If you are looking for a tycoon-style unorthodox management simulation, Honey, I joined a cult chances are it’s right in your way. It has all the traps of the genre – you start your cult small and expand through tech trees and worker progress as you fend off police and media threats.

Related: Honey, I joined a cult: beginner’s guide

But what really sells Honey, I Joined A Cult is the theme. You start with a few cultists and your glorious leader, assigning them tasks as you try to keep up with their individual problems and desires. Here we will discuss how to make it work while keeping all the other dishes in your cult spinning.

Basics of cultists

A data table of cultists and their stats

Whether it’s at the start or during the game, there are a few rules you need to follow with every new cultist. It is worth noting that you can click the pen icon with their name on them bio card e rename them at any time. But unless you’re doing it for practical reasons similar to a spreadsheet, we don’t recommend going too deep. Chances are you will rotate them quite often.


The big exception is Amy Leaf, which always starts in your cult and is by far the best cultist you will see for a long time. Make her happy, as she is a medium quality cultist (see below), who you will hardly see again for many hours of gameplay.

Who am I, really? Traits And Oddities

While we are in the Bio tab, remember every cultist needs a bed to sleep in, and we can assign one here. But to find out if they have a preference for the bedwe go down to Statistics form. Here, you’ll find a list of all the moods, traits, quirks, and effects of a cultist. This is the engine room of every cultist and something you will regularly revisit throughout the game.

  • Personal matters: You have to write down a lot of basics here that you can forget later. Do they need an assigned bed and are they happy to sleep in a public area? Do they want a shower or toilet? If this cultist is a keeper, you need to make sure his mood doesn’t drop immediately. So, you may need to build additional toilets, partition showers, place some rugs or plants around the place, etc.
  • Work problems: Are there places they don’t want to work or skills they are good at or terrible at? For example, you I don’t want a decrepit maintenance guy, as they are based on speed. Get off at Level check if any Skills are negative. Find the areas associated with each negative skill and click Priority form. Click the box next to any room that uses those skills until there is an X in the box; the cultist will ignore those rooms.
  • Positive traits and quirks: If you are lucky enough to have some positive traits (green). and oddities, alike use these to your advantage. Do they have skill bonuses? Assign them to the appropriate rooms on the Priority tab (with a check mark in the box).

Assigning rooms to cultists

Some cultists will naturally fall into a particular role. But once you’ve assigned these positions, you have to settle for the rest. Your cult will only run smoothly if the basic jobs are coveredwhich sometimes means putting a round peg in a square hole until someone better comes along.

In the beginning, you will have only four cultists and four key positions to fill: the lobby, the research office (after your first mission), the temple, and the meditation studio. All of them are crucial at the start of the game, so cover them as best you can. As you get more cultists, have a couple who will take care of all the jobs while staggering the hours they cover under the Program tab to keep resources running. Keep in mind that some work, for example Research And Maintenanceit can also be done at night consider having a night worker. A steady stream of research is super nice to have if you have the flu to fund it, while they can also fix anything overnight, saving you from having to tie someone to the maintenance role.

Is a cultist a keeper?

A data table of the cultists and their daily schedule

At the start of the game, you can also keep each new cultist until you reach your starting limit of nine. The exception will be a new cultist with a particularly negative skill trait, for example minus one to all skills or minus two to one, they need to fit into the one role they have to play. Thankfully, after about a week, you’ll have a steady stream of new followers ready to become cultists.

On the other hand, beware of any cultists with strong positive traits which instead give initial bonuses to skills. It will likely take two weeks or possibly longer before you start seeing poor followers rather than the very poor the ones you start with. And even these can only go up a few more levels and skill points than the very poor ones, while they cost more Faith when they do. Like this, a very poor cultist with a positive skill trait is better value than a poor one without. Typically, trade a cultist with positive abilities only with one that is at least two ranks higher than the other.

Cultist ranks are as follows:

very poor

Manage your cultists

An in-game screenshot of cultists making conversation

Congratulations, your real problems are about to begin. No matter how hard you try, you have to accept that cultists will be bored. Even if you do everything right, chances are they want to get out of it in the end. So don’t get attached and learn when to cut your losses.

  • Improvements: Regularly use the Cultists button in the bottom icon bar for the Cultist Overview. It’s great for spotting trends, like Grimy (upgrade your sinks) or Horrific Food (time to put burgers on the menu). If several cultists have the same problem, it’s child’s play to deal with it.
  • Missions: The missions are great and give you all kinds of goodies. But only try them if you get a 100 percent pass rate. A cultist who fails a mission gains a temporary negative effect on his mood, which can take him over the edge to a hiatus.
  • fun: This is the equivalent of old age in Honey, I Joined A Cult. It’s inevitable, so why fight it? When a cultist is bored, he gains a huge negative buff that can be difficult or useless to fight against. All the board games and vinyls in the world won’t be enough.
  • Prestige: As your cultists level up, they expect a Prestige level from the rooms they occupy. They get a boost from the slightly taller ones but lose mood points if a room is too far below their expectations. Keep an eye on all your rooms, including those that are easy to overlook, such as the bedroom. Regularly increasing prestige is simple via Decor items, as long as you have a steady stream of cash income.
  • Mood breakdowns: These can be a nightmare, especially if a cultist goes wild and smashes a bunch of items. They leave their places and become uncontrollable until they leave or you calm them down. Increased mood research can help here, but 40 Influence is a high price to keep a cultist in the game, especially in the beginning. It might be best to let them go.

Let your people go

Unless a cultist is average or better, a better or equally good one is likely to be just around the corner. Very poor cultists can only get level three, which they will reach in a couple of days. And even poor cultists can only reach level five. So unless they have some big positive traits, they are fundamentally expendable. Sounds harsh, we know, but it fits the theme. The important thing is that you have the basics of your work covered and that the cultists you have are not causing you to waste resources. Never be afraid to cut down on your losses and move on to the next sucker because there is one every minute.

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