The Mound: Omen of Cthulhu Guide#
The Mound: Omen of Cthulhu is a 1-4 player online co-op first-person extraction horror game built on H.P. Lovecraft’s Cthulhu Mythos. You play an expedition member setting out from the sailing ship Tempestad to plunder a cursed jungle, and you must carry your treasure back to the ship alive while Madness warps what you see and hear.
First, what this game is not — because it contradicts a lot of casual assumptions:
- It is not an action RPG: no skill trees, no attribute points, no gear rarity tiers or random affixes.
- It is not a survival builder: no base construction, and no freely roammable open world.
- It is not a single-player level crawler: the core experience is built around team expeditions and extraction, and solo players can only bring an AI companion.
- It is not a looter in any Diablo sense: progression comes from contracts, upgrades, and unlocks, not from rarity rolls.
Basic Game Information#
The following was cross-checked against the Steam store page, the Xbox store page, and MobyGames (as of October 5, 2026):
| Item | Detail |
|---|---|
| Official name | The Mound: Omen of Cthulhu |
| Developer | ACE Team |
| Publisher | Nacon (Nacon S.A.) |
| Engine | Unreal Engine 5 |
| Release date | July 15, 2026 (PC / PS5 / Xbox Series X|S launched the same day) |
| Platforms | Windows (Steam, Epic Games Store), PlayStation 5, Xbox Series X|S; also Xbox Cloud Gaming |
| Genre | Cooperative first-person extraction horror |
| Perspective | First person |
| Game modes | Single player (with an AI companion); up to 4 players online co-op with full cross-play across platforms |
| Price | Standard Edition US$29.99 / Deluxe Edition US$39.99 (as recorded in July 2026) |
| Rating | 18+ (the Xbox store page notes intense violence) |
| Subscriptions | Not in the Xbox Game Pass or PC Game Pass catalogs (verified via the TrueAchievements FAQ) |
Core Gameplay: The Expedition Loop#
Everything in this game revolves around one expedition loop — the spine for understanding it:
- Prepare aboard the Tempestad: sign a Contract with the Captain to receive the gear for this expedition.
- Distribute starting equipment: split weapons and supplies among the party — melee options are the hatchet and the halberd, ranged is the slow-reloading musket, and both powder and supplies are scarce.
- Choose a region and push into the jungle: the deeper you go, the greater the threat and the reward; along the way you can find Abandoned Forts.
- Loot and extract: bring treasure and the records of lost expeditions back to the ship — there is no minimap and no overhead radar, so team communication relies entirely on spatialized proximity voice chat.
- Settle and set out again: trade the treasure you carried back for better gear and upgrades, upgrade your contract weapons, unlock forts as new departure points, and sign a harder contract.
A single expedition usually takes about 20 minutes — a rhythm that fits short sessions, though every “one more run” deepens the test of your judgment.
Key Structure Terms#
| Term | What it means |
|---|---|
| Tempestad (expedition ship) | The staging ground and settlement hub before departure; signing contracts, swapping gear, and upgrading all happen on the ship |
| Captain | The character who signs contracts with players and sets the treasure quota for the run |
| Contract | Missions come in three tiers — Mid / Advanced / Legendary — tied to the achievements A Dire, A Fateful, and A Legendary Commission |
| Abandoned Forts | Old outposts discoverable in the jungle; recovering a fort’s logbook unlocks it as a departure point for future expeditions |
| Cart | A mobile base that moves along the route (per the official MobyGames description) |
| Bandurria | A flying hostile creature; it can be shot down mid-flight, and the Long Shot achievement requires downing one from 50 meters |
The Madness System: This Game’s Signature#
Madness is not a simple “sanity bar drains plus screen effects” mechanic — it is perceptual interference woven into navigation, communication, and combat decisions:
- As you push deeper, threats begin to distort your perception: hallucinations, false audio, and simultaneous interference with sight and sound make real and fake hard to tell apart.
- Each player’s Madness is independent — the anomaly you see does not appear for anyone else. This breeds a “who is lying” distrust inside the squad, and it is intentional design, not teammate error.
- The deeper the region, the stronger the Madness.
- The companion collection system is the Creature Codex: the achievements Pages Best Left Blank and The Horrors Named correspond to unlocking 7 and 13 entries respectively.
The impact on play is direct: reporting contacts, confirming routes, and judging “is something over there” all have to happen while your perception is being scrambled. The enemies sub-guide on the Chinese hub breaks down the hallucinated threats in detail.
System Requirements#
Only one requirement figure has been verified:
| Verified item | Value |
|---|---|
| Minimum RAM | 4 GB RAM |
Full minimum and recommended specifications (CPU, GPU, storage, and so on) have not been collected from a reliable source; defer to the system requirements published on the Steam store page rather than any guesswork here.
Reception and Media Scores#
- As of October 5, 2026, the Steam page showed an overall “Mostly Positive” rating; roughly 75% of 238 reviews in the last 30 days were positive, and about 70% of all 2,175 English-language reviews were positive. Review counts roll over time, so treat the Steam page as the live source of truth.
- MobyGames lists a media average of 68% — a sample of only 4 outlets, of limited reference value.
- Two public player-progress data points: on August 13, 2026, a player unlocked the revive-50-teammates achievement Too Stubborn to Die, and on August 14, 2026, a player hit Rank 30 and unlocked Tempered by Madness. These only show the core loop supports long-term play; they are not system rules.
Guide Map#
| Chapter | What it covers |
|---|---|
| Beginner guide | The starting route from boarding and signing a contract to your first extraction |
| Combat guide | Melee versus musket trade-offs, sound management, and extraction-first priorities |
| Enemies guide | Verified combat targets and honest gaps (no complete bestiary) |
| Items and gear | The contract-equipment flow and verified items, with clarification that there is no rarity system |
| Skills guide | Why there is no skill tree — where real progression actually comes from |
| Endgame guide | The long-term goal of reaching The Mound, with achievement cross-references |
| Achievements guide | How to approach all 25 achievements |
| Multiplayer guide | Teaming up and cross-platform play |
| Controls guide | Keybinds and settings |
Related Games#
- Lethal Company — a co-op horror run built on proximity voice and the same “one more expedition” pull
- Phasmophobia — co-op supernatural horror where what you hear is part of the threat
- Helldivers 2 — a 4-player co-op shooter where friendly fire and team discipline decide outcomes
- Escape the Backrooms — co-op horror about moving through hostile space and getting out alive
- Monster Hunter: World — a preparation-driven hunt loop where readiness beats recklessness
Related Rankings#
Best Co-Op Games · Best Indies of 2026 · Best Shooters
Full Guides#
In-depth sub-guides — beginner basics, combat, enemies, items and equipment, the skills question, endgame, all 25 achievements, multiplayer and cross-play, and controls — are available in Chinese on NTGame’s The Mound: Omen of Cthulhu section.
If you read Chinese, the enemies sub-guide there is the honest one: it lists only verified engagement targets and says so outright instead of padding a bestiary with guesses.