Woolhaven's winter shakes up Cult of the Lamb without trying to stress players
One of the best feelings in Cult of the Lamb comes when the cult management and the dungeon crawls click together and you enter a flow state. The point of the game, however, is to keep thinking about what might go wrong rather than getting complacent, and Woolhaven’s winter was built to shake that comfort up.
"People have been playing Cult of the Lamb for so long now, you kind of get really comfortable," says art director James Pearmain. "Woolhaven is right at the end of the game, you have your big cult set up, and you have things automated." Winter in Woolhaven brings waves of storms that vary in severity.
At its easiest, it simply chills the air and stops farming on land that hasn’t been fertilised with rot. At its worst, storms cover the cult in heaps of snow, force cultists to stay inside tents, and can bury or destroy structures—if you don’t prepare, followers can starve or even freeze to death.
cult, lamb, woolhaven, winter, storms, farming, rot, cultists, dungeon crawls, james pearmain