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Epic Megagrant

Latest Updates

July 13, 2026

Started working on this mega grant application site

July 23, 2026

Finished up the mega grant application site

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Overview

Yolings is a puzzle platformer game about solving puzzles by using self sacrificial abilities to save the rest. Different sacrifices creates different outcomes, so choose how to sacrifice your characters wisely.

  • A 2.5D Single Player Puzzle Platformer

    • Lemmings meets Abe's Oddysee with exciting puzzles

    • Every self sacrifice changes the puzzle, and every survivor improves your score

    • Directly control individual characters

  • Single Player

    • Relaxing puzzle flow, horrifying ways to fail

    • Guide them safely… or watch them die

    • Dark humor - inspired by Abe's Oddysee, Lemmings and Dungeon Keeper

  • Calm Puzzle Platformer

    • ​Handcrafted puzzles

    • Take your time to plan your next move

    • Occational timed puzzle solutions to keep you on your edge

    • Use abilities to sacrifice and solve the puzzles

    • Explore a semi realistic dungeon-esk world

  • Full release planned for May 2027

    • Demo available on steam

    • Occasional devlog update to keep the community engaged

    • Full realese will contain over 100 puzzles to solve!

Showcase

Demo Trailer

Demo Trailer

Explosion Showcase

Explosion Showcase

Petrify Showcase

Petrify Showcase

Portal Showcase

Portal Showcase

Supercharge Showcase

Supercharge Showcase

Abilities

All abilities utilizes the Ability System.

This has enabled me to creates tons of abilities that can be can only work if certain conditions are being met by its owner actor.

The Ability System has enabled me to quickly iterate on animations, visual effects and game feel.

The possess and unpossess character ability is a great way of showcasing how the Ability System scales by adding and removing GameplayTags that other systems within the game can observe and respond to.

Possess/Unpossess

Possess/Unpossess

Restart

Restart

In this example, when possessing, the Ability System adds gameplay effects that

  • Activates a quick camera shake

  • Activates a possessed VFX

  • Transitions the camera into a possessed state

  • Switches out the input controls

  • Switches out the character's animations

  • Changes attributes to the characters movement

  • Adds persistent particles effects to the possessed character's mesh

  • Switches out and enables/disables certain abilities in the HUD

When restarting, the Ability System sends events to all relevant actors and can respond however they want. For example, different systems can react by

  • Destroying destructable actors

  • Killing all the characters

  • Switching the camera into a restart state

  • Reseting the level stats

  • Play a quick camera shake

  • Play relevant sound

  • Play animations on decorative entites

Chaos Engine

The destruction system uses the Chaos Engine.

 

By replacing the asset that is about to explode to a GeometryCollection, the explosion looks really good, satisfying and realistic.

Explosion Demo 1

Explosion Demo 1

Explosion Demo 2

Explosion Demo 2

Good use of Unreal Engine

Level Transition

The level transition uses Unreals powerful level streaming tools. 

By making each level with sublevels, the levels get devided into smaller parts where different level contains

  • Only Level Data

  • Only Lighting

  • Only Decorative Assets

  • Only Puzzle relevant Assets

And if nessecary in the future, these can be divided up more in the future to make sure the streaming would never cause a hitch.

With the help of the ability system, the Level Transitions system first loads the next level, and when its finished, the player is transitioned to the new level, and when the transition is complete, the game unloads the previous level to make sure no elements from the previous level exist when the new level is ready to play.

Level Transition

Level Transition

Lumen

The directional light is only used for indirect lighting. Lumen and the expontential height fog takes care of the rest, and the result is a gorgous atmospheric, and performant, world!

C++

BlueprintUsage.png

The entire game is written in c++ which makes the gameplay code much more performant than only using blueprints. 

Blueprints are used to add components to actors from different modules/plugins, and then seamlessly have the different modules talk to each other that way.

This is an example of how much blueprint there is for an actor, the rest is in c++

Meta Sounds

Meta sounds enables me to stay and utilize Unreal Engine when designing the sound.

A system I'm proud of is a system I call Sound Controllers, which can be attached to anything in the game, and through those controllers, I can make small logical objects that knows how to play a sound and how to pitch it.

For example, when the game "freezes time", the sound controllers pitches down the sound by  the current TimeDilation's multiplier (at what speed the world should run at), and that makes the freezeing/unfreezing of time sound very satifsying.

 

I don't have to any extra work when implemnting a sound as the sound controller - together with the meta sounds - do all the work.

Freeze / Unfreeze Time Sound

Freeze / Unfreeze Time Sound

Plan To Grow

Project Yolings

I'm requesting two funding scenarios of Megagrants which you can read more about under Budget;

  • $45,000

  • $115,000 - primary request

$45,000 supports five months of continued solo development, and being able to outsource QA, music, localization, art, and launch preparation etc.

$115,000 will allow me to hire three additional team members focused on art, animation/VFX, level designs and polish.

Future Projects

My long-term goal is to build a small, sustainable team around the success of Yolings.

If the larger Megagrant is accepted and I have team, a  successful release would allow us to remain together to explore new game ideas. I have a few more ideas I want to explore as an indie studio.

Making games is the career I always intended to pursue regardless of the outcome of this project. The success of Yolings will determine whether I can continue primarily as a solo developer or can establish a lasting independent team.

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Project Roadmap

October 2026
Polished
Prototype /
Megagrant application
Final
Prototype
Steam Fest
Demo
Alpha
Beta
Full Release
September 2026
July 2026
August 2026
December 2026
March 2027
May 2027
1 Month
1 Month
1 Month
2 Months
3 Months
2 Months
Current Build
5th Ability
10 new puzzles
Polish & Playtest
Closed Community
Playtests
80 % Done
1.0 Release

Onboarding (10 puzzles)

Explode Ability (10 puzzles)

Petrify Ability (10 puzzles)

Portal Ability (10 puzzles)

Supercharge Ability (10 puzzles)

Total 50 Puzzles

- Polished

- No Crashes

- Few and minor bugs

Estimated playtime: ~4 hrs

Mind Control Ability

 

- Implementation

  • Functionality

  • VFX

  • Polish and Bugfix

Mind Control Puzzles

Playtests

Steam Fest Demo

- To Gather Wishlists

Total 60 puzzles

- Polished

- No Crashes

- Few and minor bugs

Rebindable controls

Target Performance:

- 60 fps on 2gb vram

Estimated playtime: ~5 hrs

20 - 30 New Puzzles

- Abilities Combined

Rebindable controls

Target Performance:

- 60 fps on 2gb vram

Estimated playtime: ~6-7 hrs

Around 130-150 puzzles

Clear Level Progression

Estimated playtime: ~9-10 hrs

Polished Product

Around 150-170 puzzles

Playtime: ~13-15 hrs

*Timeframes are estimated and subject to change

Copyright © Mikael Cedergren 2026

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A polished and well made demo for steam fest

Project Roadmap

Final Prototype
  • 60 Puzzles

  • Polished and Satisfying

  • No Crashes

  • Minor bugs

  • Target fps: 60 on 4 gb vram

Continued development of new puzzles
  • 100 Puzzles

  • Level redesigns by feedback and game balancing

  • Highly Polished and Satisfying

    • No Crashes

    • Very few and minor bugs

  • Rebindable Controls

  • First draft of level progression system

  • Target fps: 60 on 2 gb vram

Alpha
The polished product tested throughout beta
Full Release
  • 150 Puzzles

  • Final Polishe

    • No Crashes

    • None to a couple of unknown bugs

  • Rebindable Controls

  • Target fps: 60 on 2 gb vram

Copyright © Mikael Cedergren 2026

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Self-Funded Dev Cost Before Grant Period
Between November 2025 - December 2026
~$70,000
Estimated Total Dev Cost
Between November 2025 - May 2027
Self-Funded
With Team (from January 2027)
Estimated Remaining Cost
Between January 2027 - May 2027
Considered Specialists to hire
  • 2D / 3D Artist
  • Animator (VFX)
  • Level Designer
Mega Grant Request
Primary Request: $115,000
Secondary Request: $45,000

Budget & Funding

Personnel
High Level Estimates
Software & Hardware
Localization
Outsourcing
Launch assets &
marketing
$25,000
$4,000
Solodev
$500
$5,000
$5,000
me + 3 team members
$4,000
Expanded Team
$100,000
Includes​
  • Paying youtubers to play
  • Paying streamers to play
  • Outsource Gameplay trailer
  • Store page banner (if no 3D artist)
  • Game Logo (if no 3D artist)
$2,500
Includes all invisible extra fees
Details
$500
  • Adobe
  • Rider
  • Soundly
  • Reaper
  • Any 3D application by employees

​Hardware depends on employee needs
Includes
  • QA
  • Art

Copyright © Mikael Cedergren 2026

$3,000
$44,500
$115,000
Summary
~$115,000
~$185,000
Self-Funded
~$45,000
With Team (from January 2027)
~$115,000
Other
  • Music
$5,000
$5,000
  • Contingency
  • Additional polish or release support

Competitive Analysis

Comparative titles

Comparable games across character-routing puzzles, dark humor puzzle platformers and sacrifice-driven mechanics.

There is a proven demand for the ingredients behind Yolings, but no obvious major competitor combines them in the same way.

Humanity

Release Date

May 2023

Platforms

PC, Xbox, PS, VR

Unit Cost

$29.99

Steam Sales

> 23k Units

Oddworld:
New 'n' Tasty!

Release Date

Feb 2015

Platforms

PC, Xbox, PS, Wii U,
Switch, Andoird, IOS

Unit Cost

$19.99

Steam Sales

> 280k Units

Zombie Night Terror

Release Date

July 2016

Platforms

PC, Switch, Android, IOS

Unit Cost

$12.99

Steam Sales

> 151k Units

Tin Hearts

Release Date

May 2023 (on steam)

Platforms

PC, PS, XBox, Switch, VR

UNIT COST

$19.99

Steam Sales

> 3.8k Units

MouseCraft

Release Date

July 2014

Platforms

PC, PS, XBox, Switch

UNIT COST

$9.99

Steam Sales

> 23k Units

Flockers

Release Date

Sep 2014

Platforms

PC, PS, XBox

UNIT COST

$9.99

Steam Sales

> 23k Units

Pit Pioneers

Release Date

Mars 2026

Platforms

PC

UNIT COST

$9.99

Steam Sales

> 50 Units

Little Casualties

Release Date

Coming Soon

Platforms

PC

UNIT COST

-

Steam Sales

-

Sources
Found via: https://steamdb.info/tag/17337/?sort=followers_desc
Sales and release dates: https://gamalytic.com/
Platforms: google search for each title

Copyright © Mikael Cedergren 2026

The Team

The short answer is:
The team consists of only me, Mike, and I'm a solo Swedish game developer working in Unreal Engine trying to fulfill my dream of releasing my own first independent commercial game

At the core, I'm a programmer, but also see my self as someone who has a keen eye on game design, which was why I started working on this project to start with. To test the game idea and design it.
  • Has been working with Unreal Engine since 2014 as a hobby or school and professionally since 2022.
     

  • Previously worked as a programmer on

    • Undead Inc., published by Team17

    • TROLLHEIM: GNOMES, currently in development
       

  • Independently designed and developed Yolings in Unreal Engine 5, including its core gameplay systems, production tools, UI, progression and puzzle content
     

  • Built on reusable scalable systems to enable fast puzzle creation and iteration.

I love making games! I'm really passionate about this project and what's to come in the future as I have more game ideas that I would love to explore!

Yolings is not an early concept. It is a playable game built through sustained solo development and years of Unreal Engine experience. A megagrant would protect development continuity, fund the possibility to hire help to support and accelerate the path to a polished release.
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