Yes, the rules are in the “Powered by the Apocalypse” family (meaning rules that share certain elements from the RPG “Apocalypse World”, made by the great Vincent Baker), even if much is customized and adapted to suit KULT: DIVINITY LOST.
The general way “moves” work, for instance, will be recognizable. We have made extensive redesign on many of the things that didn’t work well with the KULT setting, and for horror in general.
For instance, in the original AW, the player characters are very much driving the scenario, having a lot of player induced influence on the story. This is changed in KULT: DIVINITY LOST, where the GM/Narrator has much firmer grip on the overall story structure and details, in order to enforce the sense of being “hunted”, “underpowered”, and “fearful” – key elements in creating tension and horror and dread.
Other areas that are redone, and newly designed, are the ways the GM/Narrator interact with the story, how the campaign is set up, how monsters are handled, equipment, combat, mental fatigue, injuries, advantages and disadvantages, dark secrets/pasts – among others – to move the entire game experience right into KULT territory.