stash / base-building / honey, i joined a cult

Games like Honey, I Joined a Cult

8 stashed · built from 1,918 Honey, I Joined a Cult reviews · checked July 2026

Honey, I Joined a Cult's profile — each match's bars are measured against this
City Building
62
Progression Depth
58
Automation Depth
70
Learning Curve
72
1
Squirrel's Pick Squirrel's PickThe best game on this page. If you only try one, try this.

The Universim

PCMacLinux
City BuilderGod GameColony Sim
$29.99 ~27.7 hr median no co-op complexity: moderate 79.7% of 11k

The Squirrel's verdictYour civilization starts at campfires and ends at space colonization — Universim's defining loop is guiding a society through technology eras and across planets while its population handles daily tasks autonomously. Like the cult sim, buildings are assigned and workers dispatched, but oversight here is broader and more hands-off, closer to watching a system run than directing individuals. Median player hours land near 28.

Not for you if you want direct, granular control over individuals rather than steering a civilization from a distance.

How it compares
City Building
55
Progression Depth
50
Automation Depth
60
Learning Curve
35
chase it → games like The Universim
2
Colony SimCraftingMedieval
$24.99 ~44.6 hr median no co-op complexity: moderate 83% of 1k

The Squirrel's verdictZ-level construction and direct third-person pawn control set Noble Fates apart: you can drop into your colony, harvest resources manually, and fight alongside your settlers. It shares the cult sim's individual-character focus and happiness tracking, but in a medieval Rimworld-style setting with random world generation. Reviews consistently highlight responsive developer support and fast bug fixes.

Not for you if you want cult-specific theming or streamlined combat, since reviews cite awkward fill-in-blank dialogue and weak AI in fights.

How it compares
City Building
55
Progression Depth
45
Automation Depth
35
Learning Curve
30
chase it → games like Noble Fates
3
Closest Match Closest MatchThe most similar game to the anchor, by what players say. Budget Pick Budget PickThe best game here for the least money.
Colony SimSurvivalBase-Building
$6.99 ~34.8 hr median no co-op complexity: moderate 80.7% of 2k

The Squirrel's verdictBoth put you managing a base full of quirky survivors through building, crafting, and happiness systems rather than deep sim mechanics. Judgment swaps cult theming for a demon apocalypse and leans harder into combat and research gating, with survivors requiring scavenged materials before basic needs like beds are met. Median playtime runs about 35 hours. Suits players who want a base-management loop with meaningful combat at its center.

Not for you if you want combat kept minor rather than central, or dislike being locked behind resource-gated research before basic upgrades unlock.

How it compares
City Building
70
Progression Depth
65
Automation Depth
50
Learning Curve
35
4

Sintopia

PC
God GameAutomationBase Building
$34.99 ~33.4 hr median no co-op complexity: moderate 81.2% of 987

The Squirrel's verdictBoth put you in charge of a base full of quirky, semi-autonomous subjects with dark comic framing, and both mix building management with overworld-level decisions. Sintopia trades cult customization for hell bureaucracy and layers in stricter puzzle-like optimization and rigid campaign missions rather than open-ended base growth.

Not for you if you want loose, creative base-building rather than tight optimization puzzles with rigid campaign structure and limited building variety.

How it compares
City Building
62
Progression Depth
58
Automation Depth
45
Learning Curve
28
5

Basement

PCMacLinux
CrimeBase-BuildingResource Management
$19.99 ~7 hr median no co-op complexity: light 70% of 2k

The Squirrel's verdictBoth are base-builders about managing a criminal operation with limited build slots and staff to keep happy. Basement swaps cult theming for a drug-production setup, with tighter build-space constraints and a harder campaign that punishes wrong build order rather than rewarding experimentation like the cult sim did.

Not for you if you want a forgiving campaign — Basement's level design demands a specific build order and punishes deviation heavily.

How it compares
City Building
35
Progression Depth
25
Automation Depth
20
Learning Curve
30
chase it → games like Basement
6
Political SimHorrorTurn-Based Strategy
Moral Weight Moral WeightHard choices with real consequences are central here.
$12.99 ~6.2 hr median no co-op complexity: moderate 70.2% of 2k

The Squirrel's verdictBoth cast you as cult leader managing followers through virtue, vice, and secret-rooting, but The Shrouded Isle trades base-building and life-sim customization for a tighter, structured five-year cycle of villager assignment and interrogation. Median playtime sits around 6 hours, suiting players who want the cult-management premise resolved quickly rather than sustained long-term.

Not for you if you want ongoing base customization and cult-daily-life sim rather than a short, structured five-year management cycle with heavy RNG.

How it compares
City Building
5
Progression Depth
25
Automation Depth
5
Learning Curve
20
chase it → games like The Shrouded Isle
7

Atomic Society

PC
City BuilderPost-apocalypticColony Sim
~7.3 hr median no co-op complexity: light 65.7% of 583

The Squirrel's verdictPost-apocalyptic society-building is Atomic Society's pitch: you set laws around punishment and rights, your leader unit constructs buildings directly, and arriving survivors populate your settlement regardless of your choices. The loop is shallower than the cult sim's — reviews describe a research tree that exhausts quickly, finite scavengeable resources, and social decisions with few meaningful mechanical consequences. Median playtime sits around 7 hours.

Not for you if you want deep interconnected systems and long-term progression rather than a shallow loop that runs dry within a few hours.

How it compares
City Building
25
Progression Depth
15
Automation Depth
20
Learning Curve
60
8

TFM: The First Men

PC
Colony SimBase-BuildingOpen World
$24.99 ~14 hr median no co-op complexity: heavy 59.6% of 413

The Squirrel's verdictPlayers who enjoy watching individual colonists live, age, and die across generations will find TFM's core appeal: each person carries distinct traits gained through leveling rather than through building or happiness systems, and tactical combat and map exploration are central rather than incidental. UI is widely reported as confusing, and one major update removed mechanics — tools, professions, character interactions — that earlier players valued.

Not for you if you want clear UI feedback and stable mechanics across updates rather than opaque systems requiring significant trial and error.

How it compares
City Building
62
Progression Depth
45
Automation Depth
55
Learning Curve
15

How the Squirrel matches games

Not tag overlap. We compare what players actually say across hundreds of thousands of reviews about how each game feels to play, then break the comparison into the mechanics you can see in each card. The mark on every bar is Honey, I Joined a Cult's own score, so you can read where a match runs hotter or cooler than the anchor.

Verdicts are written against a fixed editorial standard, machine-audited, and human spot-checked. Which games make the cut is a human call. Prices and review data refresh automatically. Full method & AI disclosure →