The Big House

Greetings Contestants!

It’s here! it’s finally here! The day we’ve all been waiting for has arrived and we’re happy to announce The Big House, The Culling’s biggest update yet.

Watch The Big House Trailer here: https://www.youtube.com/watch?v=axaWdgsduMU

We invite you to our brand new map: Cul County Correctional, where you can duke it out in on the yard or in the cells of our prison playground. But what’s a playground without a few new toys? We’ve included new weapons, game modes and match events to keep your blood lust satisfied and your cold murderous heart content.

Servers will be down on Wednesday January 18th from 8 AM EST for up to four hours. Note that while this is our estimate, an update of this size may require some extra love. We’ll be sure to update you of any potential delays in delivery.

Since The Culling made its debut onto Steam Early access, you, the cullmunity, have shown us plenty of love.  This isn’t lost on us and The Big House is our way of showing it back. Consider it a love letter. A letter of love. Basically we’re flirting with you. No, we will not send nudes.

Ahem..

Although we’ve addressed many known issues, this build is not an exit from Early Access. Instead, it represents our transition from Alpha to Beta. This is an exciting milestone that ushers in a new era of The Culling. At the same time, it doesn’t mean we’re quite out of the woods, or the tropical island - see what we did there? - just yet. There’s still plenty of bug fixing, optimizing, and polishing to do.

Still, we’re proud to bring you many of the features that you’ve been asking for, and we’re excited to bring even more in the future.

Speaking of the future… we’re also happy to announce that we’ll be bringing The Culling to Xbox One Game Preview Program in the first half of 2017! We told you there was more!

And we will have even MORE (ahhhhhh) to share in the near future, but until then, we’ll see you on the isl.. Wait that’s not right...

See you in the cell block.
 

New Features

  • Quick Play Feature

    • Contestants all queue together and get a random chance at all modes and maps. Pre-made teams are guaranteed to be placed in teams matches.

  • Improved Matchmaking

  • Reworked Tutorials

  • New Map: Cul County Correctional

  • New Match Events:

    • Shake & Bake: The sun is gonna get hot! Hide inside or you will take damage!

    • Gold Rush: A free Golden Crowbar will spawn in a central holo-spawner.  It opens a golden crate that spawns in the middle. The crate contains a Chainsaw which, has been retuned for maximum fear and loathing.

    • Drop Your Bridges: Want to call in your airdrop for free? Head to the bridge pads before other players get there. But be careful, hitting the bridge voids their warranty!

  • New Modes: The Culling now features 8 ways to play:

    • Classic Battle Royale (16-player free-for-all) on The Island

    • Classic at Cul County Correctional

    • Classic Teams on The Island

    • Classic Teams at Cul County Correctional

    • Lightning Round (8-player free-for-all) on The Island

    • Lightning Round at Cul County Correctional

    • Lightning Round Teams on The Island

    • Lightning Round Teams at Cul County Correctional

    • Private matches are available in Classic Battle Royale on The Island and at Cul County Correctional

    • Lightning Rounds have been reworked with new airdrops and rules

  • New Economy

    • Culling Crates: As you level-up you will earn crates. Open them for cool prizes!

    • Currency System: Didn’t get something you want? Many items can be purchased directly by using currency earned through opening crates.

  • New Loot

    • Weapon Skins: Customize the look of any airdrop/holo-spawner weapon you call in. Players will envy you as you stab them to death. If they kill you and steal your pretty weapon you have nobody to blame but yourself!

    • Culling Cards: Unlockable banners to show your dead opponents your personal flair. Be warned: some include potty humor.

    • Taunts: Get in your enemy’s head with the new taunts. Just don’t let them kill you while you show off your moves.

    • Victory Celebrations: Won a match? All eyes are on you as you dance on the victory podium.

    • Tons of new clothes, hair styles and hats

    • Over 1,500 unlockable items in total!

  • Progression System

    • Player XP: As you play matches you earn experience. The better you play the more you earn.

    • Player Leveling: When you get enough experience you gain a new level. Every level earns a new crate for some phat lewt! There is no limit to how many levels you can earn. Try to reach infinity!

  • Player stat tracking (Kills, Wins, Play Time, etc.)

  • New Weapons/Traps

    • Pike

    • Yari

    • Pitchfork

    • Camp Hatchet

    • Survival Axe

    • Steel Caltrops

    • Steel Punji Sticks

Changes: Highlights

  • Blocking a melee attack imparts a weakness wound on the attacker. The wound lasts for 3 seconds, reduces damage dealt by 50% and reduces block effectiveness by 50%. Players who have the weakness wound cannot apply it to others.

    • Dev comments: This solution finds a nice middle ground between pre-December 2016 combat and the “no-stagger” patch. We’ve retained the smooth, fast-paced feel of the December patch, but raised the skill ceiling to encourage competitive play amongst veteran players.

  • Performance Optimizations: We have updated to a newer version of our game engine and optimized many aspects of the game. Our min-spec machines are able to run the game at higher graphics settings with improved frame rate and high-end machines are showing major improvements as well.

  • Players are no longer able to disable shadows

    • Dev comments: Trapping is an important aspect of The Culling and the option to disable shadows gave an unfair gameplay advantage, not to mention making the game look unappealing. We have worked hard to ensure that our min spec machines can still offer solid playable performance with shadows enabled. We have also improved the look of the “low” shadows setting.

  • Player movement speed reduced by 10% (back to pre-perk-removal settings)

    • Dev comments: Players have learned to utilize mobility in combat to maximize their chances. While mobility is important, we want melee combat to focus more on skillfully choosing when to attack, block, or shove.

  • Reduced overall duration of blindness wound to 6 seconds (from 13 seconds)

    • Dev comments: A well-timed Angry Octopus proc or Smoke Bomb was more likely than not to turn the tide of a fight. We reduced the length of the blindness wound previously, but the wound remained extremely powerful, so we’re taking the gloves off.

  • Players no longer stumble and briefly lose movement control when struck with melee attacks, this led to situations where a player could be effectively stun-locked

    • Dev comments: This long-standing issue became more prevalent with the last combat patch, especially in teams mode. Players can no longer interrupt the mobility of their opponents through melee attacks.

  • Steel Pipe charged damage reduced from 24 to 22, Pipe Wrench charged damage reduced from 27 to 25

    • Dev comments: These bludgeons had their damage initially set based on the assumption that their one-star speed rating would limit their effectiveness. We’ve reduced the damage of these bludgeons to help them fit better within their assigned tier.

  • Shuffled Tier assignments of several weapons to to have more equal variety across tiers

    • Dev comments: With the addition of several new weapons it was time to shuffle tiers. There are now two Tier 3 weapons of each type and Tiers 1 and 2 have more even distribution across weapon types.

  • Increased ammo capacity for bows

    • Dev comments: Who doesn’t like carrying more arrows?

  • Increased punji stick / caltrop immunity period from to 3 seconds (from 1.5 seconds)

    • Dev comments: With the introduction of Steel Punji Sticks we found that the time between damage application needed to be increased due to the amount of damage these traps are capable of inflicting.

  • Crosshairs are visible whenever a weapon is being held

    • Dev comments: Combatants rejoice! Whether it be a melee strike or a throw, proper aiming is important and we determined that it was unfair that some players were resorting to 3rd-party methods to display crosshairs.

  • Increased block angle by 18%

    • Dev comments: The previous block angle was somewhat unforgiving and led to situations where players’ block would not work but looked like it should have. This change should eliminate those cases.

  • Basher reduces bludgeon charge time by 15% (previously 30%)

    • Dev comments: The recent combat changes coupled with the disproportionate damage the Steel Pipe and Pipe Wrench were capable of made Basher was an incredibly powerful perk. We’ve toned it down to be more reasonable.

  • Damage dealt numbers appear in the HUD

    • Dev comments: In an effort to help players understand what’s happening during combat (including the effects of the weakness wound), we’re experimenting with displaying the damage you’ve dealt another player in your HUD. This is a prototype implementation and will receive a polish pass somewhere down the road.

  • Stun Guns spawn in lockers

    • Dev comments: These were removed from Green Crates but were not added into other spawners, which effectively removed them from the game. They are back!

Strictly Cosmetic - Changes Coming to Steam Inventory

Attention Contestants!

With the upcoming major update comes some major changes. As of January 10th, The Culling will no longer utilize Steam’s inventory service to track your cosmetic item inventory. Instead, your inventory will be stored on our back-end servers.

Along with the new system, some design changes are happening. Moving forward, The Culling will no longer support duplicate items, nor will it support trading or selling your items to other players.

This decision was made so that we can utilize the same system across platforms. This change will help us prepare to launch The Culling into the Xbox Game Preview Program for Xbox One, a tentpole that the team is working hard to reach in 2017.

When you first run The Culling after the major update, your Steam inventory of Culling items will be taken through a conversion process, which will do the following:

  • Give you an equivalent item under the new system*

  • Evaluate your full list of cosmetic items and Trials Tokens as an indicator of how much time you played the Alpha version of the game

  • Grant you some number of limited-edition clothing and flair items along with additional rewards based on the list of items in your inventory

  • Remove all Culling Steam items from your Steam Inventory

In order to facilitate the conversion process, we will be disabling trading and marketing of steam items tomorrow, January 10th at 8AM EST.

Sincerely,
Frank

* Be aware that in a small number of cases cosmetic items have been removed from the game and no longer have an equivalent item under the updated system. Don’t worry though, I’ve hacked nearly double the amount of items into the game and discontinued items will still count toward your inventory list when determining your other awards.

Slay Bells Ring

Greetings Contestants!

The aroma of sour eggnog and dried blood hangs heavy in the brisk winter air as the team puts the finishing touches on the major update. But, what fun are the holidays without a little cheer? So, before that happens, we thought we’d let you open one last present before the New Year!

The new patch will be released on Tuesday, December 20th. Servers will be down starting at 8AM Eastern for *up to* 4 hours.

This patch revolves around some seemingly small changes to melee combat that we expect will have a big impact. In an effort to make combat more enjoyable and less punishing, we’ve removed the stagger that previously happened when you struck a blocking player, and we’ve made it  impossible for another player to cancel your charged attacks.

We like the feel and pace this new aggressive twist brings to the combat system and we’re eager to hear your thoughts.

For more in-depth explanation, you can read our recent blog post.

See you on the island!

Balance and Gameplay

  • Melee Combat Changes

    • Charged melee attacks are no longer canceled by taking melee damage

    • Blocking a melee attack no longer staggers the attacker

    • Dev comments: For a full description of our melee combat changes and the reasoning behind them, please check out this blog post.

  • Late-Match Airdrops are available three minutes earlier. They can be called after 9 minutes have elapsed (16:00 remaining). Previously available at 12 minutes elapsed (13:00 remaining)

    • Dev comments: We’re working to find the right balance of cost and match time availability for Late-Match Airdrops. These contain the most powerful weapons in the game, so we want to hold them back long enough to give value to the lower tiers, but we also want them to be attainable enough to represent a viable strategy. Keep the feedback coming!

  • Bow headshots now deal 1.5X bonus damage (previously 2X bonus damage)

    • Dev comments: We realized consistency for headshot damage is probably a good idea, so we’ve made the headshot bonus for bows match the bonus for firearms.

  • Blocking now prevents wounds applied by thrown weapons

    • Dev comments: Throwing was not originally intended to be a guaranteed way to apply a wound, so we’ve closed this loophole. Note that hits which bypass the block from the sides or back will still apply the wound, even if the player is blocking.

  • Chemist Perk now increases duration of stims by 50%

    • Dev comments: We like round numbers and Chemist was feeling a little tepid, so this is a golden opportunity for everybody to feel good about a change.

  • Bait Crate is now treated as Early-Match Airdrop (instead of a Utility Airdrop), allowing it to be called once per match without FUNC cost

    • Dev comments: We like the Bait Crate, but with recent changes to the economy, the 100 FUNC price tag was steep. By making it free to call once, it becomes a guaranteed option to try to hoodwink an opponent and put them at a significant disadvantage.

Bug Fixes

  • Fix for Brutus Perk applying more bonus damage than was intended

    • Dev comments: Brutus was applying a larger bonus than it should have, this has been fixed.

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!

EXTRA BONUS SECTION (COURTESY OF CULLMUNITY ORGANIZER ATRIUM_DEV):
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!

Features

  • 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!

#Frank4Pres

EXTRA BONUS SECTION:
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 !

Cosmetics

  • 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!

EXTRA BONUS SECTION:
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 :)