The Secret World of Kult

The world around us is a lie.

"Mankind is trapped in an Illusion. Held captives by our prisoners. We can not see the great citadels of Metropolis towering over our highest skyscrapers. We can not hear the screams from the cellar hidden stairs take us to. We can not smell the blood and burnt flesh from those poor souls sacrificed to long forgotten Gods, in lost alleys. We feel isolated, alone, and try out utmost to stay away from the dangers, the darkness of the city we dwell in.

Some of us experience glimpses from beyond the veil. We have this strange feeling that something is not right—the ramblings of a madman in the subway seems to carry a hidden message, the since long closed down slaughterhouse we pass everyday have freshly bloodstained in front of it, and our reclusive neighbor doesn’t appear to be completely human in certain angles.

By slowly discovering the truth about our prison, our captors and our hidden pasts, we can finally awaken from our induced sleep and take control of our destiny."

’Kult: Divinity Lost’ is the fourth edition of the Kult RPG, published in 2019 and is described as an uncommonly adult RPG.

“This iteration of KULT is as beautiful as it is dark and macabre. This is more than a game."

Kult was a tabeletop role-playing game was first published in Sweden in 1991, and is notable for its philosophical and religious depth as well as for its mature content. The violent horror themes has made it subject of controversy and critics have tied this game to suicide, murder and disappearance of young people who have played it. Swedish toy stores have refused to sell the game.

"The default backdrop of Kult is modern-day real-life larger cities; players taking the roles of contemporary multi-genre protagonists, such as private investigators and femme fatales, vigilantes and drug dealers, artists and journalists, or secret agents and mad scientists.

In the game, however, all this and the entire world we see, is an “illusion” held together by monotheistic belief which is unravelling to reveal a darker backdrop where nightmarish monsters lurk, called “reality” in the game. This illusion was created by the Demiurge to hold humanity prisoner and to prevent mankind from regaining the divinity it once had. In the absence of this Demiurge, sinister forces plot to keep us from realizing the truth, or even to plunge the world into an apocalyptic war to restore humanity’s ignorance and blind faith in the divine order."

Described as 'not a game for everybody’, it certainly is of a niche audience appeal.

In September 2018, computer game 'Shadows: Awakening’ was released, third in the Heretic Kingdoms series started by ‘Kult: Heretic Kingdoms’ (2004), and ‘Shadows: Heretic Kingdoms’ (2014) by Slovakia-based game developer Games Farm (3D People).

On April 10th 2019 Funcom announced to have entered a partnership with Games Farm to create a new game with a planned release 2021.
Through joint venture with Cabinet Group (December 18, 2017) Funcom holds 50% ownership and interactive/video gaming IP rights to the Kult trademark.

For the record, the saga Heretic Kingdoms started with Kult: Heretic Kingdoms, in 2014, then signed by the Slovakian studio 3D People (which plunged the player into a fantasy world in the grip with his religions, after the disappearance of a god). But the license of the Kult role-playing game (based on a contemporary universe, confronted with religious illusions and the demiurge’s demise) is precisely part of Funcom’s license catalog of Heroic Signatures . So we can easily imagine that the next joint project of the two studios could immerse players in the world of the famous role-playing game.
Funcom teams up with Games Farm to produce a new game


They wouldn’t ditch an IP like that, right? Cause for a second I thought this might be a another single player stealth sequel to SWL. Oh, I’d love that.