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How to get all Cult of the Lamb: Unholy Alliance Twitch drops

Cult of the Lamb: Unholy Alliance art

To celebrate the recent release of the Unholy Alliance update, Devolved Digital is giving Cult of the Lamb players the chance to get their hands on in-game items through Twitch drops. There are three décor items to gain through watching others play, and a set available for subbing. 

All of the items up for grabs through this Twitch drop campaign will be officially released to players on all platforms further down the line, although there is currently no confirmation about when this will actually happen. 

For now, if you’re playing through Steam and want to get yourself any of the following decorative pieces for your Cult of the Lamb playthrough, there are a number of different rewards on offer and you have until September 20 to claim yours. 

In order to get any of the following drops, you’ll need to first link your Twitch account with the Devolver Digital codes site. To do this, just head to the website and click on the “Connect your Twitch Account” button at the top. 

How long do you need to watch to get Cult of the Lamb Twitch drops?

Twitch drops available for Cult of the Lamb played on Steam
Image via Devolver Digital

There are three items ready to be claimed by players who tune into any stream on Twitch with the “DropsEnabled” tag (you can find all of the currently live and eligible streams here). The items you stand to gain, and how long you need to watch to get each of them, are as follows:

  • Goat Effigy (1 hour of watch time)
  • Goat Statue (2 hours of watch time)
  • Goat Plant (3 hours of watch time)

In total, you’ll only need to watch someone play for three hours in order to get all of the Twitch drop items. 

How to get the Cult of the Lamb Support a Streamer pack

Twitch drops available for subscribing if you play Cult of the Lamb on Steam
Image via Devolver Digital

The Support a Streamer pack isn’t gained through watch time and instead requires you to do one of the following:

  • Subscribe to a Twitch streamer with the “DropsEnabled” tag active
  • Gift a subscription to someone else in a stream with the “DropsEnabled” tag active

For doing this, you’ll get not one, but four items for your playthrough:

  • Teddy Dog follower form
  • Flower Bottle decor item
  • Leafy Sculpture decor item
  • Mushroom Candle decor item

The post How to get all Cult of the Lamb: Unholy Alliance Twitch drops appeared first on Destructoid.

Review: Little Noah – Scion of Paradise (Switch – eShop) ~ Zipping Kitty Attempts

Od: NekoJonez

Nintendo.com micrositeOfficial websiteWikipedia page

When you purchase games on the Nintendo eShop, you earn store credit. I usually save up a lot of my credit and purchase a smaller title with it. One of these titles I purchased a few months ago is named Little Noah – Scion of Paradise. After playing it for a bit, I was surprised that it was the perfect game to play on my commute to and from work. I played it on a few train rides, and I think I’m ready to share my opinion on this game. This game is something unique and now that I have beaten it once, I really want to talk about it. Wait, beaten it once? What do I actually mean? Let’s talk about it in this article, while I invite you to leave a comment with your thoughts and/or opinions on this game and/or the content of this article in the comment section down below.

Zipping Kitty Attempts

In this game, we play as an alchemist called Little Noah. She is in a long journey to reunite with her father. While she is looking for her father, her airship gets caught in a storm, and she crashes near a mysterious ruin.

In that ruin, she meets an amnesiac cat named Zipper. Well, she names it Zipper. Together, they start to explore this ruin because they encountered a dark wizard named Greigh, who wants to enable a powerful machine which is dormant in the ruin.

Now, if you are looking for a deep story… I’m going to have to disappoint you. The story of this game isn’t the main focus of this game. The story in this game is fine for what it is and does its job, but there is nothing more to it. Personally, I don’t think it’s a negative for this game. Because the story takes a backseat, the gameplay loop is a lot more polished. Also, I don’t think it was the intention to have a very in depth story.

The voice actors in this game did an amazing job and brought the characters and the world of this game to live. The amount of personality they brought to their characters is really well done and really fits the atmosphere of this game like a glove. The amazing voice acting is one of the main reasons why I didn’t mind the “To be continued” at the end of the game at all. This small title really feels like the developers are testing the water if people who be interested in a larger game set in the world of Little Noah.

So, what do I mean by “small title”? Well, this game can be beaten in an afternoon. Now, the game has quite a lot of replay value in my opinion. The gameplay loop of this game is quite enjoyable. It has quite the potential to grow into something unique that I don’t often see in these rouge lite games. But, I’ll talk more about the gameplay later.

According to various sources online, this game has been worked on by a small team of 30 people. Even by some industry legends like Yukio Futatsugi, who had his hand on another title I played in the past called World’s End Club. The amount of love and care put into this title is quite impressive and gets a thumbs up from me. I know that this game is based upon an earlier mobile game from the same developers called Battle Champs. Yet, I think it’s great to see the developers repurpose the assets after the shutdown of that game and make something new about it.

If you have ever played a game like Rouge Legacy, you’ll feel right at home in this game. In this game, you have to explore a dungeon and fight bosses. During your exploration run, you gain various special items that give you all sorts of buffs.

In terms of difficulty, this game is very balanced. While you can get lucky and get amazing items and buffs to make it quite far in the game, with enough skill and understanding of the game… you can even outplay the game if you get bad items and not good buffs. Now, I’m reading mixed things about the hard difficulty online, but I have been playing through this game on normal difficulty and I found it pretty fair and balanced. So, let’s do one more dive to explain how this game works.

One More Dive

I want to talk about the unique mechanic in this game. The combat system in this game is something I wanted to play for a long while. In this game, you are accompanied by Lilliputs. These are special creatures who attack for you. You start each run with three basic Lilliputs. During your run, you can find other Lilliputs and make yourself stronger.

Each Lilliput is very different in terms of strength, element, attack, and unique attack. You can only have five Lilliputs for your main attacks, and you have two special attack slots where you can place one Lilliput in each. So, you really need to balance your Lilliputs well. The order is also quite important, you don’t want a whole row of slow attacking Lilliputs in an area with a lot of range attacking enemies. Also, you don’t want to use a weak element compared to the enemies you are facing. If you are focusing on wind, you will have trouble with fire enemies.

It’s extremely important to understand your Lilliputs. Since, once you started an attack, you are somewhat locked into that attack. You can’t start another attack while an attack is in progress, excluding the special attacks that is. So, if the enemy moves to the other side of your attack, though luck. This game is a whole balancing and time act, and it’s a lot of fun. The randomness in this whole game makes each run unique, and you can never predict how far you’ll be able to go.

Now, dying in this game isn’t the worst thing. All your items and Lilliputs get converted into mana, which you can use to repair your airship. The more you repair your airship, the more advantages and buffs you can unlock to make even better runs. You can also use special treasure chests you can pick up in your run to either increase the strength of your unlocked Lilliputs or give to Zipper for a special bonus for your next run.

So, how does a run go? Well, allow me to compare it to a crusade in Cult of the Lamb to a degree. In that game, you go into a dungeon, and you have to go from room to room, defeating every enemy in that room before you can progress to the next room. Unlike Cult of the Lamb, some rooms give you a special challenge. These challenges are reaching a certain amount of chained damage or hits, not being hit or defeating all the enemies in a limited amount of time. When you complete this challenge, you receive an additional bonus when you defeat the room.

There are also special rooms that can spawn. A shop where you can spend the gold you earn during a run, platform challenges with a strong treasure chest at the end, (combat) challenge rooms and rooms where you can get special buffs from a crystal and a room where you can get Lilliputs or a buff item. All of these special rooms have a special icon on the map. The map also shows little icons when there is still something you can pick up in the room.

Complete exploration of a dungeon is a very risk/reward thing. You do risk your health to go into an additional room to get additional buffs, or do you want to save your health for the next (mid)boss level? In order to beat this game, you have to beat three worlds. Each world works like this: level – level – midboss – level – boss. Be warned, you can only replenish your health potions at the start of a level. During (mid)boss fights, you can’t replenish your health potions, so keep that in mind when you are deciding if it’s worth the risk to go into that challenge platforming room.

Overall, the gameplay in the dungeon is quite addictive and the fast-paced decision-making you have to make is something that got me hooked. I don’t spend a lot of time on my airship, outside repairing it and setting up the right buffs for my next run. I always want to do one more dive and try and beat the game again. Now, the airship itself is build quite well. You can also re-read the tutorial boxes in case you want to refresh your memory on certain mechanics.

Repetition of Diving

Something that really impressed me is how smooth this game actually runs. The optimization of this game is incredible. I didn’t have any frame rate issues or slowdowns at all. Even when I’m preforming my ultimate attack, which causes a lot of visual flair and effects on the screen.

The controls are extremely responsive as well. Very rarely I felt like I wasn’t in control, and I think some of these moments might even have been a false positive where I was trying to blame my mistake on the game. In terms of the controls, there are only a few nitpicks I can give. The first is the decision to place “R” as the interaction button. This feels quite unnatural and took me some getting used to. Also, I think a left-handed mode would have been welcome since I think left-handed people who appreciate the “L” button then for interactions.

Why am I placing so much attention on this? Well, because you don’t pick up items or Lilliputs automatically. You have to stand next to them and interact with their medal or crystal. But items like health drops or burst gauges are picked up automatically.

The other nitpick I have is that when you start your dive, you get a fixed amount of mana from the first dungeon. Why can’t we skip this little cutscene that plays every time? It breaks the flow of the start of a run. Since you are stopped in your tracks every time.

Another nitpick I have with the controls is how the Lilliput attack order can be decided. The problem comes when I just want to swap two Lilliputs of their place. This is something you can’t do. Unless you swap them from your inventory to the main line OR from the main line to a special attack slot and vice versa. Swapping two Lilliputs in the main line is somewhat clunky to do and feels unpolished.

Visually, this game is extremely colorful and charming. While this is a side view game, like a 2D Mario game, the backgrounds are also incredible. The team that worked on the visual presentation of this game did an amazing job. I only have one nitpick about it and that’s somewhat shared with a nitpick I have with the audio design.

I feel like the frozen status isn’t communicated clearly enough to the player. Several times I was unable to move Noah and I couldn’t figure out why. It took me sometime to realize that she was frozen and that’s the reason why I couldn’t preform an action. Either a more exaggerated visual of a frozen Noah could solve this or more sound effects when you try to do something while frozen.

Apart from that, I don’t have any complaints about the visuals. The animation feels amazing, and you feel the impact of the attacks of your Lilliputs and it feels so rewarding, adding more immersion to the gameplay loop. This game is something where I felt: “One more dive” after each time I died and returned to the airship. Each time I wanted to go and explore the amazing caverns. While I was afraid that this game would suffer from long play sessions, I was pleasantly surprised that it wasn’t the case for me. At the end of a long play session, I have to admit that the game felt a bit repetitive… But I don’t mind repetitive gameplay too much when the core gameplay loop and level design is fun.

The only negative I have about the level design is that you very quickly see all the possible room lay-outs there are in this game. While the dungeon is randomized each run, it doesn’t take long before you see similar rooms. A couple of times, I even had the same room back-to-back. This isn’t a huge problem perse, but I felt that the developers could mask this a bit better with different decorations or minor changes like one of the platforms having a possibility of crumbling or not.

The music and sound effects in this game are really catchy. I would love to add it to my playlist. Sadly, I can’t really find a way to listen to the soundtrack or even buy it. The tracks in this game are charming when they need to be but are also quite action-packed during fight scenes. The sound effects and visuals inform you quite well when an enemy is going to attack.

Now, I have said everything I wanted to say about this game for now. I think it’s high time for my conclusion of this game. Let’s dive into the summary and my final thoughts of this game.

Summary

The bad:

– Some minor nitpicks with the controls.
– Story is fine, but lacks some depth and is predictable.

The good:

+ Very addictive gameplay loop with high replay value.
+ Amazing voice acting.
+ Breath taking visuals.
+ Extremely optimized gameplay.
+ …

Final thoughts:

This game is a small indie title created from the remains of an old gotcha game. It’s only 15€ on the Nintendo eShop and it’s totally worth it’s price in gold. While the game lacks some depth and is quite short, the replay value this game has is something that’ll make you replay this game just one more time.

While playing this game, I felt that this game was an experiment. The developers were testing the waters if the gameplay would work or not. This game feels like a prequel to a much larger game and if I’m right, I can’t wait to see what the full game or the sequel is going to be like.

Even when this game is going to be a standalone game, I don’t really mind if that’s the case. This game is a game I can highly recommend if you enjoy games like Rouge Legacy or Cult of the Lamb. While it doesn’t have a lot of, if any, base building… It’s another amazing title in the genre.

While outside of the combat mechanics, it doesn’t do a lot of things you haven’t seen (a lot) before in other similar games. But, that isn’t a bad thing. Since, sometimes a game where all the good ideas from other games come together into one title can be a lot of fun as well.

I’d love to see another game in this universe where there are a bit more stakes in using your Lilliputs. What if certain Lilliputs get weaker when you pick up items of their opposite element? Or Lilliputs that can do a special attack with another Lilliput present…

There is so much more you can do with this combat system and I think that if the developers expanded on the core mechanics, this game sequel could reach quite far. Since, the game we already got placed an amazing foundation for an amazing series. I love this game to bits and I’m so glad I gave this game a chance, since it was an amazing pleasant surprise to playthrough. It comes highly recommend from me. After I finished the game once, I let me hunger for more. I wanted to play it even more. And the fact that I barely have any complaints about this game apart from a weak story and some nitpicks… This game just has a lot of care and lot put in by the developers and everything works and fits together so well.

With that said, I have said everything I wanted to say about this game for now. I want to thank you for reading this article and I hope you enjoyed reading this as much as I enjoyed writing it. I hope to be able to welcome you in another article, but until then, have a great rest of your day and take care.

Score: 90/100

Gamer’s Thoughts: My Palworld wishlist

Od: NekoJonez

Steam store pageTwitter/XWikipedia

I know that I’m extremely late when it comes to the Palworld hype. Palworld released in early January 2024 and currently, since there aren’t a lot of updates dropping, the hype died out. Yet, the roadmap looks extremely promising. Since this game is still in early access, I’m always hesitant in writing about the game. Since, you never know which mechanics or things will change and evolve during the early access period. Especially since we are currently only at v0.1.5.1. So, I decided to hold off on my first impression/review article for now. But, I wanted to talk about this game. So, here are some things I’d love to see in the full version of Palworld or even in one of the next updates.

First of all, what is a Palworld?

Palworld is a combination of several games, all thrown into one. It’s easy to describe Palworld with saying which games it combines.

Foremost, at its core, it’s a game you can somewhat compare to Ark Survival Evolved. When I first started playing, I noticed the similarities right away. The way how you have a crafting system to build your base, and you have monsters running around you can tame/catch is totally here as well.

I haven’t played a lot of Ark, so I can’t say if this mechanic is also present in Ark… But, the fact you can use your monsters to preform tasks in your base reminded me quite a lot of The Survivalists. A game where you are stranded on an island, and you can train monkeys to preform actions for you. The big difference is that now certain monsters can only preform certain tasks, instead of the monkeys just copying you.

Now, a lot of other articles describe this game as Pokémon with guns. After playing this game, I think that’s a somewhat unfair comparison. When I think Pokémon, I think a journey with gyms and an evil team. I think turn based battles and a big ending tournament as its conclusion. While some Pals share a very similar design language to some Pokémon, most of the mechanics of what makes a Pokémon game aren’t in this game. The other big mechanic is the capture mechanic, but by now this isn’t exclusive to Pokémon games anymore. Especially since we have games like Coromon.

There are also influences of the latest Zelda games. Especially Tears of the Kingdom. There are these huge, strong bosses roaming around on the huge open world map, you can beat at any time. Also, the korok seeds to upgrade your character are also here in the form of effigies and Pal souls to upgrade your monsters.

This game really feels like the developers looked at all the games they liked playing, looked at what worked and threw it all together into one pot and shook it until it all clicked together. The mechanics of this game really click extremely well together. If I didn’t know any better, I wouldn’t be surprised if I said that this was a finished game.

There are some silly bugs here and there and in some spots, this game feels unfinished. But, overall the game we have currently is amazing and if you would enjoy a game like this after reading what I wrote here… Give this game a try. I only told you the most basic things in this game. This game is a survival game with elements from a lot of other games like those I have already mentioned but also Minecraft, Dragon Quest Builders and various others.

Let’s talk improvements

While the game is a lot of fun to play at the moment, there are some things I wish that were improved or updated. While you get a lot of warnings that there are: save corruption bugs, crashes and bugs… Besides sometimes the lighting engine giving up for a moment or the AI of the pals or enemies doing some funky stuff, I haven’t seen too many worrying things.

Take for example this floating rock screenshot here. I have explored roughly half of the map after 35 hours of play, and this was the only floating rock I could find. That’s extremely impressive, especially since if you look at the size of the map… It isn’t small at all. In the future, new islands and area’s will be added so if they deliver them with this kind of quality, I have no complaints.

Well, I do have one recommendation. I’d love to see more landmarks in the map. Currently, almost all the landmarks in the game are based upon the terrain. I’d love to see more villages or ruins of them. I loved finding these things in the Zelda games and letting my mind wonder what happened there. It’s a very difficult balance act, since too many landmarks would make the map feel crowded and limit the amount of possible base locations.

Basically, I’d love more reasons for me to go exploring these regions and get unique rewards. Besides completing the Paldex, there isn’t a lot of reason to go exploring in certain area’s. And when you have set up the right kind of farms and work stations for your pals in your bases, the chance you run out of resources is rather small.

Speaking about bases, currently you can only have three bases. Most likely, this is done to improve the multiplayer performance. Since, the game emulates the three bases in the background, so you can easily have a base close to big ore clusters to farm those while you are working in your other base. If you don’t place a cap on those, it’ll tank the performance of any computer or server. Yet, I’d give the tools to the player to increase the cap. Personally, I think Minecraft has one of the best systems with the game rules. You can almost change anything to your playstyle and even disable or remove caps that are there for performance reasons. You already have quite a lot of toggles and sliders in Palworld, but I’d also expand on that.

Currently, the building system is decent, but it needs a lot of polishing up. The biggest problem I have with the building system are the stairs. It’s a nightmare sometimes to place stairs to go from one to another floor. Also, why can’t we place a full wall next to stairs? Most likely because some pals their hitbox would do some crazy stuff? Also, placing certain items or crafting stations on elevated floors doesn’t always work the best.

On top of that, besides the visual look of the floors, walls and ceilings, what’s the point of being able to unlock stone foundations? As a test, I tried to build a high tower with wood and one with stone. I didn’t find a difference. I’d love to see more meaning to what I unlock. Granted, stone can’t burn down. So, if you have any raids with flamethrower or fire enemies, your base isn’t in danger. But what’s the difference between stone and metal, then?

I honestly think that it’d be a bad idea if PocketPair only created more content and not make the mechanics have more depth. For example, something I’d love to see them implementing in the pal task system is a mechanic I love in Cult of the Lamb. When you welcome a new member in your cult, you can set the main focus of a member there. I’d love to see that you are able to set the main focus per pal. For example, when things are damaged in the base after a raid, you select one pal to go and get the repair kits and repair all damages first before going to do their usual tasks. Or when you have a pal that can do multiple things, and you mostly need that pal to pick up items, you could disable their other abilities. Maybe we need some items for that and those items can be only found in the wild, and we need to hunt for them. That’s an interesting idea to lure players out of their bases.

Dreaming like a madman

There are some UI elements I’d love to see change as well. First, I’d love to have a mini-map. The compass at the top of the screen only shows things in roughly 300m range, and that’s too short. Especially since in some areas the warp spots are spread quite far apart. A mini-map where you can pin certain things like the nearest warp spot would be amazing.

Secondly, in terms of the weapons. I’d love to see their stats before I craft them. Now it’s a guessing game that if I craft a certain weapon, if it’s going to be stronger or better than the one I currently have. It’d also be amazing if the durability is shown outside the inventory as well. There is some space in the UI element at the bottom right, so why not show it?

Now, in terms of the inventory. Sometimes I have issues with combining stacks of items. Sometimes I have to do it twice or thrice before they are combined. This is a rather small things, but outside of those… I don’t have a lot of small quality of life things that I could recommend. Maybe that if you sleep during the day in your bed, you can skip to night if you are hunting the nightlife pals?

Maybe there is one quality of life feature I think would be amazing. Quite often, when I’m hunting the stronger pals, I have my pal instructions set on “Focus on the same enemy”. I think it would have an amazing option if you have a feature where you are able to say to your pal if they are allowed to kill the wild pal or not. Since, if they are dead, you can’t capture them.

There is one attack that is a double-edged sword. In the Pokémon games, you have the self-destruct attack. You also have this one in Palworld, yet, some wild pals with this attack always take it over their other attacks. These bee pals always swarm me and instead of being able to weaken them, so I can catch them, I just get blown up. You barely have a chance to do any damage to weaken them to make capturing possible.

I just remembered one other quality of life feature. You can create saddles, gloves and other things to do special things with your pals. But, why I am allowed to create more than one? I mean, I can only use one of them at a time and they can be interchanged. So, if you make a saddle for a certain bird pal e.g. Helzephyr, that means you can use it on all Helzephyrs you catch.

But the biggest quality of life feature PocketPair could add is a mini-map inside caves/dungeons. The times I almost got lost in these caves is insane. Especially since there are only a handful of rooms in these and it’s easy to get turned around and confused.

Now, to completely change the subject… I wish there was more music in the game. The soundtrack in this game is amazing. Sadly, there isn’t enough in the game at the moment, so there are some silent moments. A little bit more ambient tracks would go a really long way in this game.

But, I saved one of my biggest things for last. That is inventory management. This is a total pain in bases. Since pals can put things inside chests, you can forget organisation. Thankfully, while crafting, the game pulls from all resources in your base, but if you need a certain item to use at another base, have fun to go searching through all your chests. What I usually do, if I can, is start crafting an item with the one I want to move and then cancel it. Since it drops the resources then and there. Now, how to solve this without breaking the game and the idea that pals can put things in chests? What if you have a new skill that pals can have? An organisation skill and depending on the level, they either put red things with red things or make a weapons chest and come to complain to you when there aren’t enough chests for their organisation?

If your base is fully set up, the proper of a lack of depth starts to show as well. When you build your base, why should you return to it besides needing to craft or repair your weapons? Give us some activities we can do in our base when we build them. I mean come on, we even have the amusement furniture set. If only we could play some mini-games with our pals to increase their sanity for example? Since currently, there is not a lot you can do when a pal is stressed.

Of course, a certain balance needs to be maintained. The more things a pal can interact with, the more chance you have to create lag or overwhelm the player. Also, the more depth you create, the more things you have to maintain and maybe that’s not the type of game that PocketPair wants to create. How I currently see Palworld is a playground sandbox in the schoolyard. It’s an amazing playground where you can make your own fun but it’s only part of the schoolyard and only has a swing, some monkey bars, a climb rack, a small castle and a slide. It’s all solid built and amazing to spend your time in… But, then you notice the potential this sandbox has to grow. What if we enlarged that sandbox with another castle, so the multiplayer can be player vs player as well? Or wait, why don’t we add an underground to that sandbox?

All I’m saying is that currently Palworld has an amazing foundation. The biggest issue at the moment is that the game lacks depth. While the current roadmap has a lot of expansions and more content, I hope PocketPair doesn’t forget to also make it more than just surface level. For example, imagne that the raid bosses can be captured and barely have an unique skills. Why should the player do the raids then? What reward do you get out of it? Not all mechanics can be fun because they are enjoyable to do. Players will get bored and they will look for a way to spice things up or to challenge themselves.

Now what that said, I’m going to close off this article. I’m quite excited for the future of Palworld and I’m going to wait a few more updates before I decide to write a review on the game. But overall, I’m really liking what I see. The basis of an amazing title is here already and I think we are going to get an even better game when this comes out of early access. Let’s wait and see what happens when the first big updates drop. Especially the raid bosses that got teased a few weeks ago.

Thank you so much for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. What do you think of PalWorld and what should be added or changed? Let me know in the comment section down below. Also, what do you think of my idea’s? I’m curious, feel free to leave a comment about that one to. But, I also hope to welcome you in another article but until then, have a great rest of your day and take care.

Cult of the Lamb reveals Pilgrim Pack

Od: Brian

Cult of the Lamb is gearing up for the release of new content, and the Pilgrim Pack was just revealed. The DLC will be live on all platforms, including Switch, on August 12, 2024. On the same day, the previously-announced Unholy Alliance update will be available featuring local co-op and more – read about it here. According to the description,...

The post Cult of the Lamb reveals Pilgrim Pack appeared first on Nintendo Everything.

Cult of the Lamb Pilgrim Pack DLC Adds Follower Forms and Quests

cult of the lamb pilgrim pack

Massive Monster and Devolver Digital announced The Pilgrim Pack, which is a new piece of DLC for Cult of the Lamb with additional Follower forms and unique quests. It’ll come out on August 12, 2024 alongside the new update.

The Pilgrim Pack will be a bit different from what people expect from Cult of the Lamb. It’ll be an interactive digital comic, through which you can access new secret quests, Follower forms, outfits, and accessories.

You can check out the Cult of the Lamb new DLC trailer below:

https://www.youtube.com/watch?v=tY1EYzn_5qY

Instead of playing as a cult leader like you do in the main game, it seems like the Pilgrim story will focus on Followers instead. You’ll be helping Jalala and Rinor journeying in search of a new home, only for dangerous cultists to stalk them in hopes of sacrificing them to their gods. As The Pilgrim Pack will include two unique Follower quests, it’s likely that you’ll be able to further explore Jalala and Rinor’s stories outside of the comic as well.

As a reminder, The Pilgrim Pack will be paid DLC. It will come out on the same date as the Unholy Alliance free update, but if you want to experience it, you’ll need to pay some money. The Pilgrim Pack will cost $6.99 on PC and $8.99 on consoles.

Cult of the Lamb is readily available on the PS4, PS5, Xbox One, Xbox Series X, Nintendo Switch, and Windows PC. The Pilgrim Pack will appear in Cult of the Lamb on August 12, 2024, and it will not be part of the free Unholy Alliance update.

The post Cult of the Lamb Pilgrim Pack DLC Adds Follower Forms and Quests appeared first on Siliconera.

Cult of the Lamb Pilgrim Pack DLC Adds Follower Forms and Quests

cult of the lamb pilgrim pack

Massive Monster and Devolver Digital announced The Pilgrim Pack, which is a new piece of DLC for Cult of the Lamb with additional Follower forms and unique quests. It’ll come out on August 12, 2024 alongside the new update.

The Pilgrim Pack will be a bit different from what people expect from Cult of the Lamb. It’ll be an interactive digital comic, through which you can access new secret quests, Follower forms, outfits, and accessories.

You can check out the Cult of the Lamb new DLC trailer below:

https://www.youtube.com/watch?v=tY1EYzn_5qY

Instead of playing as a cult leader like you do in the main game, it seems like the Pilgrim story will focus on Followers instead. You’ll be helping Jalala and Rinor journeying in search of a new home, only for dangerous cultists to stalk them in hopes of sacrificing them to their gods. As The Pilgrim Pack will include two unique Follower quests, it’s likely that you’ll be able to further explore Jalala and Rinor’s stories outside of the comic as well.

As a reminder, The Pilgrim Pack will be paid DLC. It will come out on the same date as the Unholy Alliance free update, but if you want to experience it, you’ll need to pay some money. The Pilgrim Pack will cost $6.99 on PC and $8.99 on consoles.

Cult of the Lamb is readily available on the PS4, PS5, Xbox One, Xbox Series X, Nintendo Switch, and Windows PC. The Pilgrim Pack will appear in Cult of the Lamb on August 12, 2024, and it will not be part of the free Unholy Alliance update.

The post Cult of the Lamb Pilgrim Pack DLC Adds Follower Forms and Quests appeared first on Siliconera.

Cult of the Lamb - Official Pilgrim Pack Reveal Trailer

Od: IGN India
Cult of the Lamb is a 2D action roguelite game developed by Massive Monsters. Players will soon be able to interact with the Pilgrom Pack with a brand new interactive digital comic adventure called Pilgrim. The Pilgrim Interactive Comic will show fans the world of Cult of the Lamb in an original way with characters new and old to meet and mysteries to uncover. The Pilgrim is also fitted with 2 new Follower quests, 5 Follower forms, outfits, decorations, and more. The Pilgrim Pack will launch alongside the Unholy Alliance free update as a paid DLC on August 12 for PlayStation 4 (PS4), PlayStation 5 (PS5), Xbox One, Xbox Series X|S, Nintendo Switch, and PC.

Devolver divulges deeper Cult of the Lamb: Unholy Alliance details, out August 12

In Unholy Alliance, the next major update for Cult of the Lamb, we’re giving our holy hero a playmate: the Goat. Summoned by blood and born in corruption, this wicked new ally can join the Lamb in local co-op. Crawl dungeons, slay heretics, build your cult, and seek new powers—together.

In co-op, one player will inhabit the role of the Lamb and the other will take on the mangy mantle of the Goat. Together, this unholy pair can indulge in new two-player twists on existing minigames like fishing and Knucklebones, as well as discovering and equipping a selection of corrupted weapons, tarot cards, curses, and relics to aid them on their epic cooperative crusades.

That alone is worth your undying worship, but there’s more to Unholy Alliance than just co-op. The update also introduces a vast array of new follower traits to the game, making your flock more diverse, charismatic, and unpredictable than ever before. Cultists can be insomniacs, bust law-breaking friends out of prison, enter a catatonic state after the trauma of a resurrection, wake everyone up with their demonic snoring, or become afflicted with a curse.

Followers sent on missions may return with their mental state altered. They could be inspired by their success, spreading positivity among the flock. Or the horrors they’ve endured may have been too much, leaving them frozen with fear. Followers can even be polyamorous, meaning they’ll never get jealous if the Lamb marries someone else – while others may become jealous enough to kill.

These are just a few of the new follower traits in the Unholy Alliance update, which will make your flock a true cult of personality. As the cult grows and more followers join its ranks, even more quirks, flaws, and eccentricities will emerge. If you thought they were a handful before, you ain’t seen nothing yet.

Unholy Alliance also adds two new structures to the game. You can build a nursery to care for three babies at once, but be warned: they’re still gonna poop a lot, and you’re still gonna have to clean it up. Hey, at least you’ll never be short on fertilizer. When a baby reaches 14, they’ll outgrow the nursery, opening up a space for more offspring to be nurtured.

Then there’s the new Knucklebones arena. You can only have one of these in your cult at a time, letting you play one match of Knucklebones a day against a follower of your choosing. The difficulty of the match is based on the follower’s level, and winning against them will level them up instantly.

We haven’t forgotten about crusades, either. Unholy Alliance throws a heap of new relics and tarot cards into the mix—some of which have been designed with co-op in mind. The Lamb and the Goat can swap weapons, deal extra damage when fighting back-to-back, or deal a critical hit if their attacks are in sync.

The Ashes of the Mercurial Mun relic detonates a ring of explosives that surrounds both players, while the Wishbone of the Marbais relic grants one player 10 seconds of invincibility – if the other takes damage. Equip the Rivals tarot card, and you’ll both deal 2x weapon damage if you’re fighting far apart. Or how about the Bonds of Battle card, which connects the Lamb and the Goat with a beam of unholy energy that will damage any enemies who stray into it?

Experience all of this and more—including new quests and quality of life improvements—when the free Unholy Alliance update brings the Lamb and the Goat to PlayStation 4 and PlayStation 5 on August 12.

Devolver divulges deeper Cult of the Lamb: Unholy Alliance details, out August 12

In Unholy Alliance, the next major update for Cult of the Lamb, we’re giving our holy hero a playmate: the Goat. Summoned by blood and born in corruption, this wicked new ally can join the Lamb in local co-op. Crawl dungeons, slay heretics, build your cult, and seek new powers—together.

In co-op, one player will inhabit the role of the Lamb and the other will take on the mangy mantle of the Goat. Together, this unholy pair can indulge in new two-player twists on existing minigames like fishing and Knucklebones, as well as discovering and equipping a selection of corrupted weapons, tarot cards, curses, and relics to aid them on their epic cooperative crusades.

That alone is worth your undying worship, but there’s more to Unholy Alliance than just co-op. The update also introduces a vast array of new follower traits to the game, making your flock more diverse, charismatic, and unpredictable than ever before. Cultists can be insomniacs, bust law-breaking friends out of prison, enter a catatonic state after the trauma of a resurrection, wake everyone up with their demonic snoring, or become afflicted with a curse.

Followers sent on missions may return with their mental state altered. They could be inspired by their success, spreading positivity among the flock. Or the horrors they’ve endured may have been too much, leaving them frozen with fear. Followers can even be polyamorous, meaning they’ll never get jealous if the Lamb marries someone else – while others may become jealous enough to kill.

These are just a few of the new follower traits in the Unholy Alliance update, which will make your flock a true cult of personality. As the cult grows and more followers join its ranks, even more quirks, flaws, and eccentricities will emerge. If you thought they were a handful before, you ain’t seen nothing yet.

Unholy Alliance also adds two new structures to the game. You can build a nursery to care for three babies at once, but be warned: they’re still gonna poop a lot, and you’re still gonna have to clean it up. Hey, at least you’ll never be short on fertilizer. When a baby reaches 14, they’ll outgrow the nursery, opening up a space for more offspring to be nurtured.

Then there’s the new Knucklebones arena. You can only have one of these in your cult at a time, letting you play one match of Knucklebones a day against a follower of your choosing. The difficulty of the match is based on the follower’s level, and winning against them will level them up instantly.

We haven’t forgotten about crusades, either. Unholy Alliance throws a heap of new relics and tarot cards into the mix—some of which have been designed with co-op in mind. The Lamb and the Goat can swap weapons, deal extra damage when fighting back-to-back, or deal a critical hit if their attacks are in sync.

The Ashes of the Mercurial Mun relic detonates a ring of explosives that surrounds both players, while the Wishbone of the Marbais relic grants one player 10 seconds of invincibility – if the other takes damage. Equip the Rivals tarot card, and you’ll both deal 2x weapon damage if you’re fighting far apart. Or how about the Bonds of Battle card, which connects the Lamb and the Goat with a beam of unholy energy that will damage any enemies who stray into it?

Experience all of this and more—including new quests and quality of life improvements—when the free Unholy Alliance update brings the Lamb and the Goat to PlayStation 4 and PlayStation 5 on August 12.

5 rogue-like titulů, kterýma si můžete „zkazit“ léto - INDIAN

Slunce svítí a nabízí vitamín D pro zlepšení nálady. Venku chodí spoře odění lidé, skáčou do vody, aby se osvěžili a obecně prožili spoustu letních dobrodružství. Co si to vše dobrovolně zkazit?

Představuji Vám 5 svých oblíbených rogue-like her, u kterých strávíte vícero času, než by bylo vhodné anebo rozbijete ovladače a klávesnice – ale i přesto to bude stát za to.

A začneme z ostra – představuji vám neskutečnou hru, osobního krále rogue-like subžánru, který mi doslova sežral nespočet večerů i dní.

Pokud jste doteď o tzv. „bullet heaven“ neslyšeli, v krátkosti vysvětlím – ovládáte postavu tím, že s ní chodíte. A to je vše. Ne, dobrá, ona postava automaticky střílí po nepřátelích, kteří se rojí ze všech směrů mapy. Po jejich zabití z nich spadnou zkušenosti, pro které si musíte dojít, abyste zvýšili svou úroveň a získali nové automatické zbraně či schopnosti nebo stávající vylepšili. Pokud o tomto subžánru chcete vědět více, níže máte video, které jsme o něm udělali.

To jsem tomu moc nepřidal, co? Nenechte se ale oklamat, tahle hra po vydání strhla davy hráčů, kteří nevěděli, do čeho jdou, a najednou po pár večerech vypadali jako hlavní postava – bledí, oči podlité krví, jen ty dva dlouhé bílé tesáky chyběly.

Cult of the Lamb is finally getting couch co-op with new free update, Unholy Alliance

Cult of the Lamb's next free update, Unholy Alliance, introduces a brand new character and couch co-op.

While you won't be able to join friends online, you will be able to buddy up via couch co-op as you "crusade through dungeons, slay heretics, build your cult, and seek new powers together" on 12th August, 2024. One of you can play as Lamb, and the other as Goat.

You can see it in action below:

Read more

Hyper Light Drifter developer's next game spearheads Devolver Direct

Hyper Light Drifter developer Heart Machine unveiled its next game at the Devolver Direct showcase.

Called Possessor(s), it's a side-scrolling action game with a beautiful hand-drawn aesthetic set in a devastated mega-city. It's due out in 2025.

Players control two protagonists - Luca and Rehm - with melee combat involving juggles with an array of weapons like swords, bats, and even an electric guitar.

Read more

Lokální kooperace v Cult of the Lamb, dvě nové hry, Anger Foot i DLC pro The Talos Principle 2 - INDIAN

Devolver Direct 2024 ve své půlhodině oslavil patnácté narozeniny Volvyho a vedle různých podivností přinesl oznámení dvou nových her, nový dodatečný obsah do Cult of the Lamb a lepší pohled na Anger Foot a The Crush House.

Přečtěte si naše další aktuální novinky ze Summer Game Festu.

Začneme novinkou do indie hitu Cult of the Lamb. Bezplatná aktualizace Unholy Alliance nabídne lokální kooperaci a novou postavu v podobě kozy, která bude v lokálním co-opu dostupná. To má přinést nové výzvy, zvraty v minihrách i možnost výměny zbraní mezi oběma postavami. Sólisté se zase mohou těšit na nové odměny.

Unholy Alliance bude dostupná 12. 8. tohoto roku.

You can play Cult of the Lamb with a friend in a local co-op update this summer

A goat or a lamb - which makes the better sacrifice? Trick question, it's neither. The best sacrifices are old rich people. In Cult of the Lamb's next update, Unholy Alliance, you can sacrifice folks with a pal. The upcoming free update will add a co-op goat character so a friend can indoctrinate and stab alongside you. The developers have shown off the two-player update amid the summer news plague that is threatening to tear entire branches off the RPS treehouse this week. "Summoned by blood and born in corruption, this wicked new ally can join the holy Lamb in local co-op," say publishers Devolver. Ah, local co-op. Not online then. I guess this is for real-life people with real-life friends and a proper real-life sofa. Well. Good for them. I'm happy for them. Couldn't be happier. Happy happy happy.

Read more

Nintendo: President Says Game Dev Will Get Longer and More Complex

Furukawa feels mergers and acquisitions is a solution.

Nintendo president Shuntaro Furukawa believes that video game development is bound to get longer, more complex and more sophisticated in the future. He also suggests that a possible solution for this would be mergers and acquisitions. Meanwhile, publisher Devolver Digital’s co-founder Nigel Lowrie believes that Nintendo Switch players are more …

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