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Honey, I Joined a Cult

7.2IGN Logo Discreto Un'idea carina sviluppata in modo convincente che però non riesce a proporre qualcosa di sostanzialmente nuovo. di Stefano "Stef" Castelli
Honey, I Joined a Cult Game Cover
73%Game Brain Score
story, gameplay
grinding, stability
73% User Score Based on 1,256 reviews
Critic Score 71%Based on 2 reviews

Platforms

PCWindows
Honey, I Joined a Cult Game Cover

About

Honey, I Joined a Cult is a single player casual management game with a comedy theme. It was developed by Sole Survivor Games and was released on November 3, 2022. It received mostly positive reviews from both critics and players.

It's time to start working towards that ultimate goal of enlightenment, faith and money…lots and lots of money. Create, customise, expand and manage your own cult whilst listening to funky music in Honey, I Joined a Cult!

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73%
Audience ScoreBased on 1,256 reviews
story21 positive mentions
grinding47 negative mentions

  • Unique and humorous cult management simulation with charming 70s-inspired visuals and funky soundtrack.
  • Engaging gameplay loop with deep customization options for cult and compound design.
  • Addictive and relaxing experience with high replayability and thoughtful resource management.
  • Early access status means the game lacks content variety and can become repetitive and grind-heavy in mid to late game.
  • User interface is clunky and unintuitive, leading to frustrating micromanagement tasks.
  • Gameplay can be severely slowed due to long research times, limited mission variety, and issues with cult member behavior and system bugs.
  • story
    238 mentions Positive Neutral Negative

    The story in this game combines satirical, humorous elements with management and strategy, featuring quirky mission-based narratives and cult-building progress. However, many players find the story shallow and repetitive, with limited variation in missions, lack of a cohesive main plot beyond early stages, and a slow, grind-heavy progression that diminishes engagement toward the end. While some enjoy the charm and references in mission events, the overall storytelling often feels unfinished, constrained by gameplay bugs and limited content variety.

    • “The absurdity of the situation and the strange quests and consequences add a lot of charm and humor to the experience.”
    • “The storytelling in this game is nothing short of captivating.”
    • “Deception, manipulation, and the pursuit of faith and wealth form the core of the storyline, making it an enticing journey that keeps you engaged from start to finish.”
    • “The game felt like they wanted to include a main story after the tutorial but instead it's just the same ending.”
    • “But to have my game end suddenly (turns out my heat got too high - I was being punished for completing missions which seems wrong) and with no warning, with a very lackluster end scene, made me completely lose any motivation.”
    • “[i] Story: [/i] Story is limited outside of key points in the cult's growth and the intro cutscene.”
  • gameplay
    191 mentions Positive Neutral Negative

    The gameplay offers a quirky, humor-filled management simulation that appeals to fans of base-building and tycoon games but suffers from slow pacing, repetitive and linear progression, and a lack of engaging mechanics or meaningful threats. While initially enjoyable with interesting systems like traits and cult management, many find the experience turns into a waiting simulator with limited replay value and frustrating UI elements, making the core loop feel grind-heavy and shallow. Despite its solid foundation and potential for depth, the game currently lacks content variety and polish to sustain long-term engagement.

    • “Its unique premise—centered on cult life—allows the game to explore unconventional themes with a playful, tongue-in-cheek approach, while offering deep and engaging gameplay for fans of management and simulation titles.”
    • “These choices affect both gameplay mechanics and the behavior of followers, allowing players to experiment with different combinations to see how they impact recruitment, loyalty, and overall cult performance.”
    • “The mechanics work well, there’s a constant sense of forward momentum, and the player is constantly busy contemplating how to increase experience and get the most out of his cult members.”
    • “Not enough new events or mechanics appear to keep things fresh, and the gameplay loop turns into routine management rather than entertainment.”
    • “The tutorial holds your hand through the most intuitive parts of the gameplay, but some of the most necessary parts of gameplay are left unexplained and resources online are hard to come by.”
    • “The mid- and late-gameplay was an absolute slog of waiting on poorly optimized NPC AI and over-extended goalposts.”
  • humor
    143 mentions Positive Neutral Negative

    The humor in "Honey, I Joined a Cult" is widely praised for its quirky, absurd, and satirical take on cult management, delivering clever writing, funny dialogue, and whimsical scenarios that provide light-hearted dark comedy. While many find the humor charming and entertaining, some note it can feel shallow, repetitive, or miss the mark in pacing, especially during missions, limiting lasting engagement. Overall, the game’s humor effectively balances its eccentric premise with a playful tone, making it enjoyable for players who appreciate quirky and offbeat comedy in management sims.

    • “The absurdity of the situation and the strange quests and consequences add a lot of charm and humor to the experience.”
    • “Honey, I Joined a Cult is a clever and satirical management simulation that blends strategic planning with dark humor and whimsical absurdity.”
    • “It pokes fun at cult life in the best way, and I caught myself laughing out loud more than once.”
  • graphics
    120 mentions Positive Neutral Negative

    The graphics of the game feature a charming, simple, and retro art style reminiscent of titles like RimWorld and Prison Architect, with a distinct 1970s-inspired, colorful, and campy aesthetic that complements the humorous cult management theme. While minimalist and occasionally repetitive, the visuals are widely praised for their cuteness, expressiveness, and ability to enhance immersion and enjoyment, despite some desires for more variety and customization in decorative options. Overall, the graphics effectively support the game’s quirky tone and relaxing gameplay, making it visually appealing even if not groundbreaking.

    • “The game's art style is immediately captivating, featuring cute and colorful graphics that bring a light-hearted and humorous tone to the otherwise eccentric concept of cult management.”
    • “The 1970s-inspired aesthetic and quirky tone create an immersive backdrop that makes each playthrough feel distinct and entertaining.”
    • “The bright and cheery graphics with the promise of "just one more thing" made this game a lot of fun to spend time in.”
    • “Given how basic the graphics are, I would have expected more variations, more color options, and more style choices. All the rooms except path-specific ones are the same regardless of path, so there's no opportunity to create cool and interesting bases.”
    • “Communist party (yes, that's the exact name I gave my first cult): I am led to say that this game is too linear, doesn't give any incentive for finishing or playing it, and is essentially just a basebuilder with worse graphics than Evil Genius (yes, that version) and a few new ways to "end the world."”
    • “This is just a management game with a low-effort graphical style that looks like it was made in Windows Paint.”
  • music
    59 mentions Positive Neutral Negative

    The music in the game is widely praised for its funky, 1970s-inspired retro vibe that enhances immersion and complements the game's quirky atmosphere. However, many users find the soundtrack limited and repetitive, often noting the small number of tracks leading to quick listener fatigue. Overall, while the music adds charm and suits the theme well, players frequently request more variety to keep the experience fresh.

    • “The soundtrack, inspired by 1970s music, reinforces the retro atmosphere and enhances immersion, while sound effects and voice lines inject personality into the cultists and their activities, creating an engaging and lively environment.”
    • “The funky music accompanying the game adds charm and immersion, making it an enjoyable sensory experience.”
    • “The music, on the other hand, is an appropriately trippy 70s retro sound.”
    • “The music is repetitive, but come on, 2 devs... there's only so much 2 people can do!”
    • “The music gets draining very fast... it's the same two songs on loop the entire time.”
    • “As far as I can tell there are only two rather similar songs included.”
  • grinding
    47 mentions Positive Neutral Negative

    Grinding in the game is often described as tedious and repetitive, especially in mid to late stages where progress slows significantly and resource management becomes a chore. While some players accept it as a natural part of the management sim genre, many find the grind excessive with little reward, leading to a feeling of uninspired, tedious gameplay. The endgame and achievement hunting are particularly grind-heavy, causing frustration and long idle times.

    • “You have to send people out on a mission to raise PR every single day which starts to get pretty tedious, and raises your heat over time unless you also do heat missions, which makes it double tedious as you can only do one at a time.”
    • “End game needs serious work, it becomes super grindy and the last 50% of the game or so was me afking and clearing the popups so it would progress.”
    • “And if you want 100% achievements, have fun with dozens of more hours grinding with zero changes to the gameplay.”
  • replayability
    39 mentions Positive Neutral Negative

    Replayability in "Honey, I Joined a Cult" is generally considered limited, with many players finding that the game becomes repetitive after the first playthrough despite some customization and different paths. While the game offers strategic choices and multiple outcomes that provide short-term replay value, its current lack of content depth, quality-of-life features, and mod support restrict long-term engagement. Future updates adding complexity and additional gameplay options may enhance replayability.

    • “This degree of customization adds considerable replay value and encourages strategic creativity.”
    • “Replayability - there are many different ways to play the game, including various tactics, themes, and endgame options.”
    • “Tons of fun thanks to a beautiful balance of micro- and macro-management, great options to upgrade your followers, a healthy bunch of hours before you finish the game, and great replay value thanks to the plentiful path options.”
    • “It leaves almost no replayability after you do a run, besides "seeing" the different endings which is basically a matter of choosing button A or button B at one point.”
    • “Replayability is still low since it quickly gets repetitive and linear.”
    • “With all of the competition in the base building/colony sim market, I can name at least six games still in early access, at the same price or less, that have more content and more replay value than Honey, I Joined a Cult.”
  • stability
    21 mentions Positive Neutral Negative

    The game's stability is inconsistent, with many users reporting bugs, glitches, and UI issues that affect gameplay and immersion. While early access status explains some of these problems, recurring bugs—such as texture glitches, AI problems, and achievement glitches—remain a notable drawback. However, despite these issues, many players find the game enjoyable and praise its overall performance.

    • “It appears to be entirely bug free, which is a big plus.”
    • “Fun game, runs great on Linux.”
    • “Largely bug free, with some missing text likely due to coding errors, such as dialogue boxes showing placeholders like "%xxxxx%".”
    • “Overall it seems the game is a buggy mess.”
    • “It's buggy, and due to that and the UI it just feels like you're constantly at odds with the game.”
    • “Building small and then trying to change things up takes too much resources and is also buggy as hell; usually after removing a wall inside a building, the game does not register this particular place as being inside, so again, you have to waste money, remove all foundations and place them again.”
  • optimization
    12 mentions Positive Neutral Negative

    Optimization in the game is generally solid, with smooth performance even on devices like the Steam Deck, though occasional minor lag may occur. However, mid- to late-game stages suffer from sluggish NPC AI and repetitive gameplay that sometimes highlights suboptimal base management. Despite limited advanced settings, optimization contributes to replay value, but managing resources and cult growth can feel overly straightforward and less challenging.

    • “In terms of its performance on Steam Deck, I have no issues with it.”
    • “You will eventually get to a point where things get repetitive and you realize you could have optimized things better on the way, but that gives the game some replay value.”
    • “The settings menu does not offer much control other than standard basic controls, but does have a night time performance mode in the graphics settings if that happens to be valuable to you.”
    • “The mid- and late-gameplay was an absolute slog of waiting on poorly optimized NPC AI and over-extended goalposts.”
    • “Some minor performance issues with a little lag at times; could just be my laptop though.”
    • “Some optimization required.”
  • monetization
    8 mentions Positive Neutral Negative

    The game is completely free from microtransactions, offering a fully accessible experience without any pay-to-win elements or intrusive monetization. Players appreciate the lack of aggressive tactics, enhancing enjoyment without financial pressure.

    • “None, completely free from microtransactions (no wallets harmed here!)”
    • “Cosmetic-only microtransactions (style without the pay-to-win)”
    • “Aggressive microtransactions, but avoidable (pay up or face the consequences)”
    • “Mild microtransactions, not intrusive (a sprinkle of microtransactions)”
    • “Mild microtransactions, not intrusive (a sprinkle of microtransactions)”
  • atmosphere
    3 mentions Positive Neutral Negative

    The game's retro 1970s-inspired soundtrack, combined with distinctive sound effects and voice lines, creates an immersive and lively atmosphere. Its unique, vibrant cartoon graphics further enhance the thematic consistency, resulting in a visually appealing and engaging environment.

    • “The soundtrack, inspired by 1970s music, reinforces the retro atmosphere and enhances immersion, while sound effects and voice lines inject personality into the cultists and their activities, creating an engaging and lively environment.”
    • “The cartoon graphics in Honey, I Joined a Cult are visually appealing, with a unique and vibrant style that adds a lot to the overall atmosphere.”
    • “Creates an atmosphere that feels very much on theme.”
  • character development
    2 mentions Positive Neutral Negative

    Character development is praised for its depth and complexity, enhanced by a minimalistic art style that keeps players focused on the narrative and strategy. The game's immersive storytelling contributes significantly to a rich character experience.

    • “Despite being released much later, 'Cult of the Lamb' offers a refreshingly immersive experience, with its deep narrative, complex character development, and challenging gameplay mechanics.”
  • emotional
    1 mentions Positive Neutral Negative

    The emotional aspect of the game is deeply impactful, highlighting the challenging journey to reach the top and evoking strong feelings through its portrayal of hardships and struggles.

    • “It is a journey to be at the top, and the hardships and troubles get really emotional.”
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18h Median play time
30h Average play time
12-30h Spent by most gamers
*Based on 18 analyzed playthroughs
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Frequently Asked Questions

Honey, I Joined a Cult is a casual management game with comedy theme.

Honey, I Joined a Cult is available on PC and Windows.

On average players spend around 30 hours playing Honey, I Joined a Cult.

Honey, I Joined a Cult was released on November 3, 2022.

Honey, I Joined a Cult was developed by Sole Survivor Games.

Honey, I Joined a Cult has received mostly positive reviews from both players and critics. Most players liked this game for its story but disliked it for its grinding.

Honey, I Joined a Cult is a single player game.

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