Take on the role of a rising member of The Order of the Guiding Light, a cult masquerading as a self-help empire. In this 5–10 player game of strategic deduction, you’ll complete missions to secure tax-exempt status—or secretly sabotage the cause as a Defector working from within.
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The game begins with a holy purpose: guide your cult community to legitimacy by completing missions that reek of pyramid schemes and wellness lies. But there’s a problem (and it’s probably sitting next to you): Defectors.
Artful components make the game mysterious and evocotive. A dynamic player range (5 to 10) makes every game feel new.
In just five minutes, you’ll have your “organization” set up and ready to… thrive? Implode? Depends who’s really in charge.
Missions are stacked in a tense pyramid of suspicion, each one a chance to recruit allies or sabotage from within. As rows are completed, successes and failures reveal which side—True Believers or secret Defectors—has been quietly climbing to the top.
One of your biggest tools? Dozens of unique Disciples — mysterious allies you can recruit during the game. Each one gives you a power that lets you bend the rules, flip the script, or manipulate your mission when it matters most.
Most social deduction games give the corrupted team one job: lie and hope for the best. All True Believers gives you something better — Crisis of Faith, a mechanic that lets Defectors actively disrupt the game. Trigger a Crisis to create confusion, hinder others, scramble trust, or just set the whole mission on fire.
All True Believers blends bold occult visuals with high-quality production.
Think tarot meets propaganda. Every card looks like it belongs in a forbidden doctrine your grandma warned you about.
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