REVIEW : Honey, I Joined a Cult (PC)

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REVIEW : Honey, I Joined a Cult (PC)

In this Honey, I Joined a Cult review, we’ll discuss the book’s numerous aspects, including how to manage your members and carry out missions and brainwashing if you decide to start your cult.

Cross the wall.

Honey, I Joined a Cult analysis is best when it begins with the bad points because they are all just getting started. All of the following are standard fare for lovers of base-building and management games, but Honey, I Joined a Cult’s concept is so refreshingly original that even those who have shied away from the genre in the past should give it a try.

REVIEW : Honey, I Joined a Cult (PC)

However, all of these new players must accept the fact that the first two hours of the game are more akin to a technical drawing instruction than a gameplay session. A highly intense tutorial phase starts following a narrative introduction that describes the history of the leader of your new cult.

Before you can hire your first adept, you’ll need to understand how to lay building foundations, construct walls and doors, assign rooms a purpose, fill them with the appropriate furniture, control their prestige level, figure out how to make them better, and assign us the most appropriate characters.

The second section of the explanation won’t start until you have a basic understanding of how the game’s five resources function and how they impact gameplay. There is a lot to take in, and it can be frustrating to come across counterintuitive design decisions (such as the potential for being unable to directly pick items), but once the groundwork is established, the game can be entertaining.

REVIEW : Honey, I Joined a Cult (PC)

Matter of style

Honey, I Joined a Cult won’t let you down if you enjoy playing games that make fun of the rest of the gaming community. The game is dotted with quotes, one of which is the “Sword of Light” that, during a mission, a hooded old man will give you if you can solve his riddles. Other quotes range from the theme of your sect (for which you can choose the Egyptian theme, the Lovecraftian theme, and many others) up to the small objects with which to decorate the rooms. You will next need to outfit and customise your leader and his most devoted followers, who will be given a uniform to set them apart from the incoming recruits.

In some ways, Honey, I Joined a Cult’s minimalist but not uncommunicative visual language is similar to that of Among Us. When your supporters are suffering or when a horde of extremist puritans wants to invade and destroy your base, it will be quite obvious. The selection menus for objects, rooms, characters, etc. are numerous and complicated, so the only thing that bothers you is the notification system. It would be helpful to have a function that leads directly to the unlocked novelty rather than requiring the user to scroll through countless pages of the sharpening view to find the newly available object.

REVIEW : Honey, I Joined a Cult (PC)

Praise to *insert divinity*

Once your cult is founded, you should start looking for Adepts and Followers to help you grow it. The former group needs lodging, restrooms, a cafeteria, recreation areas, and a temple where they may attend sermons from the leader. They are the members who are most committed to your divinity. The second group consists of the potential adherents to your cult, whom you must persuade to participate in communal activities. It’s critical to have a well-functioning organisation to prevent confrontations with irate neighbours or zealous police officers.

Regarding progression, if you enjoy base-building games (like Fallout Shelter), the story should sound familiar to you: there are tasks for your followers to complete (to obtain resources or appease the populace), quests for the science team to complete (to unlock new upgrades, like rooms for unwinding or “persuading” newcomers), and leader assignments, which typically combine the tasks above. Gaining an understanding of this ecosystem is quite simple, even though some of the game’s more fundamental research may take up to three times as long as it should, leaving you helpless to do anything but watch your little men move.

The Sancta Sanctorum and the rest of the progression

The Sancta Sanctorum, a new basic area for the progression and extensive customising of the game, will become available after roughly 20 days of in-game time (roughly 4 hours for those that play). You can select one of three themes for your cult here—demons, robots, or hippies—but the devs have already hinted that there will be more options in the menu. Here is where Honey, I Joined a Cult’s craziness and fun begin: in addition to numerous aesthetic adjustments, you can begin your global conquest by sacrificing, liquefying, mechanizing, or otherwise transforming your followers.

We decided on the robotic concept, and in less than 30 minutes, we began turning our supporters into dolomite slabs and creating our ballistic missiles. Although Honey, I Joined a Cult isn’t a realistic game, it’s a fantastic method to practise your demagoguery and make memes that will last a lifetime. The moment the Sancta Sanctorum is unlocked, the first game from Sole Survivors Games begins to function flawlessly, the dead times are completely reset, and the absurdity grows exponentially by the hour.

REVIEW : Honey, I Joined a Cult (PC)

Verdict Honey, I Joined a Cult is a fantastic illustration of how one may create something original from extremely well-known mechanics. His satirical take on the weirdest cult explosion in 1970s America is wonderfully done, and it serves as the inspiration for some clever and amusingly ridiculous gaming elements. It won’t take long for fans of base-building games to get the hang of the game and feel right at home. On the other side, those who choose to explore this genre for the first time could encounter challenging and frustrating initial hours.

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