Many of the challenges and setbacks you'll face during your career as a cultist will be crushingly ordinary: injuries in the workplace, humiliating demotions, a fatigue mechanic which renders certain cards briefly unusable, periods of bleakness or dissociation that may doom your character if you let them fester for too long. You'll deal with bullying superiors as an underpaid bank clerk, paint rapturous vistas in your spare hours that nobody buys, push paper as a police inspector, haul cargo as a labourer.
Sometimes you'll dream of endless roads, locked doors or being trapped under wormy floorboards. Often, you'll dream of nothing whatsoever. And eventually, if you're tenacious enough, you'll break through to a comfortable plateau, with a sustainable income, robust health and a little time for hobbies such as walking and reading. One of the endgame options lets you commit fully to this existence, to a blameless everyday world of graft, rest and idle recreation, a world without either light or shadow. Of all Cultist Simulator's deadly temptations, this could be the most seductive. It is, perhaps, the closest thing the game offers to happiness.
But somewhere, there is More. Whispers in sunlight. An icy atmosphere when you wake. Appetites whose origins and objects you can't quite place. Somewhere there is a house without walls, fringed by moth and moon-ridden forests and tossed on a painted sea - a realm beyond dimension wandered by inhuman agencies whose desires and griefs trouble the surface of our own. This is a place where you might obtain power, enlightenment or extremes of sensation for a terrible price. First, though, you'll need to get there, by dreaming the correct dreams, performing the correct rites, combing blasphemous texts, probing the Earth's darker corners and enlisting touched souls to your service. It's a journey that requires a willingness to experiment in the face of probable destruction, a sound strategic brain and above all, patience, especially the patience to try again.
In practice, all this boils down to plugging cards or combinations of cards into the game's activity timers to create or expose other cards - a mid-noughties Facebook sim-style alchemy that immediately conjures up writer-designer Alexis Kennedy's previous projects at Failbetter Games. Besides Work and Time, the main activity timers are Study, Talk, Explore and Dream. Study lets you read or translate books you've found and cobble together fragments of the game's vast, knotty mythology; given certain resources, you can also use it to increase your all-important allowance of Reason, Health and Passion. Talk is for reaching out to potential partners-in-crime, sending your minions out on nefarious errands and enhancing their capabilities via certain rites. Explore lets you research and dispatch expeditions to mystic sites across the world; you can also use it to visit places within London in search of a rare tome or something less tangible. And Dream, finally, is how you'll access the Mansus of the Hours, making your way through its unreal precincts as your stockpile of lore and understanding of the game's well-obfuscated logic expands.

Staying afloat amid this constant bubbling of timers, dangers and opportunities is a source of grim satisfaction, but the great joy of Cultist Simulator is discovering another card combination, and the great joy of discovering combinations is finding something else to read. Far from the leaden chunks of "world-building" offered by most fantasy RPGs, Cultist Simulator is a universe of the unspoken, a protean clutch of riddles, scholarly marginalia, back-alley rumours and pointed epithets. The Mansus at the game's heart never quite assumes a literal form, though you're eventually treated to something like a map - rather, it exists between the lines of censored tracts and in the gulf between contradictory histories and creeds. Kennedy remains a master of the Dread Surmise, to steal a term from his first game, Fallen London - he is adept at infusing a sentence or two with the maximum of dire implication. But just as important are his self-parodying mannerliness and fatalistic sense of humour, which keep the grandiosity and hamminess of much cosmic horror at bay. His writing is at once "Lovecraftian" and the work of somebody who considers Lovecraft in frightfully bad taste.

If this discord may frustrate, it's arguably to the purpose inasmuch as Cultist Simulator is consciously about how moments of unearthly insight might arise from the grind and dust of the temporal sphere. The gap between where the writing inspires you to go and the deadening arithmetic of getting there is the point, not a weakness - and when you happen on another scrap of proscribed lore, it's like a moment of deep shade after a day in the sun. Cultist Simulator's achievement is that it teaches you to search for such moments, to demand them even as you contend with the suffocating greyness of practical reality. It is a tribute to human myth-making and malevolence which understands that other worlds are not invented or found but torn, limb by limb, from the one around us.
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