Why Cult of the Lamb is Still the Weirdest Game You’ll Ever Love

Why Cult of the Lamb is Still the Weirdest Game You’ll Ever Love

Honestly, if you told someone ten years ago that one of the biggest indie hits of the decade would involve a cute cartoon sheep harvesting the organs of its followers to satisfy an eldritch god, they’d probably tell you to go outside. But here we are. Cult of the Lamb is a genuine phenomenon. It’s weird. It’s gross. It’s adorable. It’s basically what happens if Animal Crossing and Hades had a baby, and that baby was raised by a heavy metal band.

Developed by Massive Monster and published by Devolver Digital, the game hasn't just stayed relevant; it has evolved into something much bigger than its 2022 launch version. You aren't just playing a roguelike. You’re managing a literal commune. You're dealing with poop. Lots of it. And then you're going out and stabbing monsters in the face. It’s a loop that shouldn’t work, yet it’s incredibly addictive.

The Dual Identity of the Lamb

Most games pick a lane. They’re either an action-packed dungeon crawler or a cozy management sim. Cult of the Lamb refuses to choose. One minute you’re dodging projectiles in the Silk Cradle, sweat on your palms, trying not to lose your last half-heart of health. The next? You’re back at the village, deciding whether or not to marry a follower who looks like a disgruntled cat or feed them a bowl of "grassy gruel" because you ran out of berries.

This tonal whiplash is the secret sauce.

The "Crusade" side of the game is your standard roguelike fare, but it’s fast. Snappy. The combat feels weighty in a way many 2D games miss. You pick up weapons like the Traitor's Claw or the Vampiric Axe, gather Curses, and pray to the RNG gods that you find a decent Tarot card. But the stakes are higher than in Enter the Gungeon or Dead Cells. Why? Because if you die, your followers lose faith. They start whispering. They start doubting you.

Then comes the "Base Building." This is where the real depth lives. You build sleeping bags, then tents, then actual houses. You set up refineries. You manage a graveyard. It’s satisfying to watch your little patch of dirt turn into a thriving (if slightly terrifying) village. But the followers are the heartbeat. They have traits. Some are "Polyamorous," meaning they don't get jealous if you marry others. Some are "Gullible," making them easier to level up. You actually start to care about them, which makes it all the more devastating when they grow old and die—or when you have to sacrifice them to unlock a new door.

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What Most People Get Wrong About the Gameplay Loop

A lot of critics early on complained that the two halves of the game felt disconnected. That’s just not true if you're playing it right. Everything you do in the dungeons—the wood you gather, the stone you mine, the followers you rescue—directly feeds the base. And everything you do at the base—the sermons you give, the rituals you perform—gives you permanent buffs for your runs.

If you ignore your cult, your runs will be harder. If you never go on Crusades, your cult will starve. It’s a closed-loop economy of soul-crushing efficiency.

Rituals: The Moral Gray Area

The Rituals are where the game’s personality really shines through. You can be a "good" leader. You can give your followers a feast or a day of rest. Or, you can be a total monster. You can perform the Ritual of Resurrection to bring back your favorite worker, or the Sacrifice of the Flesh to gain power.

Massive Monster added the Sins of the Flesh update, which pushed this even further. Now you have "Sin" as a resource. You can hold drum circles. You can build a bar. It added a layer of debauchery that fits the "cult" theme perfectly while giving veteran players a reason to come back and optimize their layouts.

Why Cult of the Lamb Sticks the Landing

It’s the art style. Let’s be real. If this game looked like Diablo, it would be way too dark for most people. But because it looks like a Saturday morning cartoon, the horror becomes funny. Seeing a cute little bunny follower get indoctrinated with a terrifying crown is comedy gold.

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The sound design helps too. The gibberish language the followers speak—the "baa-ing" and "meeping"—is incredibly charming. But then the music shifts during a boss fight with Leshy or Heket, and suddenly you remember you’re fighting literal gods of the Old Faith.

Survival Tips for New Leaders

If you’re just starting out, or coming back after a long break, the meta has shifted. You can't just spam sermons and hope for the best anymore.

  • Prioritize the Lumber Mill: Wood is the biggest bottleneck in the early game. Get your followers chopping as soon as possible.
  • Don't ignore the toilets: It sounds silly, but a disease outbreak will ruin a 20-hour save faster than any boss. Build the outhouses early.
  • Tarot Cards are King: Learn which cards suit your playstyle. The "Divine Strength" card (increased attack speed) is almost always a must-pick regardless of your weapon.
  • Use the Fleece system: The Fleece of the Berserker is high-risk, high-reward, but if you’re good at dodging, it makes the endgame bosses a joke.

The game also added "Heavy Attacks" in the Relics of the Old Faith update. Use them. They break shields and can stagger bosses. A lot of players forget they exist and just mash the basic attack button, which is a one-way ticket to a "Game Over" screen in the later biomes like Anchordeep.

The Evolution of the End Game

One of the biggest criticisms at launch was that once you beat the four main bosses and the final encounter, there wasn't much left to do. Massive Monster listened. They didn't just add a few items; they basically doubled the game's length.

Post-game content now includes "God Tears," which you trade to a mysterious entity for massive rewards. You can re-fight harder versions of the Bishops. There’s a whole new layer of lore involving the "Mystic Seller" and the backstory of The One Who Waits.

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And then there's the Unholy Alliance update. Co-op. Finally. Playing as the Lamb and the Goat simultaneously changes the combat dynamic entirely. It makes the dungeons feel less lonely and adds new team-based attacks that are honestly a blast to pull off.

Acknowledging the Grind

Is the game perfect? No. The late-game can get a bit grindy. Once you’ve unlocked every building and every ritual, your cult can start to feel like a chore simulator. You spend ten minutes every "morning" just cleaning up, blessing people, and cooking food before you can actually go out and have fun in the dungeons.

Some people love that "chore" aspect—it’s the Stardew Valley itch. Others might find it a bit tedious. But the game gives you enough automation tools (like the Janitor Station and Kitchen) to mitigate this if you plan your base layout efficiently.

Actionable Next Steps for Your Cult

If you want to master the game, stop playing it like a standard roguelike. Start playing it like a resource management engine.

  1. Optimize your layout: Put your farms next to your silos. Put your beds near the temple. Every second your followers spend walking is a second they aren't producing Devotion.
  2. Cycle your followers: Don't get too attached. When a follower gets old, sacrifice them or ascend them before they die of natural causes and make everyone sad. It sounds cold, but it’s the most efficient way to keep Faith high.
  3. Experiment with the "Relics": These are powerful items added in later updates that have huge cooldowns but can clear a whole room of enemies instantly.
  4. Check the Twitch Integration: If you’re a streamer, the Twitch integration is some of the best in the industry. Your viewers can vote on events, join your cult, and even help or hinder your progress.

Cult of the Lamb works because it understands that "fun" is often found in the contrast. The contrast between cute and creepy, between order and chaos, and between being a savior and being a tyrant. Whether you’re here for the tight combat or just to see how many hats you can put on a caterpillar, there’s no other game quite like it. It’s a masterpiece of indie game design that continues to prove that sometimes, being a little bit evil is a whole lot of fun.