Hello Followers,
Here’s the latest on what’s been happening at Cult headquarters…
In-Game Content
We’ve been adding a huge amount of in-game content to allow players to make their cults truly unique. Besides looking different these items also have their own prestige rating that increases the mood of the cultists in the relevant room. Items are grouped in to different categories:
- Generic unlimited – these are the most basic items that are available from the start of the game and will allow budding Cult Leaders to get their organisations off the ground. You may purchase an unlimited amount of these but they won’t do much for morale, no matter how many you build.
- Generic limited – these items are available in limited supply as rewards from missions and have a higher prestige rating than the unlimited items. They have no specific theme requirements however and are therefore immediately available as a mission reward.
- Theme items – these need to be unlocked through the relevant theme tree. Once unlocked, these items become available as mission rewards. The prestige rating for these items varies but they range from medium to high quality. This also allows a player to have their HQ slowly take on the aesthetic of any theme(s) they are pursuing with their cult.
- Special Items – these are also theme linked but are unique items that provide a wide range of different bonuses to the player. They are awarded upon completing specific theme related missions.

In-game items from different themes can be mixed together depending on what missions/actions you take with your cult. Therefore if you particularly want the moonlander special item from the Futurist theme tree you can add this around the flaming torches you unlocked under the Darkness theme tree.

We’ve also added two new room types (1 for each of the starting themes). These are therapy rooms that can be used to make money out of your followers and also generate Influence.
Art update
We’ve also continued with our art update and added some small but very effective changes to the game. First we’ve implemented hand movement/head wobbling to characters as they move. This means they appear less floaty as they move around. Characters also now blink too, which makes them feel a bit more real.
We’ve also changed the look of the walls, doors and carpet in game to fit in with the new art style better. And last, but certainly not least, we’ve added new sprites for when cultists soil themselves – the last ones were just a bit too realistic and gross!
Overhaul of prestige calculation system
It took quite a while but we’ve totally changed how prestige for rooms works. The new way is much more efficient in terms of system resources and also takes in to account any wall decorations.
Misc.
As ever we’ve also fixed a mountain of bugs and continue to work closely with Team17 to bring you the best game possible!
Until next time,
Stay loyal!
