How the game came to be
About
Yolings has been a passion project living in my mind since 2016. It started as a persistent thought, a conviction that a mechanic centered around grotesque, strategic sacrifices could offer a uniquely compelling puzzle experience.
Inspired by the atmospheric worlds of Lemmings, Abe’s Oddysee, and Dungeon Keeper, I wanted to blend dark humor with horror. The goal was to create a game where the player convinces themselves that these necessary, grim sacrifices are ultimately for the greater good.
Early prototypes featured stationary characters waiting for possession, which felt stagnant. Everything changed when the introducing constant movement; suddenly, the world felt alive and the puzzles found their rhythm.
At first, this project was simply a way to grow my skills as both a programmer and a designer so I could look for other work or maybe even retrain as a designer. But as the project progressed I felt maybe this was heading somehere.
I kept myself going by opening the project every morning and sticking with it. After 8 months, I had 50 levels and a beautiful, performant world. As friends playtested the game, I realised that maybe this could actually be a game I release on Steam one day.
Who the developer is
Hi! My name is Mike and I'm from Sweden.
This project has been solo-developed by me in Unreal Engine 5 since November 2025.
98% of the project is in C++, and then I've utilized a few blueprint nodes here and there to merge different systems from different plugins and modules.