This management is more reminiscent of Theme Park than of other society-building games such as Animal Crossing, or even resource management games like Stardew Valley. However, if their faith wanes there is risk of illness, starvation, or dissent among your believers. There is an in-game clock that the cult operates by, and every day you have the opportunity to deliver a sermon or perform rituals – from feasts and weddings all the way up to blood sacrifices – which increase their loyalty. They need jobs to do, graves to be buried in – and in return they feed you prayer, which makes you physically stronger as you go out on conquests to violently cleanse nonbelievers. Your worshippers need to be fed, cleaned, housed and preached to. Some you rescue, some you purchase from menacing spiders, some you acquire when horrifying level bosses dissolve into very sweet, small creatures and willingly join your flock. Your cult is composed of followers that you pick up throughout the four realms. The other half of the game is a cult-management simulator. This surrender of choice means no two runs are ever the same, hearkening back to the structure of 2018’s critical darling Hades, and 2020’s tech-world satire Going Under. Your weapons are chosen for you at the start of each run, and your power-ups are determined by equally randomly selected tarot cards that you can uncover on your way. You, the Lamb, move through each of the bishops’ winding realms towards its leader, whom you need to defeat to free your own god from his chains. But the tables turn quickly in your favour, and soon you are the one wielding the blade and performing the rituals.Ĭult of the Lamb is a game of two distinct parts that operate in sync. It’s no small ask for a tiny sheep who has already been slaughtered. Your job, as this titular lamb, is clear: gather devotees to worship the eldritch being, and murder the four heretic bishops who oppose him. In the first few moments of runaway summer hit Cult of the Lamb, the protagonist is sacrificed and summoned back to life as an emissary of an imprisoned elder-god.
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