Cthulhu: Dark Providence Dev Diary #4: Solo Mode

A Solo Mode?… Impossible!”

Hi everyone, I am Chris Hamm the Lead Developer on Cthulhu: Dark Providence and the designer of its solo mode.

I have designed a number of solo modes before, but when first asked if I might be able to make one for Cthulhu: Dark Providence, the title of this article was my response! Afterall, it is an updated version of A Study in Emerald (Primarily the 1st edition) transported to a Death May Die universe and one of the most unique and explicitly multiplayer games ever made…so how can this be?! Well, I love a good challenge, and the question became one that I could not resist exploring!

So, where does one start when trying to make a solo mode for a game with hidden roles, massive amounts of sandbox like player agency, wild variability from game to game, and the intervention of Elder Ones? It quickly became apparent that the hidden role aspect could not be a part of a solo mode for Cthulhu: Dark Providence. Without other players, what really matters is the experience of engaging with all the exciting Lovecraftian lore blended with real world and fictional characters that are such an important feature of Death May Die setting! Therefore, it made the most sense for players to take on the role of an Investigator with each of the Elder Ones as a playable antagonist supported by their cultists.

Next, was settling on how the cultists would take meaningful actions in opposition to the player’s strategies given that there are so many options in a game like this.

Through a combination of an action deck, some hard-wired preferences, and a dash of randomness, the cultists behave in ways that work to thwart the player and push toward final victory for their Elder One. This is in part thanks to there being so many ways that the game can end. Meaning that if the cultists are pushing the game towards any conclusion while rapidly acquiring VP, massive pressure is placed on the player. This pressure causes both direct and indirect interference in the player’s plans, forcing them to adapt to an ever evolving and intensifying puzzle with time running out.

Finally, it was time to add the Elder Ones to the game!

During each game, a random Elder One is selected to play against. The cultists are modular, so while they are mostly the same regardless of which Elder One is used, each Elder One grants different special powers to each cultist. This way, Cthulhu’s cultists will have different powers than those of Hastur. Additionally, each Elder One has a specific goal that is another means by which they can win the game aside from the standard method of having the most VP when the game ends.

And with that, I’m excited to say that the solo mode for Cthulhu: Dark Providence provides all the strategic gameplay and escalating tension of the multiplayer experience. The player will be able to recruit agents, take control of cities, ally with powerful individuals and organizations, mix in the occasional assassination…. Whether you fight to cling to your sanity or embrace the madness at just the right moment, every decision will shape your path through this dark and dangerous world!


We hope you enjoyed this dive into the Solo Player mode for Cthulhu: Dark Providence. In the meantime we also want to update you on the status of this project.

Due to some delays in the production process, the estimated delivery is now Q2 2025. While we understand this isn’t ideal, we appreciate your patience and support.

For future updates on the status and delivery of all CMON projects, you can check the project status here.

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