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Join UsNews2D Art in JOIN US!
Community

2D Art in JOIN US!

Join Us · published 4 Jan 2026, 20:18 UTC

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Hey everyone!

I’m Gen, I work on all the 2D illustrations for JOIN US; menus, HUD, icons, scribbles, basically anything that involves pens, ink, or a paintbrush eventually ends up on my very chaotic and unorganized desk.

Where the magic happens.

JOIN US is actually the very first video game I’ve ever worked on. Before this, my world was entirely offline. I’ve always worked with real ink and paper, running my own small craft shop, spending weekends at fairs and comic-cons, selling prints and handmade goodies.

In a very digital era, I’ve been pretty stubborn about sticking to traditional tools. My use of technology barely goes beyond scanning my drawings so they can be printed. I don’t even own a graphic tablet. Ironically, that exact stubbornness paired with my total inability to work digitally, is precisely what Join Us was looking for.

Some of the UI images. Also the Wolf Haus logo that Gen drew.

From the start, the Wolf Haus team had a strong vision: a game that feels handcrafted, not factory-made. Something with a soul. A game where you can actually feel the presence of the people who worked on it. For that vision, it just made sense that the art itself should be made the same way : on real paper, with real brushes, real ink, and real mistakes.

Teachings, perks, buildings, and UI images all share a consistent style.

That mindset shaped the art style of JOIN US. It’s mostly black and gray ink, full of splatters, drips, and imperfect lines. Just like the world of the game, it’s never fully controlled, only guided, nudged, and influenced, while hoping everything doesn’t completely fall apart.

Some of the many weapons in the game.

Working outside the digital world comes with its own set of challenges. You can’t back up a piece of paper. There’s no “Save As.” Fixing something usually means adding more ink… or starting over completely because I didn’t know the exact gun model that exists in the game (sorry again, Joe…I didn’t know the difference between a Glock 34 and a 1911).

But working without a safety net also opens the door to things that would never happen in the digital world. There’s no Ctrl+Z, so every line counts. Accidents stay. Happy mistakes become part of the piece. And that unpredictability gives the art a texture and personality that feels alive, just like what we hope the world of JOIN US will be!

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Community3 Sep 2026Gamescom RoundupGamescom was a big one for the cult, aka JOIN US. The team had an incredible trip to Cologne, Germany. We met awesome people, revealed new content, and let players experience JOIN US for the very first time on the show floor. Friends Don’t Let Friends Join Cults We appeared on the Future Games Show to premiere our new co-op trailer, “Friends Don’t Let Friends Join Cults.” We also announced that…Community8 Aug 2026Dooma talks about voice actors!It’s Dooma. I wrote a post a while ago about how I got involved with JOIN US, and some of my experiences as the game’s narrative director . Today I’m going to discuss the most important technology we use for creating our game’s core narrative elements. Part of our success as a 12-person independent developer stems from choosing the right technology for the right job. And when it comes to writin…Community7 Jun 2026JOIN US: Release Date (Spoiler Alert: It's March '27)Hey, this is Joe, the creative director of JOIN US. We made a social post last Christmas. There were cult people dancing with Santa hats. In the end we wrote "Coming 2026. Because The Apocalypse Doesn't Push Its Release Date". We thought it was a good line. Not hilarious, but a solid 6/10. And that was the plan. Exceeeept... ...we're going to push the release date of JOIN US to MARCH 2027 . But…