Before I even started playing Cult of the Lamb, I knew I was going to love it. First off, we’ve got the cute art style going on, so that box was ticked immediately. Plus the conceit of a simulator about running your own cult is hilarious and fresh in its own way.
I think us roguelike and simulator fans can agree that both genres are having something of a renaissance right now, and Cult of the Lamb manages to hit every note in perfect harmony. Now maybe it’s the antidepressants talking, but playing through it has been some of the most fun I’ve had with a game all year.
Part of the worry with having a game with so many different elements is that the player could start to feel overwhelmed — the base-building sim, the punchy roguelike gameplay, the fishing, Knucklebones, and all of the side quests could start to feel like a lot after a while, but they never did.
Instead, each element fed back into the core gameplay really nicely, like bringing characters items to unlock the different cloaks that gave you power-ups in combat, or powering up your followers to get greater rewards when you sacrifice them. What’s more, I found that having so many different types of activities always kept things fresh while still keeping me moving towards to ultimate goal.
Hades has been an undeniable influence on games over the past few years, especially when it comes to the roguelike genre. The hub world in the Underworld felt so alive, because between each run you could come back and decorate, see what’s up with your favorite characters, and see things gradually change over time through the story. Your cult in Cult of the Lamb feels even more alive, in my opinion.
While Cult of the Lamb‘s combat isn’t quite as complex as Hades‘, it instead
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