Cult of the Lamb review – a genre mash-up with a lot of ideas

Hello! I’m a cult leader these days. Let me tell you what I’ve just been doing.

I woke early and cooked some food that gave everyone diarrhea. Then I gave a quick sermon to cheer everyone up. I planted some seeds so I could make some more food that gives everyone diarrhea, disappeared for a bit to play a dice game, donated some mushrooms to an old pal in the woods, and caught up on my fishing before heading over to the Gold Guy. I bought some Tarot cards that were going cheap, one of which promises a lovely health boost whenever it gets dealt. I went on a mission and murdered a lot of nasty things in the woods, harvesting resources and whatnot as I went. I killed a boss, working my way up through a sort of watery forest to the next mega boss. Back to the camp after that to clean up all that diarrhea, build a few beds because my followers are sulking, water and fertilise some seeds, knock up a scarecrow so birds don’t eat my seeds, make myself a nice new fleece with lovely perks and then catch the rising sun and do it all over again. I’m tempted, you know, to take up smelting.

Cult of the Lamb is a management game and an action roguelite in which you play an evil sheep. It’s astonishingly systems-heavy. You can build dozens of structures to look after your flock, and your flock can grumble and sicken and die and preach behind your back in dozens of ways. You’re always after new cult members, each with their own quirks, and you’re always after the resources to keep everyone happy, because happy cultists in turn give you the resources to make them even happier – and grow more powerful when you set out on action roguelite runs, working your way through minor bosses to middle-management bosses and then hopefully whoever’s at the top.

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