ve reduced the minimum block time by 0.1 seconds. Coincidentally, this makes Jab and Block timing match exactly, which must be fate. We’ve made Shoving more of a risk by extending the duration by 0.1s and reworking the Shove animation to do a better job of visually communicating how vulnerable a player is after a miss.

  • End of Match Map Changes

    • End of match gas iris behavior updated. With ~7 minutes remaining, the gas iris pauses for 5 minutes. With 2 minutes remaining “Standing Room Only” begins and stops with 0 minutes remaining.

    • With ~7 minutes remaining, “End of Match” Gas Pylons appear near in 4 key locations near the central arena. When triggered these pylons shut down large portions of the playable space, driving players toward the center.

    • Dev comments: We’ve been struggling to find a solution to the phenomenon we consistently see in high-stakes matches (i.e. tournaments): Lots of players alive at the Standing Room Only phase, resulting in a messy brawl with questionable “who can survive longest in the gas?” tactics.

    • When a tournament is on the line, it is difficult to incentivize aggressive play, but punitive action against passive players didn’t seem appropriate. Through changes to gas shutdown timing and placement of strategic gas pylons that only appear near the end of the match, we have created a scenario where we expect much higher attrition during the late game phase (from 7 minutes remaining until 2 minutes remaining), with only a few players remaining as the match winds down to Standing Room Only. Note that “End of Match” Gas Pylons behave identically to all other Gas Pylons in terms of radius, duration, and damage.

  • Level Changes

    • Community Tournament Winner Banners Added

      • Dev comments: We are proud to display banners commemorating the winners of notable Cullmunity-organized tournaments.

    • Fireworks at Grab My Package destinations

      • Dev comments: This helps draw players to the location where Grab My Package will land, making it more contestable.

    • Match Events now occur in 3 phases

      • Early (@ 4:00 elapsed)

        • The Chokening

        • Loot Express (Can deliver Mid and Utility Airdrops)

      • Mid (@ 10:00 elapsed)

        • The Chokening

        • Grab My Package (Can deliver Mid, Late, and Utility Airdrops)

      • Late (@ 18:00 elapsed)

        • Loot Pinata (Can deliver Mid, Late, and Utility Airdrops)

        • Three-Crate Monte (Can deliver Mid, Late, and Utility Airdrops)

      • Note: Two events happen per match, always at different match phases

      • Dev comments: We have new events planned for the upcoming major update, but in the meantime we’re embracing the Early-Mid-Late scheme of Airdrops and reformatting our Match Events to create a more cohesively paced experience that still offers the prospect of early access to a higher-tier Airdrop.

  • Spectator Mode Features

    • At match end, spectators automatically view the scoreboard

    • Holding Tab key allows spectators to view the scoreboard (mappable key)

  • Advanced Tutorial Changes

    • Room 1 Mandroid has an on-screen damage display

    • Auto Bow and all stims are now included on pedestals

    • Recycler is available

    • Dev comments: These changes make our internal QA testing easier and will allow the community to test and confirm their own theories.

  • Holo Spawners no longer contain Hemo Blast Stims, have a higher chance to contain ranged weapons

  • .357 Magnum, SMG, and Rifle have had minor accuracy tweaks

You Say “Caltrops,” I say “Cow Traps” #95482

Greetings Contestants!

Ghouls are lurking, ghosts are twerking, it’s that spooky time of year we all love and have come to know as Culloween.

After a series of big changes that have set the stage for the future of The Culling, this patch should feel like a gentle tropical breeze by comparison. The highlight of this week’s update is a shift into how caltrops operate. Rather than sending players into a bloody rage, we’ve increased their cost and decreased their bleed so that contestants aren’t screaming bloody murder.

The new patch will be released on Wednesday, October 26th. Servers will be down starting at 8AM Eastern for *up to* 4 hours. 

Over the past few weeks we’ve made significant advancements with how The Culling plays at all levels and we’re adding several new changes in this week’s patch that continue to enhance the island’s competitive nature. Among other things, we’ve set our sights on improving the balance on ranged weapons, we’ve made Red Crates... crate again, and we’ve tweaked the economy to make sure that the island isn’t being hotboxed by smoke bombs. It can’t be 420 all day every day!

These may seem like small adjustments, but they’re positioning The Culling for bigger and better changes in the near future. Oh, and if you’re a glutton for Early Access punishment, don’t worry, we have big plans in the works for changes to the economy and match progression that aren’t quite ready to roll out.

As always, we are marching tirelessly toward the major update and we’ll let you know as soon as we have more concrete news.

We’ll see you on the island!

The Culling is nothing without the Cullmmunity and we want to thank Amanduuuh38 and everyone who was involved with, and supported this past Sunday’s EU Culloween tournament. Seeing the incredible response to the tournament gets our adrenaline pumping almost as much watching some of The Culling’s top players go head-to-head.

If you missed the fun, you’re awful and you should be ashamed of yourself. BUT WAIT! You can redeem your transgressions November 18-20 when the Cullclusion tournament goes live.

You sign up and get more details on the Cullclusion here.


Balance and Gameplay

  • Crafted Caltrops

    • Bleed applied by Caltrops is now * instead of **

    • Crafting cost is now 6 FUNC (from 4 FUNC)

      • Crafted Snare cost has been reduced by 2 FUNC to compensate, Blowgun cost remains the same, effectively increasing its total cost by 2 FUNC

    • Individual caltrops now have 5 hit points (previously 15 hit points)

    • Caltrops can now be destroyed by stepping on them, even if the player is in the brief immunity period after triggering one

    • Reduced individual caltrop count to 12 (from 15)

    • Dev comments: We love that players love using caltrops, but they are frustrating to deal with in certain situations. We’ve made several adjustments with the expectation that they will remain useful, but won’t pack quite as much punch and will be easier to clear from an area.

  • Red Crates

    • Adjusted placement of some Red Crates and Explosive Barrels to prevent cases where they could spawn extremely close to each other

    • Red Crates now contain the following:

      • Tier 3 melee weapons

      • Guns (with half a magazine of ammunition)

      • Compound Bow (with no arrows)

      • Reinforced Crafted Armor

      • Hemo Blast stim

    • Dev comments: Although finding a Tier 4 melee weapon in a Red Crate was rare, it had the potential to dramatically change a match. We’ve guaranteed that the minimum time needed to open one will be a bit longer (requiring you to search farther for an Explosive Barrel). The contents will always be useful (especially if you open one early in a match), but the small chance of a Tier 4 melee weapon has been removed.

  • Guns

    • Zoom of Rifle increased in aimed mode

    • Rifle hip fire accuracy increased slightly

    • .357 Magnum aimed accuracy decreased slightly

    • All guns have a base recycle value of 30 FUNC, but the value is increased if the gun contains ammunition when recycled

    • Dev comments: We’re pleased with the small bump in popularity guns have seen since the last patch (they are up to an average of 4% of damage dealt in a match, compared to 2% previously). These changes represent minor tweaks for consistency and aren’t meant to have a major influence on gun use.

  • Bows

    • Crafted Bow Crafted Ammo costs 3 FUNC for 6 arrows (previously 5)

    • Compound Bow Crafted Ammo costs 10 FUNC for 6 arrows (previously 5)

    • Auto Bow recycle value reduced to 20 (previously 25)

    • Compound Bow recycle value reduced to 25 (previously 30)

    • Zoom of Compound Bow reduced in aimed mode

    • Dev comments: Bows have also enjoyed a small increase in use since the last patch. We’ve made a few economy changes related to bows so that recycle values are consistent across tiers of weapons and to reflect the relative firepower of a bow in its arrow crafting cost.

  • Crafted Smoke Bombs cost 10 FUNC (previously 5)

    • Dev comments: Increased crafting cost will force players to think a bit harder about making one of these, and will substantially limit their ability to fill a backpack with them.

  • Alarm Gun ammo can be crafted from rocks (previously explosive barrels)

    • We have bigger plans in the works for the Alarm Gun, this change is just the tip of the iceberg!

    • Edit: Alarm Gun damage reduced to 1 (from 10)

      • Dev comments: With the ammo crafting change, this puts the Alarm Gun squarely in the "Utility Item" category, so damage has been reduced.


Bug Fixes

  • Fixed a bug that prevented blocking from being effective against certain ranged weapons

Boom Goes the Dynamite! #95350

Greetings Contestants!

The new patch will be released on Wednesday, October 19th. Servers will be down starting at 8AM Eastern for *up to* 4 hours.

If you’ve been paying attention to The Culling lately, it has probably been clear that we are currently working on two parallel tracks. Internally, we’re adding major new systems, optimizing and polishing in anticipation of the biggest update we’ve ever released. We don’t have a date for you yet, but we’ve got Frank living on stale bread crusts and rusty tap water until he wraps it up. We promise!

As many of you may have suspected, over the past few weeks we’ve been making a series of important changes to the live build that are intended to put game into a clean and balanced state that will serve as a strong foundation for future features.

At its core, the essence of The Culling’s combat is melee, but ranged weapons, explosives, and traps allow well-rounded players to gain the upper hand before things get up-close and personal. We’re making adjustments to reinforce that as we lead into our major update.

A long-standing statistic we’ve observed is that melee combat is responsible for more than 80% of damage dealt in an average match. While that doesn’t constitute a crisis, it means that many contestants are completely ignoring some of the tools in their toolbox. To entice players into strapping a gun to their belt, clipping a grenade to their suspenders, or slinging a bow over their shoulder, we’ve revisited balance for bows, guns, and explosives. Additionally, we’ve made them easier and more predictable to obtain in a match.

Our hope is that players will see Airdrops as the primary path to their favorite melee weapon and Holo Spawners will be the preferred method to obtain a powerful ranged weapon or explosive to round out their inventory. Airdrops focused on ranged weapons have had their costs reduced significantly, but players who choose these drops will generally have a harder time obtaining a tier 3 or tier 4 melee weapon in the match.

It is also worth noting that while we’re making some necessary economy modifications with this patch, we still have a major economy shift coming in a future update in which we’ll address some common gripes about time-based FUNC rewards, easy access to high-end Airdrops, and general match progression. Hold tight and stay tuned!

As always, we appreciate your feedback and thank you for your patience as we move towards the major update.

We’ll see you on the island.

BONUS SECTION!!!!!! *Bwa-bwa-bwaaaa* *ding-ding-ding* *other alarmingly-exciting noises*

The first Cullmunity-run EU tournament is just around the corner and is set to scare up a storm just in time for Culloween! Read about it here.

EDIT: The following changes were made after the initial patch notes release:

  • .357 Magnum rate of fire reduced to 0.6 seconds between shots (from 0.2 seconds)
  • Guns purchased from Holo Spawners now contain a full magazine of ammunition (previously contained half a magazine when not obtained from an Airdrop)

Balance and Gameplay

  • Bows

    • Crafted Bow Damage: 6-12 (from 5-10)

    • Recurve Bow Damage: 8-16 (from 7-14)

    • Auto Bow Damage: 8 (from 5)

    • Compound Bow Damage: 10-20 (from 9-18)

    • Dev comments: Our last update appears to have succeeded in terms of increasing bow accuracy without significantly changing how much damage bows do per match, but we’ve heard plenty of feedback that bows feel a bit weak. In response, we’re bumping up damage slightly on all bows and we’re making them more obtainable by treating the Recurve Bow and Auto Bow as Tier 2 bows, and treating the Compound Bow as Tier 3.

  • Guns

    • .357 Magnum Damage: 25 (from 28)

    • SMG Damage: 10 (from 13)

    • Rifle Damage: 25 (from 48)

    • Guns no longer apply bleed wound

    • Rifle zoom increased to allow longer-range accuracy

    • Blocking reduces damage from guns by 50%

    • Dev comments: Guns have always been very powerful, but they’ve occupied a small niche (on average, players do 3X more damage in a given match with their fists than they do with guns). The only reliable way to obtain a gun is through an Airdrop, but those have commanded a premium price and generally require players to forgo a high-end melee weapon. We’re making it easier to get your hands on guns, but we have also lowered their lethality. The rifle in particular is now more focused on being able to land shots from a significant distance, but no longer deals crushing damage. We’ve also made guns blockable, which gives skilled players an opportunity to mitigate gun damage if they can anticipate it in advance.

  • Explosives

    • Crafted Explosive Damage: 30 (from 35)

    • Explosive Mine Damage: 40 (from 65)

    • Remote Explosive Damage: 60 (from 95)

    • Impact Grenade Damage: 40 (from 50)

    • Dynamite Damage: 60 (from 75)

    • Explosives no longer apply bleed wound

    • Normalized blast radius and damage fall-off for all explosive weapons and traps

    • Dev comments: In a similar vein as guns, explosives are generally difficult to obtain but highly lethal. We’re reducing the lethality somewhat in order to make these items easier to obtain. We’ve also made the behavior of all the explosives identical in terms of blast radius and damage fall-off in order to make them more predictable and allow for better feedback from users.

  • Economy

    • Green Crates

      • 50% chance to receive a Tier 2 melee weapon

      • 25% chance to receive to receive a Tier 2 ranged weapon

        • Recurve Bow

        • Auto Bow

      • 25% chance to receive an explosive trap

        • Explosive Mine

        • Remote Explosive

      • Dev comments: Green Crates remain a reliable method for obtaining a Tier 2 melee weapon early in a match, but they also offer a good chance of grabbing a solid Tier 2 bow or explosive trap.

    • Holo Spawners

      • 50% chance to receive a Tier 3 ranged weapon

        • Compound Bow

        • .357 Magnum

        • SMG

        • Rifle

      • 25% chance to receive a thrown explosive

        • Dynamite

        • Impact Grenade

      • 25% chance to receive a utility item

        • Rekt-Em-Juice

        • Tactical Body Armor

        • Hemo Blast

      • Dev comments: Holo Spawners were previously focused on providing players with access to Tier 3 melee weapons, but we’ve found that most players would rather pursue an Airdrop that offers better value. We’ve decided to to make Holo Spawners more focused on obtaining a powerful ranged weapon.

    • Airdrops

      • Demon Hunter costs 75 FUNC (previously 125)

      • Hawk’s Eye costs 125 FUNC (previously 175)

      • The Imp costs 175 FUNC (previously 225)

        • The Imp no longer includes Iron-4-Skin

      • Commando costs 250 FUNC (previously 300)

      • Hunter costs 225 FUNC (previously 300)

      • Five-Oh costs 225 FUNC (previously 300)

      • SWAT costs 225 FUNC (previously 300)

      • Bandito costs 225 FUNC (previously 325)

      • Pirate costs 250 FUNC (previously 325)

      • Sniper costs 225 FUNC (previously 325)

      • Dev comments: With the shift of Auto Bows to Tier 2 and Compound Bows and guns to Tier 3, we’ve re-priced the ranged weapon Airdrops accordingly. We expect players will continue to focus on Airdrops for high-end melee weapons and utilize Holo Spawners to purchase ranged weapons.


Misc. Changes

  • Suicide button assignable (for Private Matches)

    • Dev comments: There is now an assignable control (unassigned by default) that will allow you to instantly commit suicide in a Private Match. This is a temporary tool to make it easier for the host of a tournament match to transition immediately into spectator mode without disrupting the match.

  • Orange Juice has been renamed as Rekt-Em-Juice

    • Dev comments: By popular demand, we’ve changed Orange Juice to the name that we thought might be too juvenile and disgusting.

  • Stealthy Shot has been renamed as Silent But Deadly

    • Dev comments: When we converted the Stealthy perk into a stim, we didn’t spend much time thinking up a clever name. Now we’ve spent 30 seconds on it so we can move on to more pressing matters :)

The Battle of the Bowstards #95183

Greetings Contestants!

The Major Update is Coming.

As our forefathers have ...fore..told, The Major Update is Coming. As we prepare for its impending arrival, we continue our crusade to address major aspects of the core game, setting the bloody stage for greater things to come.

Last week we overhauled our Perk list. This week we’re casting our gaze on a weapon that has been rumored to be found in different area codes. Bows. That’s right. We’ve got bows, in different area codes.

The new patch will be released on Wednesday, October 12th. Servers will be down starting at 8AM Eastern for *up to* 4 hours.

Over the months since launch, we’ve learned a lot about the role bows play on the island. Bows makes up a small but significant percentage of the damage done in The Culling. Just like traps, explosives, and guns, bows can help you gain an advantage before the axes start swinging and the fur starts flying.

A problem we’ve identified is the steep learning curve for bows that prevents many players from using them effectively, while making them an extremely powerful combat tool for those who are able to attain master status.

Our goal with this patch is to close the gap somewhat by making bows easier, more rewarding, and ultimately more fun to use, while preventing them from being the only weapon in a player’s arsenal and maintaining a skilled level of play for experienced players.

In addition to bow rework, we’ve made some tweaks to a few Perks based on the behavior we’ve observed and feedback we’ve received in the last week. We have a couple more big areas to address before we’re ready to devote all of our attention to the exciting new features we have planned for the major update.

Upon its arrival people will tell tales of cold water and chemical combustion.
Until then: Stay tuned.


We’ll see you on the island!

Balance and Gameplay

  • Bows Balance Changes:

    • Crosshairs turned on

      • Dev comments: Some players were already using external means to enable crosshairs, which gave them an advantage that we were unable to mitigate. Rather than leave the rest at a disadvantage, we’ve enabled crosshairs for everyone! Note that crosshairs no longer expand/contract based on movement. This was not an accurate depiction of accuracy.

    • Arrow velocity increased by 66%, with increased projectile drop from gravity

      • Dev comments: This change supports the general goal that short- and medium-range targets will be easier for most players to hit. Bow users will not have to lead moving targets as much, but will have to increase elevation compensation at greater range.

    • Removed bow accuracy penalties

      • Dev comments: To be Frank, our accuracy system for bows was somewhat disjointed. There was a baseline accuracy modifier, which was intensified by low Stamina and hip fire, making bows somewhat unpredictable. We didn’t have a good way to communicate any of this to players. Since bows rely on projectile physics, they already require more skill than a hitscan weapon does. As such, we have removed all of the artificial accuracy modifiers. Note that built-in animation sway has not been changed.

    • Blocking reduces damage from arrows by 50%

      • Dev comments: We’ve effectively made bows more accurate, but our goal is not to shift the focus of the game to ranged combat, so we’re giving players a skill-based method to counter bow users.

    • Ammo capacity reduced to 12 arrows (from 18 arrows)

      • Dev comments: To further limit the overall firepower of bows, we’re reducing the maximum arrow capacity to 12. Committed bow users may choose to carry an additional bow, but this requires the sacrifice of an inventory slot, which we think is a fair trade.

    • Bows no longer apply Bleed wound

      • Dev comments: The power of the Bleed wound meant that landing a single arrow against a melee opponent could give a bow user a distinct advantage in an ensuing melee fight. Removing bleed means bow users will need to land more hits to deal equivalent damage, which should be easier to accomplish with the accuracy measures we’ve taken.

    • Bow Damage Changes:

      • Crafted: 5-10 (from 4-12)

      • Recurve: 7-14 (from 5-16)

      • Autobow: 5 (from 6)

      • Compound: 9-18 (from 7-20)

      • Dev comments: Uncharged bow damage gets a slight boost and charged damage gets a moderate reduction. We’re now consistently scaling bow damage from from 1-2X based on level of charge, which supports our goal of spacing the tiers a little more clearly.

  • Perks Changes:

    • Removed Stealthy Perk, replaced with Stealthy Shot stim. The stim behaves like the perk did, lasts 2 minutes, and spawns in lockers

      • Dev comments: with the changes in the last patch, Stealthy distinguished itself with the advantage it offers in terms of sneaking up on your enemy unawares and successfully escaping a fight that isn’t going your way. We like the gameplay Stealthy brings to the table and didn’t want to water down its effects, so we’re moving it to a stim. It requires the Stealthy player to acquire the stim and use it situationally, rather than having it permanently.

    • Angry Octopus Perk Changes

      • Smoke Bomb procs once per match (previously 60 sec cooldown)

      • Smoke Bomb procs below 20 HP (previously below 30 HP)

      • Dev comments: Angry Octopus also jumped to the top of the perk list along with Stealthy, meaning the island was often difficult to see because of the all the smoke. Based on how effective Angry Octopus is at turning the tide of a fight (offensively or defensively), some rebalancing was in order.

    • Removed Immunity Perk

      • Dev comments: By canceling bonus damage from backstabs and headshots, Immunity provided a hard counter for the Brutus perk. While backstabs and headshots are situational and generally require skill to achieve, we’ve decided to remove Immunity as our goal is to avoid perks that cancel one another.

    • Chemist extends stim duration by 35% (from 25%)

      • Dev comments: Chemist was hit pretty hard with the last patch, so we’re restoring some of its former glory. This means most stims will last for 2 minutes and 42 seconds when Chemist is active.

  • Stealthy Stim available in the following Airdrops: Ninja (replaces one Crafted Smoke Bomb), Boar Hunter (replaces X-plosive Runs), Addict (replaces Muscleman Milk)

    • Dev comments: Having a fun new stim means we can add some variety to our Airdrops, so we’ve made a few choice replacements to make Stealthy Shot accessible.

  • Increase stamina cost of jumping to 8 (from 4)

    • Dev comments: Now that combat actions don’t cost stamina, we’re free to up the cost of jumping. This may or may not be intended to have a small impact on bow-kiting tactics.

  • Master Crafter replaces Stealthy in the Stalker preset


Bug Fixes

  • Fixed a bug where stims and some items can falsely appear to remain in your inventory after use

    • Dev comments: This one has plagued us for a while and we’re happy to report that it’s been resolved. As always, please report annoying bugs at .

  • Fixed a bug where chainsaw continued to use stamina when used

  • Removed some invalid game tips

Lean, Mean Culling Machine! #95035

Greetings Contestants!

We’ve entered the month of October, which means running around in the woods wearing a mask is practically a normal thing to do. We know it’s a bit early, but we already have some tricks and treats up our sleeves and we can’t wait to share.

The new patch will be released on Wednesday, October 5th. Servers will be down starting at 8AM Eastern for *up to* 4 hours.

This is the biggest patch we’ve done in a while, so we’re offering a bit more explanation than usual. If you’re a fan of brevity, we’re even throwing in a TL;DR:

  • More than half of the perks have been removed from the game, including anything that has a major impact on combat effectiveness or movement speed.

  • Melee combat has received an important bug fix for blocking, along with minor timing tweaks to blocking and shoving.

  • The bleed wound can once again apply to armored opponents. You didn’t like the change in the last patch, so we reversed it.

  • We increased your movement speed by 10% across the board.

  • The X-plosive Runs stim now grants you +25% sprint speed, but lasts for 30 seconds.

  • Your combat actions no longer cost stamina and the Stamina Shot stim has been removed.

  • All Airdrops are unlocked by default (for now).

  • Several Airdrops have been removed, and several more have been adjusted, including Sapper.

  • It’s a lot easier to see things that fall on the ground.

The most exciting change here is to the perk list. We’ve strategically removed 25 perks from the game, including nearly all of the most popular choices.

Why? Frankly, because blanket offensive and defensive boosts are boring. Because a permanent 20% movement speed advantage is too strong to justify. And, because we want fights to be decided on the island, not in the Perk selection menu.

As the major update approaches (no, we don’t have a date to announce just yet) we want The Culling to be in lean, mean fighting shape. There are a few more areas we intend to revisit with upcoming patches, but in the meantime we’re eagerly awaiting the Cullmunity’s reaction.

We’ll see you on the island!

Halloween Hats!

  • Jack-o-Lantern and Goalie Mask are available to all contestants for a limited time!

Balance and Gameplay

  • Perks:

    • Removed the following Perks:

      • Armorer

      • Big Boned

      • Big Lungs

      • Bloodbath

      • Blowhard

      • Bomb Suit

      • Chopper

      • Dig Deep

      • Disability Insurance

      • Knuckle-dragger

      • Leather Hide

      • Leg Day

      • Longshot

      • Maniac

      • Ol' Painless

      • Recovery

      • Red Gunner

      • Runs with Knives

      • Sneaky Poker

      • Speedy Spear

      • Stunner

      • Submission

      • Thick Skin

      • Tough Mother

      • Wound Less

    • Chemist now extends the duration of stims by 25% (previously 100%)

    • Golden Arm only applies to Spears (previously applied to all weapon types)

    • Master Crafter no longer provides a damage bonus, but continues to reduce crafting time by 50%

    • Trapper no longer applies Expose wound, but continues to reduce trap arm and disarm times by 75%

    • Dev comments: What we’ve found with our old perk list is that if you don’t make the “right” choices (according to whatever the latest meta is) prior to the start of the match, you will be at a disadvantage. Once you’re in a match, it’s difficult to know what advantage your opponent has or how to respond. We’ve concluded that the best thing for The Culling is to move away from perks that simply improve your offense, defense, or movement speed in all situations. Along similar lines, we’ve removed perks that affect stamina and wounds. The following perks remain:

      • Angry Octopus

      • Backpacker

      • Basher

      • Bow Flexer

      • Brutus

      • Cannibal

      • Chemist

      • Golden Arm

      • Immunity

      • Inhuman

      • Load Dropper

      • Man Tracker

      • Mangler

      • Master Crafter

      • Moneybags

      • Regenerator

      • Stealthy

      • Trapper

  • Base player movement speed increased by 10% (affects all movement modes)

    • Dev comments: A large proportion of players were using at least one movement speed perk. With those perks out of the equation, the only available boost to movement speed comes from the X-plosive Runs stim. This left us free to increase the base movement speed to allow faster map traversal, which improves the feel of the game.

  • Stamina:

    • Combat actions no longer cost stamina (but do pause stamina regeneration briefly)

    • Reduced intensity of low-stamina screen effect

    • Dev comments: We like what stamina brings to the table in terms of chase situations (especially with the removal of run speed perks), but many players found it frustrating to try to manage stamina during combat. Stamina management is still a factor, but combat actions will no longer drain your stamina.

  • Stims:

    • X-plosive Runs grants +25% sprint speed for 30s (previously +15% for 2 minutes)

      • Dev comments: Enhanced movement speed is extremely valuable in The Culling. We would rather see players use bonus speed strategically in short bursts rather than for sustained periods, so the intensity of this stim has improved to allow for the same max movement speed we had previously, but the duration has been significantly reduced).

    • Stamina Shot has been removed

      • Dev comments: To better assess changes to perks, stamina, and X-plosive runs, we’ve removed the Stamina Shot. We never had a properly funny name for it anyway.

    • Orange Juice improves movement speed for 30 seconds (bonus damage and damage mitigation last for two minutes after OJ is applied), is no longer found in Airdrops.

      • Dev comments: Orange Juice still offers the benefit of all the other stims at once, but the movement speed element is limited to 30 seconds, just like the revised X-plosive Runs stim.

  • All Airdrops are now available by default

    • Dev comments: Our upcoming major update will see changes to Airdrops and how we award them. In the meantime, we know some players are struggling with the current scheme, which can make it very difficult to unlock that one drop you’re looking for. In the interim, we’re allowing all players to access all Airdrops without unlocking.

  • Airdrop Changes:

    • Juggler, Pothead, and Hoodlum have been removed

    • Medic now contains Iron-4-Skin instead of Orange Juice

    • Stamina Shot has been removed from Survivalist, Lumberjack, and Archer

    • Sapper now includes 1 Dynamite, 1 Explosive Mine, 1 X-plosive Runs stim (previously included 3 sticks of dynamite and Iron-4-Skin)

    • Bait Crate now costs 150 FUNC and deals 50 damage (previously 50 FUNC and 25 damage)

    • Archer now costs 75 FUNC and contains Crude Crafted Armor instead of stims (from 125 FUNC)

    • Hawk’s Eye now costs 225 FUNC (from 175 FUNC)

    • Demon Hunter now costs 125 FUNC (from 175 FUNC)

    • Slugger now contains Crude Crafted Armor instead of X-plosive Runs

    • Dev comments: Juggler and Hoodlum have been removed, as they were targeted at specific perks that have been cut or modified. Pothead was removed because we no longer offer Orange Juice in Airdrops. Sapper also lands a step down after inspiring rage with its previous dynamite-heavy loadout. We’ve heard several suggestions that we increase the damage done by Bait Crate, so we’re giving that a try as well. It's worth noting that we've decided to start treating the Recurve Bow as a Tier 2 weapon, Auto Bow as a Tier 3, and Compound Bow as Tier 4. This is reflected in where these items spawn and what their Airdrops cost.

  • Armor no longer blocks application of bleed wound

    • Dev comments: Prior to the latest patch, blades were dealing far more damage per match than any other weapon type, so we looked at several options to bring them closer in line. We decided to allow armor to block the application of the bleed wound, knowing that bleed is a major factor contributing to the value of blades. While blades have settled comfortably into the #2 position (behind bludgeons) in terms of average damage per match, the community has not embraced the change, so we’re reversing it. We expect that the new changes to perks will have an influence on weapon selection, so we’re eager to see the outcome.

  • Blocking: Minimum duration increased to 0.5 seconds (from 0.25 seconds)

    • Dev comments: When we removed the vulnerability to shove during the exit from your block animation in the last patch, it became much harder to shove a player who was repeatedly tapping the block key, which in turn made the “block baiting” tactic more effective. By extending the minimum block duration by a fraction of a second, it will now be possible to react to an opponent’s block with a shove, making block baiting more risky.

  • Shove: “Time between shots” increased to 0.2 seconds (from 0.1 seconds)

    • Dev comments: This change effectively extends the overall time of a shove by 0.1 seconds. Shoving an opponent who is not blocking has never been terribly risky because there is very little time for your opponent to punish a missed shove with a jab. By extending the shove time slightly, we extend the window in which an opponent can recognize your failed shove and counter with an attack.

  • Blowgun

    • Reduce blowgun damage to 1

    • Reduce max ammo to 3

    • Dev comments: We’ve seen some abuse of blowguns by skilled players, so the Blowhard perk has been removed (it allowed the blowgun to deal significant damage). We've also reduced base damage and ammo count.

  • Increased visibility for all dropped items, including some items that were not receiving any highlight when dropped, such as the Crafted Bow and Crafted Bandage

    • Dev comments: By popular demand, we’re making it easier to find stuff that falls on the ground. The effect might be a little too intense, but we wanted to err on the side of visibility for this pass.

  • Compound Bow no longer appears in Holospawners

  • Default character presets have been updated to reflect changes to perks and Airdrops.

Bug Fixes

  • Fix for Reinforced Crafted Armor not visibly disappearing after it is destroyed

  • Fix for issue where First-person block animation can appear to drop before the block has completed in an online match if the block button is tapped briefly

    • Dev comments: After hearing strong community feedback from the last patch regarding the change we made to blocking, we investigated the mechanic more closely and found this bug. The net effect was that a player who quickly tapped the block key would see their block drop almost instantly, even though the other player would see their block come fully into position for 0.25s and then drop. This bug was leading to situations where players felt they were being staggered by a shove, despite their block not being up.

  • Fixed cases of explosive barrels that were floating above the ground