Acquitted on all Charges #99828

Greetings Contestants!

Spring has officially sprung and new life is beginning to bud. That means that change is afoot, and The Culling isn’t excluded in nature’s plans. There are a lot of exciting things coming to the island in the near future and hopefully you’ve had a chance to check out the latest Roadmap Update.

This week’s patch is no exception. Contestants can look forward to a multitude of improvements at all levels of gameplay and we’re beyond thrilled to share them with the cullmunity.

Servers will be down on Wednesday March 22nd
 at 8AM EST and maintenance will continue for up to four hours.

With that said there is one thing we need to address. With any change comes a certain level of uncertainty. We’ve run into some last-minute bugs while implementing the filtering system. Rather than pushing these live in this state, we’ll be working on them for a little bit longer to make sure the system works as close to intended as possible once live.

This means that Filters will be released after this patch. We do not predict a long wait and we will keep you updated in the coming days as to the highly-anticipated feature’s arrival.

 

On the bright side, much like BShar at a donut eating contest, we were able to cram a few more items into this patch than we expected.

We’re looking forward to seeing the reception to these new changes and look forward to reading your constructive feedback.

See you on the island!


Changes

  • Combat

    • Charged melee attacks can no longer be charged indefinitely. Charged attacks execute automatically. There is an Overcharge period during which an attack can be held after it is fully charged. This period varies based on a weapon’s speed rating:

      • Fast (***) weapons execute the attack immediately after reaching full charge

      • Normal (**) weapons have an Overcharge period of 0.2s

      • Slow (*) weapons have an Overcharge period of 0.5s

      • Dev comments: The ability to hold a charged attack indefinitely led to stalemate situations where one player held a charged attack while the other held block. The charged attack state (coupled with the ability to quickly cancel into a block) was incredibly powerful - a brief mistake by a blocking opponent could be punished heavily. Why are we forcing the attack to execute once it has been initiated? Using the rock, paper, scissors paradigm, it’s important that players commit to an action when they take it. The system includes a minimum block time and a long shove animation so that players who take those actions are at risk if they made the wrong choice. Attacks are no different. If you choose to charge an attack, you’re taking a risk and your opponent deserves the opportunity to capitalize on a mistake. Our goal is for the neutral state to be the default during combat - forcing players to make predictive and reactive decisions based on their opponent’s patterns and actions. An added benefit of this change is to make weapon speed ratings more meaningful in terms of combat mechanics.
         

    • Melee attacks can no longer be canceled by blocking.

      • Dev comments: While many players enjoyed the ability to cancel an attack into a block (and subsequently into a shove), this mechanic contributed to the power of the charged attack state. Attacks can still be canceled by switching weapons, but that leaves the player vulnerable. This change improves the value of blocking and makes charging an attack against a neutral opponent more risky.
         

    • The duration and intensity of the “micro-stagger” imparted at the start of a Weakness or Feeble wound has been increased

      • Dev comments: In the previous iteration of Weakness/Feeble, a blocked player could reliably turn and run from the blocker without taking damage from a follow-up attack. This meant that successfully blocking an attack did not create an adequate window of opportunity for the blocking player. Our goal with Weakness and Feeble is for the blocking player to have a meaningful advantage - they can disengage from the fight, they can land a charged attack (that partially bypasses the Weakened player’s block), or they can read the opponent’s actions in the hopes of successfully shoving or blocking them again.
         

    • Volume of melee attack charging sound has been reduced

      • Dev comments: Without the ability to hold a charged attack to pursue a backstab against an unaware player, we chose to reduce the volume of this sound effect. If a player is crafting, looting a FUNC barrel, or recycling, it should be possible to charge your backstab in close proximity without giving away your presence.
         

    • Being struck with a thrown item causes a brief stun

      • Dev comments: This functionality was present for quite some time but was removed several patches ago. Based on community feedback we’ve reintroduced it - the goal is to allow a chasing player to have a skill-based method (i.e. picking up a rock or stick and throwing it) to gain ground against a fleeing player.
         

    • Being struck while shoving no longer results in a mini-stagger

      • Dev comments: This functionality was introduced some time back to combat a trend where players would shove repeatedly. With the current state of combat we do not expect shove spam to be a problem and the mini-stagger was confusing when it happened.

  • Perks

    • Leg Day has been removed

      • Dev comments: Movement speed perks are tricky when so much rides on your ability to maneuver, give chase, or escape. Ultimately we felt that Leg Day was too appealing compared to other Movement Perks and at the same time put players at risk if they chose not to take it.
         

    • Speedy Spear now increases sprint speed by 5% (previously 7%)

      • Dev comments: We’ve brought Speedy Speer’s bonus down to match where Leg Day was previously. Since Spears are relatively weak in the early game (when many players don’t have armor) and carrying a spear gives opponents a clue that you might have a speed advantage, we feel that it’s in a good place.
         

    • Dig Deep provides 10HP (previously 20), properly plays sound effect when it triggers

      • Dev comments: Dig Deep’s ability to mitigate a massive amount of what would have been killing-blow damage and restore player's’ health to the point where they could sustain multiple additional jabs made it compare favorably to the other Survival perks. It is still valuable, but players should now feel extremely vulnerable after Dig Deep triggers.
         

  • Airdrops

    • Early Match Airdrops have been removed (Bait Crate is now treated as a free utility airdrop)

    • Dev comments: As mentioned in the big picture update, we have several bigger changes coming to Airdrops and match progression, but the removal of Early Match airdrops represents an important first step. The primary goal here is to make scavenging and crafting viable and necessary during the early stages of the match.
       

  • Networking

    • Optimized several systems in terms of the amount of network traffic they were generating

    • Increased server tickrate from 36 to 65 updates per second

    • Dev comments: Finding the right balance between new features, bug fixes, and optimization is always tricky, especially for a small team during Early Access. These changes should improve responsiveness of the online experience. It is difficult for us to thoroughly test these changes under the wide range of network conditions experienced in a live environment, so we’re interested to hear from users about their experience with this change.
       

  • Misc Changes

    • Fixed several bugs related to taunting during other actions

    • Changed default mouse sensitivity to 100 from 200

    • Changed default FOV to 90 from 74

    • Fixed discrepancies with wound intensity on throw for some weapons

Valentine's Matchmaking Tweak

Ah, do you feel that? That's right love is in the air. Okay maybe it's a bit of pollution and a little bit of "Frank's personal stash", but you know what we mean.

It's nearly VALENTINE'S DAY!

That's right you love birds - it's almost the most romantic day of the year. We here at the office don't have time for romance, just ask our spouses, but we do have one surprise up our sleeve.

As of right now, we're showing the Cullmunity some love by making changes to the current matchmaking algorithm. Starting immediately, only pre-invited/grouped teams will guarantee* Teams matches. If there are no pre-queued teams in the Queue, a Solo match will be guaranteed. 

To clarify - this means that solo players *may find themselves in Teams matches, but they will be far less frequent. If you'd prefer to see more solo queues -we recommend that you queue without a partner for the best possible chance.

Moreover, we've listened to your feedback and we're also lowering the amount of Lightning Rounds and reserving them for long-queue times. This means, you shouldn't be seeing Teams if you're playing solo and most matches will be Classic Battle Royale.

Much like having Frank on our staff, this isn't the ideal solution and we're still actively working on both Ranked Mode and Filtered options for Quick Play. However, this should improve the player experience for players in the meantime.
 
Oh and if we weren't already clear - these changes are live and no hotifx is required. 

Until next time love birds,

See you on the island

Hotfix #98XXX “The Frank Fix”

Greetings Contestants!

We don’t like to loot our own horn, but we have some crate news. Along with a few critical bug fixes, this hotfix will finally resolve the issue of missing crates that many of you experienced after the Big House update, along with a handful of other loot-related hiccups.

We call this “The Frank Fix.”

Servers will be down on Wednesday February 8th at 8AM EST and maintenance will continue for up to four hours.

As this hotfix makes its debut, we will still be hard at work on making improvements to the matchmaking service, which will make it easier to play the modes you prefer.

We also have a super fantastic special wonderful announcement brewing that we’re excited to share with the Cullmunity in the near future.

Until then,
See you on the island!

PS: Yes, we’re still working on filters.

The Frank Fix

  • We have resolved an issue that allowed the Steam Item conversion process to run multiple times on some accounts, resulting in excess Cull Crates and Cull Credits

  • We have resolved issues that resulted in some veterans not achieving their intended conversion tier (i.e. 1000+ hour veterans did not achieve “Alpha Master” status)

  • The “Frank Fix” will occur during server downtime and do the following:

    • Clear your inventory items and Cull Crates (your XP, Level, and Stats are intact, don’t worry!)

    • Award you all the crates you are due based on your level (i.e. a level 26 player receives 25 crates)

    • Award you 5 bonus crates as Frank’s personal apology

    • The next time you log in after the fix, we will re-run the Steam item conversion process, which will re-grant you crates and items based on the characteristics of your steam inventory

    • Dev comments: This update will put everyone exactly where they should be in terms of Cull Crates, Cull Credits, and items from their Steam inventory. Some players may miss out on their favorite Culling Card or weapon skin that dropped after the update, and for that we apologize. We will do our best to avoid future resets.

Bug Fixes and Balance

  • Mangler Perk now applies 40% of damage done to opponent’s stamina pool (previously 80%)

  • Fixed a bug related to Man Tracker and player stamina

  • Fixed a bug that caused a broken animation state when struck by a thrown spear

  • Fixed a bug that caused some victory celebration animations to look incorrect

  • Fixed a bug that prevented snares from applying expose wound when using Trapper perk

  • Fixed a bug that caused intermittent server stability issues

 

Hotfix #98583

Greetings Contestants!

We’re seeing a lot of positive response to this week’s patch but word on the street is that Frank snuck a few little bugs into the mix to keep us on our toes. We’re back with a quick hotfix, which should help alleviate most of these issues.

Servers will be down on Friday February 3rd from 8 AM EST for up to four hours.

While we have your attention, we also want to reiterate that we’re aware many of you are highly anticipating the ability to select your method and format of play. While we cannot put an ETA on this immediately, know that Filtered Queues and Ranked play are both our highest priority.

In the meantime, we’ll be working on some behind the scenes magic to ensure that matchmaking in the current Quick Play platform is improved, giving a preference to Classic Solo play when queued alone.

Additionally, we hear that Frank is working on a very special crate fix that should bring balance to the .. inventory system.

But that’s for all for now. Until next time you crazy killers!

See you on the island!

Bug Fixes

  • Resolved issues with Teams matches where one of the winning team members would not receive XP/Stats and would instead have an unresponsive menu as their reward.

  • Fixed bug where Dig Deep perk would restore 35 HP instead of the intended 20.

  • Fixed bug where weapon switching would not work properly when the player was weak/feeble.

  • Removed non-functional Quick Play Filter UI, so as not to get your hopes up too soon. We are working to get this functionality to you as soon as we can.

  • Fixed bug where Sixth Scents perk nearby player alert could be triggered by a teammate.

  • Fixed text bug where Thick Skin perk description did not specify that it requires an equipped axe to be effective

  • Fixed text bugs showing inaccurate damage numbers for Auto Bow and Rifle.

  • Fixed an issue where players could still be knocked back (and potentially stun-locked) if struck while holding certain weapon types.

  • Made a potential fix for some rendering crashes. These crashes are proving difficult to isolate but we are actively investigating.

The Perks of Being a Cull-i-flower

Greetings Contestants!

We want to thank you once again for helping make the Big House update a big success. Just when you thought the exciting updates were over, we’re busting out a new round of changes that are sure to make you squeal in the way people do when they receive a Valentine’s card from their crush or have a stealthy blade slipped between their ribs.

Servers will be down on Wednesday February 1st from 8 AM EST for up to four hours.

First off, we have a fix for the Cull Crate reward bug many of you have been experiencing. This is great news for many and we’ve been working hard to make sure that things are in order. With that said, restoring missing crates is going to take more time and we will have a solution shortly. We will keep you posted.

Next, we’re debuting a big change that we’ve been hinting at for a long time: The Return of the Perks!

Many of your old favorites perks are back and we’ve thrown a couple of new ones into the mix for good measure. The caveat is that now you’re only allowed one perk per category, which should allow for better balancing overall.

But wait, there’s more!

We’re also debuting an important round of combat changes that address the key concerns we’ve heard from you about the latest iteration. More than any other update to the system, this has been a collaborative effort with you, the Cullmunity.

There are dozens of other important changes, but this wouldn’t be a brief intro if we covered them all. While some highly-anticipated features such as Ranked play and filtered matchmaking couldn’t make the cut this time around, know that they’re a priority moving forward and that the team is working tremendously hard to get them into a live state.

Also, please be aware that our patch schedule may slow down for a period of time as we make some important progress on the Xbox One Preview version of the game. This should be a temporary delay and will ensure that when we launch on Xbox One Game Preview Program The Culling is as polished as possible, across all platforms.

In the meantime, we’ll have some new and exciting news to share. But… we’ll save that for another post

Stay tuned and see you on the island!

Balance and Gameplay

  • Perks

    • Updated perk list. Includes addition of 12 new and previously removed perks and some rebalancing. See perk list below for full details.

    • Players may now equip one perk per category (3 perks from 4 categories).

      • Dev comments: This gating system allows us to bring back several popular perks from the past. We are now able to balance perks within categories rather than against all the other perks in the list, which in turn prevents stacking of movement or defensive perks. We’ve also made some favorites weapon-specific, which we thinks promotes interesting weapon-specific builds.

    • Reduced number of Kill Perks (awarded automatically for killing players) from 5 to 3.

      • Dev comments: The Kill Perks experiment has proven successful in terms of incentivizing aggressive play, but we felt that trimming from 5 to 3 retains the incentive and frees Leg Day and Dig Deep to rejoin the regular perk list.

  • Melee Combat Changes

    • Players are micro-staggered if they strike a blocking player (unless the blocking player has Weakness/Feeble). Lasts 0.65 seconds, knocks player backwards, limits player movement, does not prevent blocking/attacking.

      • Dev comments: The primary goal of this feature is to ensure that the successful blocker is able to capitalize on the Weeakness/Feeble wound. Previously the weakened player could easily escape without taking damage. This has the added benefit of allowing skilled players to crowd-control their opponents, giving them a better chance in 1v2 situations.

    • Added Feeble wound. Weakness progresses to Feeble if you strike a blocking player while Weakened. While Feeble, your attacks deal 10% damage and you are only capable of blocking 10% damage. Lasts for 2.5 seconds.

      • Dev comments: This addresses the problem where skill could not be used to overcome a significant hit point disadvantage. Previously, the player with the advantage could deal enough damage despite the weakness wound, meaning they could spam attacks indiscriminately and still win. This behavior now results in Feeble, which renders your offense and defense ineffective.

    • Weakness now lasts for 2.5 seconds (previously 3 seconds)

      • Dev comments: The goal with Weakness and Feeble is to create a specific opportunity for the successful blocker to punish the blocked player. The goal is to allow the player time to close distance and land a fully charged attack without being jabbed back instantly when the wound clears.

    • Holding a fully charged melee for more than 1 second attack drains stamina at a rate of 5 stamina points per second

      • Dev comments: Now that charged attacks cannot be interrupted, we are finding stalemate situations with one player charging an attack and the opponent blocking. The attacker is at an advantage because they can almost guarantee fully charged damage when the opponent drops their block.  This change puts the player who charges an attack for too long at a stamina disadvantage.

  • Airdrop Changes

    • Early Airdrops now cost 12 FUNC (previously free)

    • Early Airdrops no longer contain a stim

    • Late Airdrops now cost 200 FUNC (previously 250)

    • Utility Airdrops now cost 75 FUNC (previously 100)

    • Added Early bow Airdrop, random chance to contain Autobow or Recurve Bow

    • Added Mid Compound Bow Airdrop, contains a Compound Bow with full ammo

    • Added Late Gun Airdrop, contains a random gun with full ammo, Tactical Body Armor, and a random stim

    • Trapper Utility Airdrop contents updated: Backpack, Steel Snare, Steel Punji Sticks, Steel Caltrops, Explosive Mine

    • Dev comments: We have a few more changes planned that will impact Airdrops, but for now we want to make Late Airdrops more appealing and reintroduce some ranged options.

  • Base crafting times reduced by 25%

    • Dev comments: Master Crafter was popular enough that we decided a global reduction in crafting times was warranted. The original goal was that crafting would make you vulnerable to attack, but we may have taken things a bit too far.

  • All spawn points in classic mode prison map now have a nearby airdrop landing pad

  • Teams now spawn at (relatively) equal distances in teams matches

  • All bows now have max ammo of 18

  • Chainsaw beast mode activated. Chainsaw now costs less stamina and imparts high-intensity versions of Cripple, Expose, Pierce, and Bleed wounds. Don’t get caught by the chainsaw.

  • Rifle now deals 40 damage, has much slower rate of fire (from 25 damage)

  • Poison Gas Grenade now expands instantly on impact

  • Reduced number of hits required to mine rocks and sticks for most weapons, for a max of 4 hits and minimum of 2 hits

  • Survival Axe now deals 9-23 damage with *** Expose wound

  • Rebalanced XP awards

    • Dev comments: Our first stab at XP awards proved to be a little too generous, which is better than being too stingy, but worse than being just right. Hopefully this iteration will feel just right.

Bug Fixes and Polish

  • Fixed some bugs that we believe were responsible for the bulk of the stability issues (read: crashes) users experienced with the Big House update

  • Fixed bug that prevented some users from receiving Cull Crates when leveling up

  • Players cannot exit the booth backdoor in Lightning Rounds (to prevent players missing their airdrop pad)

  • Suicide button now works properly in custom matches

  • Fixed bug that allowed .357 Magnum to have extremely high rate of fire

  • All spawn points now have guaranteed rocks and sticks for crafting

  • Fixed bug where XP would not appear correctly on match summary screen

  • Cleaned up start of match sequence to hide UI and in-game elements until loading is complete

  • Fixed several hit reaction animations that were still moving and potentially stun-locking players

  • Reduced the amount of camera movement imparted by attack animations and hit reaction animations.

  • Visual changes to make Lightning Rounds more distinct and to help players obtain their airdrops

  • Fixed visual issue with wrist on female Formal Top clothing

  • Fixed bug that made Stealthy Stim ineffective

  • Added Red Crates to prison map

  • Fixed text bug that described Crafted Spear pierce intensity of *** (it is actually *)

  • Roll-up doors in prison now have SFX

  • Dirt road texture no longer has a stone with a faint blue outline that tricked players into thinking they might be able to pick it up

  • Prison architecture now properly blocks explosions and interactions

  • Fixed issue where Loot Express arrived a minute early (now takes 2 minutes and matches announcement)

  • Polish pass on in-game menus

  • Polish pass on front-end menus

  • Concrete surfaces can now be mined for rocks in prison map

  • Fixed Belgian flag Culling Card. Sorry Belgium!

  • Fixed several clothing clipping issues

  • More Holo Spawners added to prison map

  • Better visual and audio communication for Weakness/Feeble wounds

  • Fixed bug where some weapons did not display crosshairs when equipped

  • Fixed HUD description of damage values for Yari and Sabre

  • Stun Gun and Pepper Spray now recycle for 10 FUNC regardless of ammo

  • Weapon and item skins now appear in items spawned from lockers and green/red crates

  • Fix for rocks and sticks spawning underneath roads

  • Lots of collision fixes in prison map

  • Renamed Rekt-Em-Juice back to Orange Juice. Let us never speak of it again.

 

Perk List

  • Combat: Basher: -15% melee charge time with all Bludgeons

  • Combat: Brutus: +50% backstab damage with any Blade

  • Combat: Golden Arm: +25% velocity, +100% damage for thrown spears (+50% for crafted) Maximum effect at 20 meters.

  • Combat: Mangler: 80% of melee damage dealt with Axes is also applied to opponent's stamina

  • Combat: Ranger: +10% damage with all ranged weapons

  • Combat: Trapper: -75% time to place and disarm traps. Snares apply a 30% expose wound.

  • Movement: Leg Day: +5% movement speed

  • Movement: Recovery: +30% faster stamina regeneration

  • Movement: Speedy Spear: +7% movement speed while holding any Spear

  • Movement: Stealthy Blade: Your movement is nearly silent while holding any Blade

  • Survival: Angry Octopus: When reduced below 20 Health automatically drop a Smoke Bomb (Once per match)

  • Survival: Bomb Suit: Reduce all damage from firearms and explosives by 30% while holding any Bludgeon

  • Survival: Blood Guzzler: If someone is bleeding within 15 meters of you, you gain 1 health per 3 seconds.

  • Survival: Cannibal: Killing an opponent restores 15 health and full stamina

  • Survival: Dig Deep: Recover 20 Health when you drop to 1 HP. Happens once per match.

  • Survival: Immunity: Immune to bonus damage from backstabs and headshots

  • Survival: Inhuman: You can not be tracked with Man Tracker and are immune to Alarm Gun

  • Survival: Regenerator: Recover 1 health point every 4 seconds

  • Survival: Sixth Scents: Become alerted when a player is within 20 meters. 30 second cooldown

  • Survival: Thick Skin: Reduce all damage from bows, blowguns and thrown weapons by 30% while holding an axe

  • Survival: Tough Mother: Reduce all incoming damage by 5%

  • Utility: Bow Flexer: +25% arrow velocity with all Bows and -25% charge time

  • Utility: Backpacker: Start the match with a Backpack in your inventory

  • Utility: Chemist: Stim effects last 50% longer

  • Utility: Load Dropper: Airdrops arrive much faster

  • Utility: Man Tracker: Start the match with a Man Tracker in your inventory

  • Utility: Master Crafter: -25% crafting time

  • Utility: Moneybags: Gain +2 bonus FUNC each time FUNC is gathered

  • Kill Perk: Big Boned: +10 health pool

  • Kill Perk: Big Lungs: +20 stamina pool

  • Kill Perk: Ol Painless: +10% general damage

Hotfix #98189

Greetings Contestants!

First off - thank you for your tremendous feedback. As we launched our biggest update yet, The Big House, you came to our side and offered your support. Boasting nearly double the content found in the game’s Alpha, The Big House was a yuge undertaking and we’re glad to hear that so many of you have enjoyed the fruits of these many months of loving labor.

With an update of this magnitude there were bound to be challenges, as we discovered when you descended upon our servers in droves. We’ve put together a hotfix that addresses some of the most pressing issues and we’re compiling a list of tweaks and fixes for our next patch.
Thank you once again and see you on the island!

Balance and Gameplay

  • Players can no longer stagger with shove while they are under the effects of weakness

    • Dev comments: Players discovered an exploit that allowed them to immediately execute a shove after being blocked, which allowed them to turn the tables on a player who had effectively blocked them.

Bug Fixes

  • Fixed issues related to the UI becoming unresponsive after the match ended (usually after spectating)

  • Fixed an issue with matchmaking that placed teams into solo matches.

  • Matchmaking returned to default from Teams-only.

  • Fixed an issue with matchmaking that resulted in longer than expected wait times even with sufficient players in queue

  • Fixed an issue that prevented Linux/SteamOS client from publishing properly

  • Fixed an issue where where match results screen would display negative XP

  • Fixed an issue where your killer’s Culling Card would not display on the Hunted screen in Lightning Rounds

  • Fixed an issue where the invert mouse axis setting was not working

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.