
It's time to start working towards that ultimate goal of enlightenment, faith and money…lots and lots of money! Become the ultimate tycoon - create, customise, and manage your own cult whilst listening to funky music. Welcome to Honey, I Joined a Cult!
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About
Honey, I Joined a Cult is a tycoon/management game where you must build and expand your base, supervise your cultists and resources, and increase your faith, funds and following!
MANAGE YOUR CULT
Effective management is at the heart of every money-making enterprise and your organisation is no exception! Being snappy dressers isn't enough, your cult must run like a well-oiled hypno wheel. Set schedules for your cultists, develop their skills, level them up and manage food and maintenance systems. Assign tasks to your cultists based on a priority system. So who said that micro-management doesn't work?!
BUILD A BASE FOR YOUR CULT
Every great cult needs great interior design. Place, design, and decorate rooms to keep your cultists happy. There is a whole host of weird and wonderful room options and objects, each with a vital role to play in your cult. From polygraph rooms, discombobulator, and spirit chambers to energy spas and the dreaded ministry of alteration.
CUSTOMISE YOUR CULT
A cult is only as good as its name (and its followers!). Choose yours wisely when picking for your cult, cult leader, the Divine Being that they worship, the Holy Room in which they prove their dedication and the followers that will become the cultists of tomorrow! Make your cult your own by deciding on:
*A funky symbol
*An epic uniform to impress would-be followers
*An imposing hat to make other cults jealous
*A strange relic to worship and adore
CARE FOR YOUR CULT
Cultists have needs too and you'll have to ensure that all of yours are fed, watered and having lots of fun! You must take care of your cult's physical and mental well-being to allow them to be the best cult members they can possibly be! It is as they say, cult is only as strong as the cultists!
LEAD YOUR CULT
Your cult leader can be very demanding. Whether it's recruiting specific followers or building certain rooms, be sure to bend to their every whim. Not fulfilling demands will lower their mood and a displeased leader won't be able to perform effective sermons. Cultists can be sent on missions in the local town. Whether it's gathering resources, unlocking new tech or just a demand from your leader, the Covert Ops room is the perfect place to plan!
GROW YOUR CULT
Use all your charms to recruit new followers, who will bring in resources and eventually climb through the ranks to become full cultists. Discontented followers will simply leave, so be sure to turn that frown upside down!

Follow us, join the community and chat with the devs. Look in the external links to join our Twitter and Discord We're always listening – let’s achieve greatness together!!!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Spanish - Spain, Russian, Simplified Chinese, French, Italian, Korean, Polish, Portuguese - Portugal, Traditional Chinese, Turkish +1 more
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
It's kind of a huge miss. Instead of doing anything wacky or unique, you'll spend the first 3-4 hours building an extremely generic looking base to take care of your "cultists" that could've come out of any game in this genre... just normal base management stuff like sleeping quarters, food, recreation, etc. Then you're just running a weirdly themed roadside attraction for a bunch of people. Sit there, collect money, watch your little people scurry to and fro, slowly work your way through a tech tree that lets you... collect more money, take care of your people better, extremely normal stuff. It's repetitive and generic and a huge grind with no decision making involved. Set your people to do the jobs they're best suited to, replace them with better people as you get access to those, upgrade your facilities now and then. Like I said it's not until hours in until you actually get to the "cult" stuff of your cult sim... and the options are kind of pitifully slim... and that still just opens up a new tech tree that requires more waiting and doing generic missions. It's just so uncreative, and so uninteractive. You're not really making decisions to shape the cult or whatever you're just waiting for the next room or upgrade you can build, plonk one down, and repeat. Also the UI kinda sucks. Notification spam is an issue. Extending the base regularly tears down walls it shouldn't. Floors are in the "Objects" menu, but walls are in the "Build" menu. Stuff like that. Not a dealbreaker, but annoying enough that it drags the experience down from "dull" to "dull and kind of tries my patience."
A lot of interesting mechanics but it's shallow/half-baked that quickly turn it into a boring slog. There are a couple of annoyances that especially come to mind: - Maintenance Room doesn't actually maintain anything, you have to wait for things to breakdown before they can be repaired - For Divine Inspiration missions, why am I locked out of performing both missions or even the divine inspiration options when something is in progress - For the endings, honestly it's pretty shallow, all that happens is a fade to the relevant picked ending + a few text and that's it - I know it's RNG challenge, but some of the leader statues are just terrible, specifically the -8 mood for using a bathroom with more than one toilet - Dealing with protests is also very dull, (maybe I didn't understand the pawn moving mechanics if there were) but having to wait for a protester to come, then having to manually find and assign an appropriately skilled cultist repeatedly, and then they go back to work or in the compound until another relevant skill check is present - I feel like there should have been a research room unlock to allow automatically assigned protest dealers - Cooking ingredients, while its ingredient management is also a small mechanic, its just dull and tedious having to go back and check the ingredients stock - should have probably had a delivery service to buy X amount for higher cost or something. - For Followers filtering, I wish there was a sort by Quality, it would have made the early experience a lot nicer then having to scroll back and forth every time - Also with the followers, a quicker dismiss button would have been nice - Music got old fast, so I turned that to 0% volume within a few hours I'm about 28 of 31 achievements to go as of this review, it's decent in places and has a good concept, but again things feel underbaked, could have been more deeper and interesting mechanics, and more fine tuning. It's not a bad game, but I wouldn't recommend it to my friends.
There isn't a sandbox mode and the game lacks customizability. Three skin colors, but fourty different hats? I can't choose my followers gender and I'm forced to follow some sort of 70s ideal of a cult. I thought mayve after the tutorial I could edit my cultists "anything" like hairstyle for example. Would be nice to have some variety.
This game DEFINITELY needs work. While the gameplay concept and sense of humor are quite hilarious and the game DOES make a point where being in a cult is FAR from ideal, I feel that the game is too glitchy at the moment. For example; some cultists in-game won't even TRY to go to the kitchen to cook, when I assign the kitchen as a high priority...which is a HUGE concern. (I even added a door.) Don't get me wrong; this game? An excellent concept! It just needs work! My rating: 5/10
Very fun game, I could've easily spent couple more hours invested if I unfortunately didn't mess up my entire base. The game offers alot of variety when it comes to your cult such as satanic and futuristic which you can get inspired by real life cults and recreate them just like scientology.
Takes ages to get the whole "cult thing" going. For a bit you're having fun just taking care of your cultists until everyone starts wanting top tier stuff while tanking your resources. Also very important, you can rotate items with "R", they didnt put that in the tutorial & i couldnt find it in the keybinds.
This game missed a lot of opportunities to explore game mechanics that would be perfectly suitable for its setting in a way that you really couldn't do for a colony sim outside of mods, or a DLC tailored specifically for it. For example, you could introduce a pressure on the player that threatens the success of the cult in the form of the family members of the cult members, and concerned members of the community. They could make efforts to undermine your cult, which could present opportunities for recruiting members, and risks of creating a controversy that shines a light on your cult. You could have people trying to expose the cult by going undercover, which you need to uncover. You could have packing everything up and moving as a mechanic, rather than a defeat condition. More dynamic interactions within your actual cult compound are desperately needed, as compartmentalizing the conflict of the game to one screen really makes HIJAC feel like an idle game rather than a colony sim, which I think is its greatest weakness. I can't recommend the game at this time, for this reason. 4/10, it's a no for me dawg.
Not really what I was expecting, the game is alright I guess, at the beggining atleast, minus the very unfriendly tutorial that leaves alot of unexplained stuff that you learn later on. It does get stale pretty fast, it just becomes boring pretty quick, I like simulator games, but I really thought there would be more, the trailers made me believe so, but thats probably on me. Overall nothing much to say, besides it's kinda of a 'relaxing' game once you get the hang of what you need to do, but again it gets boring pretty fast. Really not worth the price even with the current sale. 4.5/10
This is a very solid colony simulator with minimal bugs (only bug I've encountered is not being able to unassign cultists once assigned to a mission prior to launch.) The main problem with it is that its *only* that, the actual CULT elements that the game is named after are minimal. You never really develop what your cult believes beyond theming and the point of unlocking new cult is usually just to get more resources or better cultists. I wanted a game where Im running a cult, this feels much more like Im running a rec center than anything. If I was offered that I would probably recommend, but as it stands this is not at all what I wanted.
Good concepts. Pro: Want a game where you just want to play a game to play a 'Cult Simulator'? Want to play a game where you want to manage with a knee deep experience and not worry? The game provides you with enough (not a substantial amount of customizability) Cons: Doesn't explain some of the systems well enough. The Tutorial is doesn't explain enough, you will have to figure out %99 of the game without knowing basic mechanics. The game isn't complex enough to stand on its own mechanics, even the ones it tries to put in. (Some hidden) The mechanics that do exist, aren't very interesting and the limited space given to place down areas makes building those complex area's dull. *but none the less manageable.
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Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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