![]() “We wanted to be a sustainable company and plan for the worst-case scenario.”įortunately, that wasn’t the case. Massive Monster also wanted a bit of a buffer in case the game wasn’t a success so it could work on its next project. We wanted to have like nine months of support, so we could really look after it.” The last payments when a game comes out might be one month of support and then it’s done. “We also learned to bake in some end development to support the game. But Devolve was like, this isn’t enough money and added like $200,000 budget on the $300,000 we asked for,” Wilton said. “Publishers will often try just get it for the cheapest they can. Having already shipped a couple of titles prior to Cult of the Lamb, Massive Monster had learned some valuable lessons about spend and saving some money for post-release. ![]() And that’s fair enough but we didn’t want to mess around with that.” Massive Monster wants to mature as a business without getting too, well, massive A few other publishers were wanting to do some due diligence and all that. “They got back to us and said ‘we like it, let’s sign!’ They were just ready to go, which we like really liked. ![]() “Jay, the design director in the company, basically just guessed the email of someone there,” Wilton said. The team didn’t have a contact to reach out to, so the company used a bit of guesswork. It was a risky move, but it works.Ĭult of the Lamb may seem like an overnight success, but it took years for Massive Monster to get to this point.īut getting in front of Devolver took a bit of a hustle mindset. One moment you may be planting crops and doing cult admin to keep your followers fed and happy, and the next you’re exploring a dungeon to level up your character, weapons and abilities. ![]() What’s particularly unique about the game isn’t just the intersection between cute artwork and dark humour, but that it combines elements of two different gaming genres - roguelikes and sims. Possessing you, you become a powerful entity that’s instructed to start your own cult and grow in power. In Cult of the Lamb, you play as an alarmingly adorable lamb that is saved from sacrifice by a godlike creature. But despite the game’s success the small Melbourne studio, Massive Monster, doesn’t want to grow too fast. After selling 1 million copies in its first week it went on to sweep four Australian Game Developer Awards (AGDAs), including Game of the Year. Cult of the Lamb sold 1 million copies in its first week.Ĭult of the Lamb has been the darling of the Australian games scene since it dropped back in August. ![]()
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