“They also have a faith level that must be maintained to keep them happy, otherwise they can dissent against you and try to persuade others that you're a false prophet,” Pearmain warns. “You’ll need to keep your cult clean, otherwise they might get sick.” Another interesting feature is that your followers can apparently turn against you, should you not care for them properly. “Followers have different needs and will require feeding and somewhere to sleep,” Pearmain explains. So we always try to let the player have choices in how they spend their time.” And our followers need more care and attention than simply being brought back to base. In addition to this there are locations you can discover across the world which offer new characters to meet and quests to complete. So if there is something in one part of the game that’s slowing things down, you are always free to explore other parts. “Because the followers and base are constantly simulated, if you are waiting for a building to complete, you can go for a quick dungeon crawl and when you get back it will likely be finished. There are a lot of emergent stories that come out of interacting with your followers, and on top of that they will always have a new quest for you.” Nor does it sound like we’ll ever be stuck for something to do next. Your followers will have personalities and lives of their own, some will help you, some will hurt you, you will have your favourites, and they will all eventually grow old and die. “It’s not just a fancy upgrade tree, it's a full-fledged colony sim. “We put a lot of time and effort into making the base fun to be in,” Pearmain says. Rather than simply viewing our followers as just another resource, it sounds as though our relationship with them will be far more in-depth. So by making the two sides of the game always affect each other then the player is always motivated and doesn't suffer from the potential whiplash of changing pace.” “This follower will then work for you and attend sermons which unlock new weapons and powers for you to use in the combat side of the game. For example, in the combat side of the game you might rescue a new follower who you bring back to your base,” Pearmain begins. “The goal was for the two sides of the game to always feed into the other, so you are always making progress. You can even marry a follower!” In our TA team first impressions of Cult of the Lamb, what took us by surprise was this mashup of base-building and dungeon crawler elements, and we wondered how the devs had implemented this combination so that the change in gameplay pace didn’t feel jarring. You can also perform rituals and do things like sacrifice naughty followers, throw grand feasts or resurrect the dead. You’ll set your doctrine and make decisions on how you want to interact with your followers, and how they react to you. In your temple you can give daily sermons to draw power from your followers, grow stronger, and unlock new weapons and curses to use on your crusades. Then, back at our base, we’ll “indoctrinate any new followers and build structures with resources you found on your crusade.
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