We’ve been working hard on our Alpha 2.0 build which will see a complete overhaul of many parts of Honey, I Joined a Cult.
Mission system and world map
You can now send your Cultists on missions at various locations to do the bidding of your cult. You might be rounding up vagrants at the local homeless shelter, you might be poisoning the water supply. Missions will allow you to wield your cults power in the outside world – perhaps you’ll take a particularly aggressive stance towards external threats, or perhaps you’ll keep your head down, slowly infiltrating the political system and focusing on your cults image. Missions take place at different locations that can be seen on the map. As the game progresses, more locations become available. Some missions are also connected and will allow you to develop a specific story arc (if that's something you want to pursue).
For your mission to be successful, you'll need to make sure you send the best Cultists out to do the job. Traits and skills play an important role in the outcome, as does planning the mission in advance in your cult HQ. For example, certain missions will only be able to be performed if you have a Cult member with a certain trait, and gaining a cult member with the said trait will likely require you to have already successfully completed a different mission/built specific items within your base/located certain items. Planning missions will increase the likelihood of success but also puts further pressure on resources, as you’ll have to commit Cultists to time in the relevant room, planning the mission. Missions have a number of outcomes ranging from catastrophic failures, which might end in Cultists being arrested and the Cult suffering other severe consequences, to Overwhelming success, whereby you'll get the reward of the possibility of other beneficial consequences.
Custom room size building
We initially put in fixed room sizes thinking that they would be sufficient to allow people to build the base they wanted. In reality, nobody was happy with pre-set room sizes so now you can drag build whatever size rooms you want.
User Interface
At the start of the development we wanted the UI to be merely functional but as we’ve progressed we’re trying to make it not only more attractive, but more intuitive. This is still a WiP but we’re getting there. We're moving away from the minimalist monotone design that we had used before, because, quite franky, it was a little too minimalist. Although we've not made the interface over-complicated we've added in a few extra touches to make them more colourful and to break up the large blocks of monotone which made up the vast majority of all of the menus before.
Upcoming Events
There's a few more features that need to be added to the game before testing can start. We'll keep you posted about these when they've been implemented. Until then we are taking the current Alpha build to a few events in the UK:
- Insomnia 63 - Birmingham, UK (24th - 27th August)
- RTX - London, UK (15 - 16th September)
- EGX - Birmingham, UK (20th - 23rd September)
If anyone feels like a preview of the game then drop by and find us in the Indie Zone ːsteamhappyː.