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It may not make your cult happy but what the hell are they going to do without a cult leader, anyway? The dungeons themselves are short and sharp experiences, with mini-bosses and bosses, and a Slay the Spire-style map that lets you move in a direction clearly marked by the kind of reward on offer. Anyway, if you die in a dungeon you can choose to sacrifice a follower in order to defy death. For example, dying in a dungeon won't erode any progress made on your settlement, though the time you spent in that dungeon will still have passed: you can come back empty-handed to a very hungry cult. This isn't a roguelike, and while it has "elements" of that genre they're very mild. Then I got new followers in, they had no idea what just happened, so they're all happily eating this meat. "So I buried them all, harvested their meat, started cooking it so I had lots of food. Armstrong describes one playthrough when every single one of his followers died, which is bad, because a cult isn't a cult if it's just one lamb. Brutal pragmatism or naive benevolence? That's the question.
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