EGW-NewsCultic Turns Two Chapters Into One Of 2025’s Strongest Shooters
Cultic Turns Two Chapters Into One Of 2025’s Strongest Shooters
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Cultic Turns Two Chapters Into One Of 2025’s Strongest Shooters

Cultic arrives as a complete release with the launch of its second chapter, turning a long-running indie project into a full, cohesive shooter. Developed by Jasozz Games and published by 3D Realms, the game builds on its 2022 debut and now stands as one of the most confident first-person shooters released in 2025. It commits fully to the boomer shooter formula while avoiding nostalgia for its own sake. Instead, it sharpens familiar mechanics, wraps them in a distinct visual identity, and pushes atmosphere harder than most of its peers.

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Thanks to Ted Litchfield’s review on PC Gamer, Cultic’s strengths come into clear focus: precise gunplay, memorable level design, and an art direction that refuses to blend into the retro crowd. His assessment frames the full release not as a modest expansion, but as a finished work that executes core shooter fundamentals at a consistently high level while finding room for surprise.

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At its core, Cultic is direct and physical. Weapons feel heavy, loud, and responsive. The arsenal includes familiar staples such as pistols, shotguns, magnums, and automatic weapons, but each is tuned to feel distinct in the player’s hands. Sound design plays a major role. Shots crack sharply, reloads click with intention, and hits land with unmistakable feedback. Combat rewards accuracy and aggression, especially through headshots that deliver immediate visual confirmation of success.

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The weapon selection reflects a deliberate design choice. Rather than defaulting to generic models, Cultic leans on historically odd or visually striking firearms. The starting pistol resembles a Mauser broomhandle. The submachine gun recalls a British Sten. A lever-action magnum, cut down into a mare’s leg configuration, becomes the centerpiece of the arsenal. It delivers power without sacrificing speed and encourages constant movement and close engagement. Chapter Two expands the selection with alternate versions of existing weapons, though the core loadout remains strong enough that experimentation feels optional rather than required.

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Level design carries as much weight as gunplay. Cultic’s maps are dense and sprawling, built as layered spaces rather than linear corridors. Each environment introduces a clear hook, whether structural, thematic, or mechanical. A train sequence emphasizes forward momentum. A Christmas village contrasts festive dressing with violent encounters. A shopping mall twists familiar retail space into something unsettling. A mansion level openly nods to classic survival horror layouts, encouraging exploration and backtracking while maintaining shooter pacing.

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This scale does introduce unevenness. Chapter Two, while longer, occasionally pushes past its ideal length. The final stretch in particular risks fatigue as spaces grow larger without adding new ideas at the same rate. Chapter One, by comparison, benefits from tighter pacing and more disciplined progression. The imbalance does not undermine the full experience, but it does reveal the tension between ambition and restraint.

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Cultic’s visual identity remains one of its defining traits. The game uses dithered textures, limited color palettes, and low-resolution geometry, but it does so with purpose. The setting draws heavily from a stylized version of 1960s America, filtered through autumnal tones and heavy shadow. Locations feel lived-in despite their abstraction. Restaurants, churches, motels, and civic buildings suggest specific histories without relying on realism. The result is a world that feels cohesive and intentional rather than generically retro.

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Environmental interaction reinforces this sense of place. Cultic fills its spaces with small, reactive details. Coffee pots can be heated and thrown. Donut boxes burst open when struck, scattering pastries across the floor. Typewriters hold incomplete notes that can be altered by player input, transforming static lore into something playful and strange. These touches do not change the core mechanics, but they deepen immersion and encourage curiosity between fights.

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Chapter Two extends this philosophy further by introducing optional diversions. Pool tables function as actual games. Shooting galleries hide behind side paths. These moments break up combat without slowing momentum. They also signal confidence. Cultic trusts players to engage with its world beyond the critical path, knowing that its combat foundation is strong enough to carry the experience regardless.

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Horror plays a larger role than expected. Cultic frequently pauses combat to let tension settle. Silent corridors, empty rooms, and unscored environments force attention onto movement and sound. Chapter Two escalates this approach with extended sequences designed to unsettle rather than threaten directly. A standout section traps the player inside a department store filled with faceless mannequins. They do not attack. They shift position when not observed. The threat remains implied, building unease until release finally comes through renewed violence.

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What makes these moments effective is restraint. Cultic understands that its scares will always resolve into combat. Instead of fighting that structure, it uses anticipation to sharpen the payoff. When enemies finally appear, the return to familiar mechanics feels earned. The relief is part of the design, not an accident.

Despite the long gap between chapters, Cultic avoids feeling outdated. It does not chase trends or overcomplicate its systems. There is no multiplayer. There are no live-service hooks. The game runs cleanly on modern hardware, including verified support for portable PC platforms. Its price reflects its scope without inflating its value proposition. Both chapters together offer a substantial experience without padding through repetition alone.

CULTIC is available to play on PC through Steam.

Cultic ultimately succeeds because it knows exactly what it is. It does not attempt to redefine the shooter genre, but it refines it with discipline and personality. Every element, from weapon feedback to environmental detail, serves a clear purpose. The full release confirms that the project was not a promising experiment but a carefully constructed work built over time.

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As a complete package, Cultic stands comfortably among the best shooters of the year. It respects the lineage it draws from while asserting an identity that feels specific and confident. For players drawn to tight gunplay, strong atmosphere, and levels that reward attention, it delivers without compromise.

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