

Now there’s heaps of people and our Discord’s getting flooded a bit. With our other games, there were definitely some people excited for them, but it wasn’t that many. Wilton: It’s kind of weird because we haven’t really worked on a game where there’s actually a bit of hype behind it before. Q: After the reveal at Gamescom, what are Massive Monster’s plans going forward?Īrmstrong: Yeah. RELATED: Slay the Spire: The 10 Best Cards For The Silent, Ranked But they’re chill with it so here we are.Īrmstrong: Government-approved sacrifice. I was a bit like “Oh, I wonder if the government wants to fund this game about like Devil worship.” or whatever. Q: I saw the Film Victoria grant online when I was going through your blog, which I thought was awesome. We were working on that for maybe like six months and then started to pitch to publishers, got a deal last year in April, and been working on it since. We put together a little pitch to Film Victoria for some funding, it was a small grant to get to a vertical slice. All the dots were connecting and we thought “Yeah it’s quite a unique kind of fantasy that players can experience.” So, we thought yeah “Let’s bloody try to get it going.” Then I think we started getting that together a little bit.

I was probably just watching Midsommar or some stuff like that, and then we kind of started on the cult idea. You know I really love occult stuff and cults. When we had to make a building to torture them, we were like “Hmm, I don’t know- I don’t know about this.” But we just found we like looking after the followers. Maybe you’re a kind of demon guy running a Hell. So, we tried out maybe it's like you’re running a Hell. It was like you were God and you were going to eat your followers or something. Wilton: You know we say that but we went through two or three different other ideas. It was “Ok you do this you do that.” and it’s very hard to get that across which is where Julian stepped in with this idea of “No, we must have a core concept that unites it.” Like I just explained it to you very poorly. That was the original idea, but it was really hard to explain it to people. Going out and having an adventure and scavenging resources to bring back for the rest of the colony. The original concept was having a game like RimWorld or Frostpunk or something like that, but taking on the role of one of the characters in that colony. It didn’t have the cult theme at all.Īrmstrong: Yeah! That kind of came in a bit later. It was a long time before we were ready to really start on it.

It was a really rough prototype but we were still finishing up a bunch of other projects. Yeah, we shared it at a PAX Australia and I think that’s when we had it. The decisions you make as leader will determine how your followers see you – will you be loved or feared? Follow the herd to and on Twitter.Armstrong: Three years ago. As their devotion to you grows, so too will your power, allowing you to venture further into the mysterious forest and discover more of its dark secrets. Use resources to build new structures, perform dark rituals to appease the gods, and give sermons to reinforce the faith of your flock. On returning to your base you must fulfil the needs of your followers in order to receive their devotion. Every excursion into the sprawling realm reveals increasing hordes of new and more dangerous enemies, as well as rival cults whose influential leaders must be defeated in order to absorb their power and assert your cult’s dominance. Start your own cult in a land of false prophets, venturing out into diverse and mysterious regions to build a loyal community of woodland worshippers and spread your Word to become the one true cult. Cult of the Lamb casts players in the role of a possessed lamb saved from annihilation by an ominous stranger, and must repay their debt by building a loyal following in his name.
