This month we’ve been focusing more on the leader and the difference they can make to your cult.
Leader Demands
We wanted players to be at the mercy of their cult leader and subject to whatever whim or fad they might have. Not only does this add a certain unpredictability to things, it’s also a great way of giving the leader some personality. We’ve therefore implemented a system whereby your leader goes through different phases and makes related demands of you.
They may decide that they’re an eco-warrior, and force you to plant endless trees and plants, as well as stealing farmer Joe’s wind turbine, all in a bid to save the planet.
Or maybe they’ve become paranoid and want you to dismiss some of your cultists for looking at them funny.
Or maybe they yearn to be a pirate…
There are also individual demands that are not part of an overall fad series.
Each demand has a time limit and failing these demands can make your leader very unhappy, whereas completion will give a mood boost. As a leader’s mood changes the effectiveness of their sermons (which produces resources), a leader’s demands can be a particularly important part of the gameplay.
We’ll be sharing some images of this real soon, so keep an eye on our social media for updates!
Leader Interactions
The leader is also now able to use their charismatic charm to influence cultists around them. So if you want to boost the mood of a cultist, the leader can use a new mood boost ability on them.
If you’ve let things go too far and cultists are already broken and wandering aimlessly, or perhaps about to soil themselves, your leader can cure their mood break before things get…messy.

Misc
As always, there’s been a huge amount of other things we’ve done this month, such as new items and missions (mostly related to the leader demands system), numerous bug fixes etc.
An erroneous figure in our hands animation also resulted in some interesting cultist windmills:

Until next time,
Stay loyal.
