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In May of 1990, three high school students from the remote town of Cull, Maine are found dismembered in a seemingly demonic ritual. Jason, a recluse resident and former patient of the now abandoned Cull State Asylum, has become the prime suspect. Himself, and several other town folk who have been threatened by the ensuing witch hunt, have retreated into isolation in the dense forests surrounding the town. It is now October, temperatures are dropping and the days are growing shorter. Jason returns to the town in the hopes that the murderer has been found and can obtain goods for the coming winter. What he finds instead is a town completely empty of life. Cars are abandoned and the homes are broken into, but no bodies are found. Desperate messages written on buildings and blood found on walls tell him that something hellish has invaded his small town and it is spreading. With the sun setting, Jason realizes there is now something hideous stalking him.

Presskit

Factsheet

Developer:
Cull Dev Team
Based in United States

Release date:
TBD

Platforms:
Windows

Website:
indiedb.com/games/cull

Description

In May of 1990, three high school students from the remote town of Cull, Maine are found dismembered in a seemingly demonic ritual. Jason, a recluse resident and former patient of the now abandoned Cull State Asylum, has become the prime suspect. Himself, and several other town folk who have been threatened by the ensuing witch hunt, have retreated into isolation in the dense forests surrounding the town. It is now October, temperatures are dropping and the days are growing shorter. Jason returns to the town in the hopes that the murderer has been found and can obtain goods for the coming winter. What he finds instead is a town completely empty of life. Cars are abandoned and the homes are broken into, but no bodies are found. Desperate messages written on buildings and blood found on walls tell him that something hellish has invaded his small town and it is spreading. With the sun setting, Jason realizes there is now something hideous stalking him.

History

I've always been a huge horror nerd. I grew up falling in love with films like "Evil Dead", "House of 1000 Corpses", and "Nightmare on Elm St." I became especially interested in the movie "Army of Darkness", as it had a comical and frankly, dorky, anti-hero that I could relate to. In Highschool I had dreams of directing of creating my own horror film that would mix elements of horror and comedy like Sam Raimi had, all centered around a lead character who becomes the unwilling badass hero to save the world.

Years later, I became obsessed and started modding the Openworld Horror Survival Game DayZ. The game placed players on a massive open world map in a zombie apocalypse, where they would have to explore and desperately find weapons and fight to survive. The game was addictive and immersive due to how players could write their own story, there was no linear path forcing them to go through the motions. However, I wanted to bring my passion of horror movies to create a game that would pull players into a terrifying world where there is no one answer to survive, and million ways to get killed.

I began developing the Cull using my mapmaking skills I gained from modding DayZ. I felt that what makes an openworld horror game unique and immersive is the setting itself. I quickly chose the setting of Cull to be a small town in Maine. Growing up in rural New England, an area known for the Salem Witch Trials, Stephen King, and Rob Zombie I feel that there is a distinct creepy but beautiful atmosphere to my hometown and would have players wanting to explore every inch of the 16 square kilometers map. I naturally chose the game to take place in October, a notoriously dark and creepy time, but also has gorgeous backdrop of the Autumn foliage.

To truly create a world that will be haunting and draw players in, I began taking thousands of photos of vegetation, abandoned homes, and closed state hospitals to use them as closely as possible in the development of the game. After 1.5 years of texturing, modeling and mapmaking I began sharing my ideas for developing "Cull" and quickly grown to a full team of horror movie and gamer geeks intent on making this project a reality.

Features

  • Open world 4km x 4km map set in the wilderness of Maine.
  • 24 Hour Day/Night Cycle that will push players to explore and gather resources before sunset and struggle to survive until dawn.
  • Hordes of Undead creatures that will require creativity to both kill and evade.
  • Possessed undead that are faster, smarter, and stronger. They use brutal melee weapons and will hunt you down unless you can find a way to finish them off.
  • Multitude of firearms and melee weapons hidden in homes and abandoned vehicles.
  • Vehicles that will help you escape from danger, but can also be destroyed by enemies.
  • Realistic dense forests with touch-bending vegetation.
  • All Buildings designed using real imagery of abandoned homes, closed hospitals, and burned down buildings to create an immersive and authentic horror tone.

Videos

Cull Updates 12/10/2016 YouTube

Cull Testing 5 YouTube


Images

Download all screenshots & photos as .zip
Brown_House.JPG
Farm_Road.JPG
Middle_of_Map.JPG
Return_to_Cull.png
swamp.jpg

Download logo/icon assets as .zip
logo
icon

About Cull Dev Team

Boilerplate
"Welcome back to Cull. Things have gotten worse since you left."

More information
More information on Cull Dev Team, our logo & relevant media are available here.


Cull Credits

culldevteam
Founder

Andrew
Design Lead

Will
Audio Engineer/Writer

Onyx
Lead Voice Actor/Writer

Tim
Development Advisor

Rodrigo
3D Modeler

Dan
Promotional Manager

Contact

Support
instinctsfear2@gmail.com


presskit() by Rami Ismail (Vlambeer) - also thanks to these fine folks