
Convert followers to your world-ending cult in this Pikmin-inspired roguelike. Draw with blood to perform occult rituals, command a growing army of faithful and venture the world to corrupt it. The Old Ones have awakened and they await a vessel to prepare their arrival.
Modeled estimate, not a reported figure. How we estimate →
About
Don the robes of a mad cultist who pledges his faith to an eldritch god in exchange for untold powers. Grow your cult base and build monuments to receive unholy blessings and learn new rituals. Embrace your dark side as your cult gradually corrupts the Mortal Realm to plan the arrival of your otherworldly deity.

To obey the whispers of the Old Ones, you will need an army. Build it by spreading the gospel and converting the godless to your cause. Command your followers through battles and various occult bidding in this pikmin-like mix of real-time strategy, exploration and puzzle solving. Don’t let trivial things like empathy stop you from leading them to certain death.
Cast otherworldly spells by drawing blood symbols on the ground. Summon deadly horrors, unleash ghastly projectiles and make toxic frogs rain on your enemies. Your blood is also your ink, but don’t worry too much about it, you are surrounded by followers eager to spill theirs in your place.
Drawing with blood is also key for interacting with various puzzles, shrines and occult ruins you’ll stumble upon during your unholy journey.
Explore a visually unique dark-fantasy living world where four distinct factions wage war. Prepare yourself to face inquisitors of The Last Church, Untamed Akka warriors, witches from the Coven and aberrations from the Unseen Depths. Filled with dark humour and merciless realisations, a grim but equally cute world is waiting for you to end it.
A Pikmin-like mix of RTS, exploration and puzzle solving.
Command an army of devout followers eager to die for the cause.
Draw blood symbols to cast devastating eldritch rituals on the nonbelievers.
Meaningful bosses that can singlehandedly end your cult.
Eldritch prophecies: Worship’s roguelite progression. Complete challenges during your runs to unlock new gods, more power, skins and more!
Vast open areas to explore and corrupt in a world on the verge of collapse.
Flavorful hand drawn animations in a distinctive black and white art style with scattered splashes of color.

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Simplified Chinese*, Italian*, German*, Spanish - Spain*, Indonesian*, Japanese*, Korean*, Portuguese - Brazil*, Spanish - Latin America**languages with full audio support
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
So this game has been in development for a long time. It has cartoonish graphics which is fine by me but beeing in development for I dont know how many years and you can only play 2 levels is insane. I am not saying that game is bad, far from that. Mechanics are interesting and innovating but it looks more like a demo that you have to pay to play than a real game. Hopefully in future it will reach its potential.
Worship - a cultist themed multiplayer roguelike game Without the multiplayer part anymore pending how much success the game has in the future. May still play it to go through it solo but 100% bought this and more copies for my friends on the aspect of multiplayer being there. Sad to hear. Only piece of advice would be don't advertise it as a multiplayer game on a kickstarter if that promise won't be upheld.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I bought this for Co op and feel like we were lied to. Had been waiting patiently for it to be implemented but now it's been scrapped. I'll change my review if it actually comes out but I feel like I paid for something under false pretenses and that doesn't feel good.
Refunds should be offered to people who feel burned by the lack of multiplayer. Considering the game is nothing special otherwise, co-op was the primary selling point
Great potential but if you're going to make promises on your game, commit to them, even if they take more time than you would like. The developers say that it would take an entire rework of their code to get multiplayer to work so it's just not happening. I'd say to make this game enjoyable for single-player you would need to completely redesign the mechanics of the game, not just add some new enemies.
Very sad to hear multiplayer is being cut after the constant promises that it was still coming. Still a fun game, but not what was advertised. Also the pure white background is brutal for eye strain, if you're going to have a black and white game, shading is so important. Hopefully the 1.0 release is good, if so I'll change my review.
Only bought for the co-op that has been removed
Only bought this game to play it Co op which was then cut from early access and has now been confirmed to never be coming to full release. It was fun enough when I was playing it but incredibly difficult to have the game read the symbol I was drawing which lead to some frustration. Probably worth it on sale but a sour taste in my mouth because of the Co op thing
Pretty promising but I bought this to play multiplayer. So them scrapping it basically makes me regret the purchase. The game itself is ok. I did a run by myself and just wasn't that into it. Was hoping to play it with a friend to improve the experience.
Mostly posting this review to give feedback (and hopefully the devs see this :3 ), not as much to disadvise purchase. I see the Pikmin influences in combat, I like them. I see the cult themes, those are fun. However, I feel that the gameplay between encounters is dull, walking aimlessly for tens of seconds at a time through literal white space until you find. . . [i]something[/i]. . . you either solve, loot, and/or kill it, and then move on with the rest of the game. I see some really good ♥♥♥♥ on display here, and I would HATE it if I had to boil this game down to busywork of directing followers. Combat's good, but when exploring it's the only fun thing. The art is nicely done, but is severely uninteresting. I have no idea how skilled your artists truly are when all they have is simple lineart and 1 shade of red. Even worse, I'm staring at vast expanses of white for at least 50% of gameplay. I wanted to go wash dishes instead of wandering a blank expanse. As for good parts, ritual circles are intuitive. Shape means magic. I'd love to see this fleshed out with more large, complicated shapes. Something really devastating, but arduous to put together and strict on blood. I think it would only work on the scale of 45+ followers though. I like the exchange of sacrificing enemies to get cult alterations and followers back. It plays the same tune as Pikmin taking creatures back to the onion and creating sprouts that Olimar has to pluck before they're useful. In contrast, bringing the crystals back is completely manual. This does give the exchange of burdening followers with the load, only cashed out when you return to your god, but to do that you have to engage with [b]the worst part of the game I know of[/b], and it's walking the whole ♥♥♥♥♥♥♥ way back. It's unbearable. Pikmin taking things back was fun when it meant you didn't have to waste time going all the way back to the Dolphin [i]just[/i] to cash out. Is the gameplay exchange of 2-8 less combat-ready followers worth the exchange of forcing the player to regularly trek minutes on end through unused canvas? I say no. Simplistic art direction is cute, but in this case I find it dull to the point of hindering the overall game. First boss looks great (and props to the VA! Nicely done!), the sprites for sculptures, gems, and most individual things have very unique shapes with untraceable inspirations. The greater environment is my problem. TL:DR Doll up the environment and/or reconsider how much manual traversal you want the player to do. Movement options, queued tasks (teleport to god, assign followers to drop off offering, travel somewhere else and they'll arrive whenever), slightly more independent followers (waving right click over hostiles to assign as a target, not requiring keeping cursor there until all followers arrive and aggro), different walking animations depending on speed, diagonal walking sprites (trust me I'd appreciate it more than you'd think). No compromises, make this ♥♥♥♥ as good as you can [i]before[/i] launch. I've seen so ♥♥♥♥♥♥♥ many launch day bombs and weak postpatches for the most simple design lessons you could have caught at this exact stage. Even if you think [i]my[/i] advise blows, just keep criticism flowing.
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