A grotesque denomination led by a cute lamb. ‘Cult of the Lam’ is a game that has attracted quite a lot of attention with the combination of cute occult elements, cute graphics, and the combination of log-on genre and collonie simulation. The unique trailers and trial boards led to a good response, and the Lamb’s denomination has achieved good results with more than 1 million sales since its launch. Massive Monster also developed Cult of the Lam and paid great attention to the fusion of lock-like-collonie simulation, and he was devoted to the occult element and the ‘believers’ with emotions.

■ Cult of the Lam, ‘Lamb’ is the main character

Q. For users who are not familiar with ‘Cult of the Lam’ and Massive Monsters, please briefly introduce the game and developers.

Massive Monster is an independent game development studio based in Australia, Singapore and the United Kingdom. Our goal is to create an explosive game with the focus of creativity and personality. We are trying to squeeze out all the monster-like works we created to the last drop of all fun and originality.

Cult of the Lam is a game that plays the amount of sacrifice to the ‘waiting person’, and it draws a journey that repays the debt to him by creating a denomination and developing strength to solve him in a heavenly prison. This game is a mix of loglike and colony simulators. Players must adventure the world, fight monsters, gather resources, and find new followers to inject religion. It is a process of creating a community, building a new building for followers, performing dark consciousness, and preaching to loyal followers.

Q. Cult of Ram has a unique material with the theme and concept, and there is a reason or reason for making games with this concept and material. Please introduce this.

= We wanted a combat-based rogue with a long flow of the colony simulator. We also love dungeons that are randomly generated in the Log Lake genre. However, in these games, there are often no progress in the long run. When the player dies, he loses everything, which is also the core of these logiciki games.

But we expected to play like Loglike and feel something progressing. So he returned with new resources so that the player could clean the foundation.

** Q. I wonder where the religious views in the unique game and the settings of the sealed gods were produced and designed with motifs. The bishops also appear to have been the motif of four articles of Apocalypse.

Many religious symbols, OCCULTISM, non-Christian beliefs and the myths of Wicka. We wanted the world in the game to feel like the world of cult. Although factions and locations seem different from reality, they expected to be intimately intimately reflecting the images in reality. So, while borrowing and repeating different motifs, it helped to create a cohesive world full of other religious denominations and religious views.

Q. Lamb is also a religious ultimate sacrifice and sacrifice. Why did you catch the main character as a lamb?

= We wanted the game to start by making animals as the main character, and the protagonist was sacrificed and resurrected. Lamb often appears as a religious animal, so I think it is a perfect choice for the game in that it causes its own denomination. Like the lamb of God in the Bible, the victims of the lambs have been resurrected to start religion.

Q. It is impressive that the characters of their cute designs are quite cruel and terrible. I would also like to hear the design and design of this consciousness and doctrine.

= I wanted to mix dark and scary themes and colorful and cute cartoon art style in parallel. Like the contrast between light and darkness, good and evil. The gameplay also contrasted two different parts. Rogue’s fast tempo and the colony simulator’s relaxation are also contrasted with each other. In addition, we studied many occult symbols, sacred geometric devices, and religious images for the consciousness and doctrine needed to build a cult.

Q. The expression changes and costumes of the characters are very impressive, diverse and occult feelings. There is a part that makes the player’s denomination feel evil and eerie. Is this intended?

= Various expressions and animations were added to the believers to make them feel more vivid and fun. They often talked to have a relationship with friends or enemies. Therefore, the player can confirm that his followers have emotions.

Followers had to be ill, hungry, and even rebelled against players, so they had to be able to check them visually when something went wrong. I chose to change my eyes at the end of my worries, which I think it was a very good way. If you see the opposition’s red eyes, you can easily realize that there is a problem that needs to be fixed.

Q. The subquests also seemed a lot of fun elements. Simply growing the denomination is not the end, but also affects the relationship with the followers’ community, but I wonder what kind of experience and feelings the player wanted to feel.

As we felt that followers were alive, the player expected to have a different relationship with them. The quest given by the followers is a device that provides interesting little stories that can lead to a unique moment so that you can play the game in different ways.

The game has a lot of systems and things to do, and we’ve designed it to get to know this system through followers quests. These occur like a dynamic tutorial that feels like a part of the story, but it only occurs when the player actually needs to learn.

■ Rogue-Colonie Simulator is a key point

Q. The battle part, the temple, shows a variety of loglike elements, but the elements of the shooting feel quite small. I would also like to hear the development team’s thoughts on the worries and design of this temple part.

Mixing loglike and colony simulators was one of our great ambitions. Therefore, it was important to make the temple part to be fun as it was organically connected to the denomination simulator part. Since many log-like games, such as Isaac’s burnt offerings and entertainment, have a shooting tendon action, we have decided to focus on short-range battles using ‘knife’.

Of course, not only here, but I wanted the player to feel stronger as the size of the religious denomination became stronger. So I decided to add more diversity to this, and for this purpose, it was designed to introduce and enjoy curse attacks in the form of a second combat.

** Q. It is also noticeable that both plays are designed to show a strong connection with each other so that the temple and denomination operation is not felt.

= It was one of the biggest challenges of development that both sides of the game turned together. This seems to have required a lot of work and various designs. Loglike is usually like a long-distance run on survival, but while the day and night circulation, the believers wanted to spend their day.

So I was looking forward to seeing both parts of the game. When the player is on the expedition, you can find resources and new followers for the denomination. And when the player returns to the denomination, he can grow as a powerful corps for the next temple in the process of managing and preaching followers. When these two very different parts find a balance, I think there’s a factor that really falls into the game.

Q. The game was not just a one-time play, but had a variety of challenging difficulty. I wonder how the players want to enjoy Cult of the RAM through multiple play play.

The doctrine selection means that you can play the game again and unlock completely different consciousness and abilities. This suggests a different way that players interact with followers. The player can choose to be a monarch through the first play, and he can be a friendly and backborne leader in the next choice.

The game can also unlock several options that can be customized. It is full of various things that can decorate your base, and followers also have different animals. In addition, if you defeat the mini boss in the temple, you can send it to the denomination and brainwash. Then they can customize their form. As a result, you may have a religious group full of friendly monsters, or a religious group full of foods. There are so many kinds of denominations, so the players were expected to create a variety of denominations.

Q. As the game is unique, it seems that it was difficult to produce the game.

= As mentioned above, gently connecting LogLike and Colonie Simulation Side was the biggest challenge during development. And it seems that it was hard to catch a proper theme that could appeal to people.

** Q. I also want to hear plans for additional elements and updates.

= First of all, even after launch, the main update