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Lead the cult of Cthulhu – in Worshippers of Cthulhu, now available on GOG with a 30% launch discount until July 16th, 1 PM UTC!

Decide the fate of your followers, perform eldritch rituals, and master the art of city-building in a world where the line between sanity and madness blurs. Can you endure the horrors you unleash?

Now on GOG!
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Palestine:
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Zaephir-Moth: By curiosity, since you seem knowledgeable on that matter, are those issues really structurally due to the Unity's current weaknesses ? I'm asking that because one can read that... and the opposite on many forums, the users of the concerned games reporting wildly different experiences (not much complaints about stuttering in BallisticNG's reviews on Gog for example). What's your take on that matter ?
As I am not privy to the inner workings of the Unity gaming engine, my post is merely based on my first-hand experience with games utilizing it as a foundation. However, I personally do believe that Unity is the underlying cause (rather than, as some would suggest, the developers of said games).

I have noticed that game performance can vary greatly between versions of the Unity game engine (with game version being of lesser importance, unless a substantial overhaul is involved). As an example, The Signal from Tolva had previously (on Linux, with game version 1.0.34, and Unity version 5.5.4p3 had slightly perceptible stutter, but, eventually, as subsequent versions had featured a major new mode, I had eventually 'updated' the game (version 1.0.62, and Unity version 2017.4.1f1). With the same hardware, the resulting negative impact to performance (extreme 'lag') had been intolerable. A further 'update' (game version 1.0.65 and Unity version 2017.4.6f1) had done nothing to rectify this; so, I had decided to continue running on the known-to-be-decent 1.0.34. I had tested the later versions of said game with my recently acquired AMD Ryzen 8700G, and, unfortunately, there had been no improvement.

Hoping that this had been unique to The Signal From Tölva, with the new CPU, I had tested a host of other Unity games with which I had previously experienced issues. To the best of my recollection ATOM RPG: Post-apocalyptic indie game had a similar (although not as severe) shift in gaming performance through its countless updates over the years. With the AMD Ryzen 8700G, the results from testing older versions which were known to be problematic, as well as newer versions, were disappointing, in that, even with the increase in raw processing power, the very same immersion-interrupting stutter had been present. Sadly, another Unity game that comes to mind, else Heart.Break() (an all-time favorite programming-related game), during movement of the player character, features such spasmodic disruptions (this occurs on the Linux and Windows versions).

I have witnessed the same symptoms within numerous non-2D Unity games. I remember noticing stuttering within Pillars of Eternity and Kerbal Space Program (especially while flying normal aircraft near ground-level). With BallisticNG, particularly on some of the Barracuda Model B tracks (Underpass, Lujiazui Park), such momentary lag has necessitated the need to pre-simulate certain turns within the mind, and, once brief performance degradation occurs, adapt accordingly. Again, with BallisticNG, the new CPU had provided zero performance benefit (regardless of paired GPU). Also, across a countless number of user-uploaded YouTube gameplay footage, I had noticed the very same issues on a fair number of tracks.

Regardless of game engine, more often than not, in my opinion, the notion that blame should be placed solely on game developers is completely unjustified. It is rather facile to foist responsibility onto game creators, while each of these games share one commonality (game engine).

Edit: As the forum has issues with umlaut letters within URL tags, altered title of a game (The Signal from Tölva), and corrected mention of game version.
Post edited July 11, 2025 by Palestine
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Palestine: Regardless of game engine, more often than not, in my opinion, the notion that blame should be placed solely on game developers is completely unjustified.
That's not a notion that anyone has expressed, so don't start with the straw-man tactics. There are no performance issues with BallisticNG here, and I have a 144Hz monitor. As mentioned above, there aren't really any performance complaints in reviews; if it was a common problem, a game like this would be getting nailed for it. Sometimes driver issues can cause problems on certain systems. I've played Unity games that had stuttering, and Unity games (more demanding than BallisticNG, which is pretty old) that have flawless performance. I can say the same for any general-purpose engine I've encountered.
I hope to get one day a more detailed answer, but this would unfortunately require (as usual) a much deeper, technical, understanding of the subject itself... and there are other (more specialized) forums for that. Thanks for your opinions anyway !

Oh, and yes, I agree ^^ : Else Heart.Break() was a great concept. A couple of flaws and limits in its execution, but a great game nonetheless...
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Vozisce: Is it priced wrong? I'm seeing a 30% discount, meanwhile at steam it's 35% off?
The GOG version features enhanced insanity by having a lower discount.
[attachment]

Well, thanks for the heads up.
I would have never guessed...
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BreOl72: [attachment]

Well, thanks for the heads up.
I would have never guessed...
Is this an an imperative requirement ^^ ?
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BreOl72: [attachment]
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Zaephir-Moth: Is this an an imperative requirement ^^ ?
Yes (as suggested within the fine print).
Note: Unless the player has verified their familiarity with the 1926 short story, Worshippers of Cthulhu will remain inoperable.
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Zaephir-Moth: Is this an an imperative requirement ^^ ?
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Palestine: Yes (as suggested within the fine print).

Note: Unless the player has verified their familiarity with the 1926 short story, Worshippers of Cthulhu will remain inoperable.
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Palestine:
Good gracious... A new form of DRM coming out of space ! Like the Color ^^... Is the mighty Cthulhu able to influence even the (already unsteady) minds of contemporary developers ?
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viperfdl: While the setting of the game is interesting, the idea of having to cut symbols into the back of human sacrifices is not something I like. That's the reason I'll just pass.
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Zaephir-Moth: This (breaking) point represents, unfortunately, the usual grief of people more attached to Lovecraft's original works, heavy on atmosphere and merely suggestive about any actual violence, and some (though not all) of their contemporary adaptations (movies, music, games, etc.), which focused a bit more on gory details or, generally speaking, atrociously evil deeds - when the author's main (literary) ambition was giving his reader a sense of otherworldly agency, well beyond such things.
I'm a bit in the same boat as you regarding that subject, Mr Crusader ^^, so I completely get your lack of enthusiasm. Some games, especially those lighter on action (point & clicks, etc.), really strive to express Lovecraft's alien views on life - which gave birth to an impressive, dark and perhaps scary imagination, but never to much visual (explicit) horror -, whereas others will quickly enforce a lot more butchery in the name of the Great Old Ones (or whatever). That's one of the reasons why devising an action game true to this universe (FPS like Dark Corners of the Earth, etc.) has always represented quite the challenge...
Sure, the overuse of gory violence in games inspired by H.P. Lovecraft's works are rather misrepresenting his vision. But that's not really my main problem in this case. Carving into the skin of humans or animals is sadistic and torture. Forcing the player to do it directly himself instead of just giving a command like in Dungeon Keeper or other games is too off-puting for me. I don't want something like that in my games.
This looks actually exciting.
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Zaephir-Moth: This (breaking) point represents, unfortunately, the usual grief of people more attached to Lovecraft's original works, heavy on atmosphere and merely suggestive about any actual violence, and some (though not all) of their contemporary adaptations (movies, music, games, etc.), which focused a bit more on gory details or, generally speaking, atrociously evil deeds - when the author's main (literary) ambition was giving his reader a sense of otherworldly agency, well beyond such things.
I'm a bit in the same boat as you regarding that subject, Mr Crusader ^^, so I completely get your lack of enthusiasm. Some games, especially those lighter on action (point & clicks, etc.), really strive to express Lovecraft's alien views on life - which gave birth to an impressive, dark and perhaps scary imagination, but never to much visual (explicit) horror -, whereas others will quickly enforce a lot more butchery in the name of the Great Old Ones (or whatever). That's one of the reasons why devising an action game true to this universe (FPS like Dark Corners of the Earth, etc.) has always represented quite the challenge...
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viperfdl: Sure, the overuse of gory violence in games inspired by H.P. Lovecraft's works are rather misrepresenting his vision. But that's not really my main problem in this case. Carving into the skin of humans or animals is sadistic and torture. Forcing the player to do it directly himself instead of just giving a command like in Dungeon Keeper or other games is too off-puting for me. I don't want something like that in my games.
I don't enjoy that either, but it's not very clear whether you're actually forced to do that on a regular basis or if it's only an optional part for players (cultists ?) seeking extra efficiency. I'll wait for more reviews as far as I'm concerned...
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viperfdl: Sure, the overuse of gory violence in games inspired by H.P. Lovecraft's works are rather misrepresenting his vision. But that's not really my main problem in this case. Carving into the skin of humans or animals is sadistic and torture. Forcing the player to do it directly himself instead of just giving a command like in Dungeon Keeper or other games is too off-puting for me. I don't want something like that in my games.
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Zaephir-Moth: I don't enjoy that either, but it's not very clear whether you're actually forced to do that on a regular basis or if it's only an optional part for players (cultists ?) seeking extra efficiency. I'll wait for more reviews as far as I'm concerned...
Fair enough but it's shown in the trailer and for me that means its an important part of the game.