I like the pre-apocalyptic feel of this adventure (I'm reminded of Midnight of the Century by Colin LeSueur, which also uses Doom Clock mechanics). I also appreciate how like any good celestial cult, The Star Born Congregation are just a bunch of deluded folks caught up with forces they don't understand. Reading through, I would recommend giving a little more details on clues PCs can find (three clue rule?) and possible pathways. It seems to rely heavily on GM interpretation and adaptability. I would also recommend moving the map closer to the location descriptions. I had to do some scrolling. Really clever use of the map to make it feel like a sort of brochure for town.