![]() Explore a sprawling, randomly generated world, fight off hordes of enemies and defeat rival cult leaders in order to absorb their power and assert your cult's dominance. Collect and use resources to build new structures, perform dark rituals to appease the gods, and give sermons to reinforce the faith of your flock. Collect and use resources to build new structures, perform dark rituals to Start your own cult in a land of false prophets, venturing out into diverse and mysterious regions to build a loyal community of woodland worshippers and spread your Word to become the one true cult. Summary: Start your own cult in a land of false prophets, venturing out into diverse and mysterious regions to build a loyal community of woodland worshippers and spread your Word to become the one true cult.I adore it, and that is almost certainly my own opinion unaffected by nefarious influences. Don’t be fooled into thinking that this game is anything but great, though. Occasionally, I found myself thinking ‘erm, this really is like a cult’, such as the time that the game gleefully informed me that I can marry as many of my followers as I want. Intentionally or otherwise, it makes the brainwashing and murky morals amusing rather than disturbing. Speaking of which, making all of your followers adorable wickle critters was a smart choice. The atmosphere is great, helped in no small part by art which immediately endears itself to you. Still, Cult of the Lamb is clever, it’s wonderfully designed, and the script is sharp and funny. Nothing wrong with that, but it would be nice to have the option of leaning more heavily into one side or the other if you felt like it. It’s not difficult to avoid a situation where your cult turns against you and you suddenly struggle to harvest Devotion, but in order to keep on top of things, you need to keep a good balance between settlement upkeep and dungeon adventuring. That, in turn, means that your cult’s loyalty will begin to wane, which demands a lot of work to reverse if left unattended. That means cultists are slowly getting hungry, pooping somewhere or other, and possibly becoming ill or even dying. Whether you’re at your settlement, in one of the other locations you slowly discover, or in the middle of an adventure in a dungeon, time is slowly passing. There’s a gentle yet constant pressure to the game, in the form of the day/night cycle. There’s one enemy that you can never quite defeat. Although, how long you play won’t necessarily be your choice. You can keep going for as long as you dare, running the risk of losing a portion of what you’ve collected if you die. With the story done, the dungeons truly open up, no longer coming to a close when you hit what was previously the boss room. Yet there is even more to Cult of the Lamb. It’s a small world, but it’s also one that practically begs you to explore every corner of it. There’s a dice game (Knucklebones) and very basic fishing to distract you. There are other (similarly small) locations to be unlocked that offer side quests, resources, and things to buy. Your cult base isn’t the only non-combat place to explore. That more than makes up for the cannibalism thing, right? For example, I wanted to make sure that my followers respected the elderly, resulting in a faith boost whenever I had a member reach a certain age. While this is a binary either/or choice each time, it’s still an enjoyable way to decide how reasonable or evil you want to be while gaining a new perk in the process. Part of the progression system involves developing your cult’s doctrine. Cult of the Lamb is clever, it’s wonderfully designed, and the script is sharp and funny. ![]()
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