![]() ![]() If you’d rather spend more time out on crusades - you can do that too. If you prefer spending time at your cult, there are ways of getting resources and new followers without leaving. Q: Would you say the game leans more towards dungeon crawler or city-builder sim, or is it a pretty even split?Ī: It’s quite an even split - but we also wanted to give players the freedom to lean more into either side of the game if they want to. RELATED: Cult of the Lamb Devs Reveal How Long It Takes to Beat the Game The base building colony simulator is just as important as the dungeon crawling, and the marriage of those two genres is what sets it apart from any other roguelike you have played. ![]() But building, growing and running your cult is at the heart of the game. There are randomized dungeons with combat and bosses and all the things you would expect from a traditional roguelike. Q: Roguelikes have become more and more popular as a genre in recent years, what would you say is the largest factor that sets Cult of the Lamb apart from other roguelikes?Ī: This is a game about running your own cult. Achieving these 2 things and making them work together in a smooth and accessible way took a lot of work and design iterations. But we also wanted a day and night cycle, for your cult members to have their own daily routines and needs that would have to be met each day. Traditionally in roguelikes, it's all about survival, getting as deep as you can, going on long runs and lasting for as long as possible. The second-biggest challenge was making the 2 sides of the game work together in harmony. One initial concept was about Girl Scouts that grow magical weapons, then the game was a “make your own hell” afterlife simulator, then you played as a God and its tribe living atop a floating whale… We did a lot of work before eventually landing on the idea of running a cult of woodland animal worshippers. We knew we wanted to mix roguelike combat and resource gathering with some kind of base-building colony simulator, but it took us a long time to get to the idea of Cult of the Lamb. Q: To start, what aspect of Cult of the Lamb’s development process was the most difficult to get absolutely right? Which part did you want to be absolutely perfect above all else?Ī: The first big challenge we faced was just landing on the right idea. RELATED: Cult Of The Lamb: The Best Divine Inspiration Buildings To Unlock First Interview has been edited for clarity and brevity. Game Rant recently spoke to Cult of the Lamb art director James Pearmain about the title's early development concepts, gruesomely fun art style, and the inspiration behind some of its intimidating and memorable enemies. Boasting a unique blend between roguelike combat and city-building mechanics, the game thrives on its replayability and fresh experience. Want to know what other hidden gems you should keep an eye out for? Take a look at our new indie games list.The recently released Cult of the Lamb has not disappointed fans, despite being one of the most anticipated indie titles in recent memory. Fans of the game, and the scientific fact featured above, have also expressed their love via some fan-art shared to the Cult of the Lamb subreddit. “The support you've given us has been unbelievable!”, the tweet read. Cult of the Lamb has understandably established its own cult following already with the developer putting out a wholesome tweet thanking fans just yesterday. Daily responsibilities include performing dark rituals, giving sermons to your flock, and destroying any non-believers. Developed by Massive Monster and published by Devolver Digital, Cult of the Lamb is a rogue-like which sees players take on the role of a possessed lamb as they are tasked with starting their own cult. We’ll end the poop talk here and talk here and instead tell you more about Cult of the Lamb which was finally released into the world last week. ![]()
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