![]() It’s a simple ruleset with a surprisingly difficult set of adversaries that I might have found a lot of joy in. ![]() ![]() A personal favorite is Crossbones - a minigame that is about matching up 3 dice in lanes while trying to prevent your opponent from doing so. There’s also various spots on a world map to visit that have charming characters with fun side quests or stores. After spending a handful of minutes making sure they’re well-fed in mind, body, & soul, you’ll have spent just enough time before it grows stale. You spend just enough time in raids before having to go back to town and tend to your flock’s needs. The two halves separately aren’t outstanding, but it’s the marriage of the combat and activities tied to town building that help keep the game fresh. This ends up being the most effective way to increase the headcount of your cult which becomes a critical resource to get better starting weapons, more curse and tarot card options, and new items to upgrade the village with. ![]() Each zone requires completing a minimum of four times before fighting the god, and once defeated they turn into a follower. The final area boasts a large monster, often littering the screen with projectiles. Some are another round of combat, shops, health refill pit-stops, and zones where you can rescue and indoctrinate new followers by defeating waves of monsters to save them. Each level is structured like branching paths that are followed up to the level boss. Most rooms will be filled with monsters, but some include a seer who offers the choice of tarot cards with perks that support your exploring and shops to swap out weapons. At the start you’re equipped with a weapon and curse - the curse acts like a magic spell which costs fervor - a resource collected from fallen enemies. The expeditions are a string of mini dungeon crawling maps across four domains of the gods. Each cult member provides devotion through prayer at a statue in the town center. Losing enough faith makes a cult member revolt, not reverting back to normal unless they’re put in jail and re-indoctrinated. Conversely, dying during an expedition reduces their faith. Those rituals are unlocked through the sermons, the faith gained there is used to unlock them via doctrines. You can boost faith by holding sermons, performing unlockable rituals (like sacrifices or declaring a holy day of rest), and completing expeditions successfully without dying. Feeding them proper meals, giving a bed or tent to rest, and keeping a clean landscape are the plates you’ll spin to keep health up. This is done by maintaining their spiritual and physical health. Managing the townspeople is fairly simple - gather resources, build structures, and maintain the happiness of your flock. They make up a small community slavishly taking on tasks like gathering wood or stone, praying to a statue of The One Who Waits, cleaning, or tending farmland. You, a lamb, ironically are the shepherd of simple followers who devote themselves to you and the cult of the red hat. This theme and tone are so intense that it became disturbing, something that I got accustomed to but has left an impression on me. This is a dark looking game - if you are sensitive to religious iconography and the occult, Cult of the Lamb is not for you. The lamb levitates over a pentagram surrounded by candles, possessed by a black and red hat with blood-filled eyes amongst a grainy cream-colored backdrop. The main character is a lamb who's been sacrificed at the altar and has been resurrected by an imprisoned god called The One Who Waits, who tasked him with killing the gods who trapped him. Massive Monster’s Cult of the Lamb is striking from the start menu.
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