What’s next for Fleshcult?


  • Bug fixes
  • Mods
  • Mac version

Downloadable Fleshcult is out and aside from some weird crashes I’m still tracking down, the pressures of launch are starting to settle down. I’ve been ducking a lot of questions about whether I’ll be producing more content by saying it depends on sales. Based on how things are going, I can commit to a Mac version and mod support.

Visual Mods

Mod support is gonna come in stages. Letting people change the look of the game and add more graphics is relatively easy. The game would load an extra CSS stylesheet out of the mod folder, and with a few extra hooks from me and the magic of pseudo-elements, you’ll be able to add artwork with a high degree of flexibility. I’ll supply examples for the CSS, so try not to let terms like “pseudo-element” disconcert you.

Modding the HTML isn’t gonna be too bad either. Some enterprising individuals are already doing it, though this will get overwritten every time I update, so you really do need that mods folder in the long run.

Later Work

Allowing new characters and tomes and so forth is gonna take some doing. Ideally these would be loaded from data files, but at the moment it’s all in code. Conceivably I could run Python scripts out of mod folders and let them monkey-patch the game, but that’d be total chaos with multiple mods involved! There’s a fair amount of ground work to be done here and this is the task I have the most uncertainty about. It’ll probably come last.

As for Steam Workshop, I had a notion that it’d just need a game that knows how to load mods out of a mods folder. But no, I’ve gotta delve into the Steamworks API to make that work. Once again, it’ll take some time, but it’s looking pretty feasible.