Hear My Cult — Progress Update: New Zealots & Calamities
Hello, Callers.
The Cult keeps evolving.
I've been working on making the battles of Hear My Cult more chaotic, varied, and unpredictable—both by expanding the types of followers you can command and by making the world itself fight back.
Today I want to show you two systems that will be part of the final game: new specialized Zealots and biome-specific Calamities.

New Zealot Types
Your Cult is growing, and so is the variety of followers willing to die for it.
Alongside the existing Zealots, I'm introducing several new specialized archetypes with very different roles on the battlefield.
Some of the new followers include:
Revenants: Extremely slow, otherworldly Zealots capable of dealing devastating damage when they finally reach their target.
Purifiers: Explosive followers carrying bombs into battle and bringing destruction directly into enemy ranks.
Assassins: Specialized killers designed to quickly hunt down and eliminate priority targets. they cost Aurums for every hit they take.
Fanatics: Aggressive Zealots built to throw themselves directly into the chaos of battle.
Martyrs: Heavily protected followers capable of drawing enemy attention away from the rest of your Cult.
Confessors: Support Zealots that stay behind the frontline and heal the Prophet during battle.
These join the already existing specialized followers such as Ritualists, Immolators, Brutes, and Summoners.
The goal is to make your Cult feel less like a mass of identical units and more like an actual army—one whose composition can dramatically change how you approach each run.

The World Fights Back — Calamities
But your enemies aren't the only thing you'll have to worry about.
I'm also introducing Calamities: dangerous environmental events that can occur during levels and change depending on the biome you're exploring.
A battlefield might suddenly be struck by Acid Rain, forcing you to adapt while the fight continues.
Elsewhere, Eruptions may tear through the battlefield, turning previously safe areas into dangerous zones.
Different biomes will have their own possible Calamities, making the environment itself another part of the combat.
You won't just be fighting the enemy army anymore.
Sometimes, you'll be fighting the level itself.

More Chaos, More Decisions
These systems are part of a larger effort to make every run of Hear My Cult feel different.
Your army composition, the enemies you encounter, the powers you acquire, and now even the environment can change the way a battle unfolds.
One run might give you an army of Ghosts and Shield Bearers slowly pushing through enemy lines.
Another might turn into complete chaos as Assassins rush priority targets while explosions and environmental hazards tear through both armies.
That's exactly the kind of controlled chaos I want Hear My Cult to create.
And I'm not finished.
More Zealot archetypes, Calamities, enemies, Doctrines, Artifacts, and strange interactions are still being added as development continues.
I Need Your Ideas
As always, I'd love to hear what you'd like to see added.
What other specialized Zealot would you want in your Cult?
What Calamity would you absolutely hate to encounter during a run?
The more horrible the idea, the better.
Thank You, Callers
Join the Cult on Discord:
Every wishlist, bug report, suggestion, and theory helps shape the future of Hear My Cult.
Thank you for being part of this journey.
The Cult is growing.
The world is becoming more hostile.
Good.
See you in the ritual.
— Frogtrain 🐸🚂