
Flock is a multiplayer co-op game about the joy of flight and collecting adorable flying creatures with your friends. Soar through beautiful landscapes, seeking out rare and elusive creatures to add to your flock.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Simplified Chinese, Spanish - Latin America, Traditional Chinese +2 more
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Wonderful game to play with a person you enjoy spending time with. Beautiful visual and auditory design with a subtle linear storyline. Satisfies the need for collecting without being too grindy, though some creature spawns are inconsistent or bugged, I recommend advancing in the story if you feel a certain creature isn't spawning when it should. I recommend you play this game with a friend or partner, 8/10.
Flock is a creature collector where you explore a small open world to find colorful creatures and add them to your flock. The thing I feel the need to address first is the marketing for this game. Specifically regarding its multiplayer. Every presentation and trailer put out about this game emphasizes the online coop and even the first line in the steam description says “Flock is a multiplayer co-op game”. I don’t know if I was just missing out on a lot of hidden features but this game felt perfectly fit to be a single player experience. The user tags seem to agree with me because none mention the multiplayer aspect. In fact I’d go so far as to say I’m glad I played it alone. Flock is a slow paced game that rewards noticing the fine details in the environment. One of my favorite aspects of this game is the sound design. Each creature has a unique cry and each family of animals shares similarities in their cry. Its more than possible to try and find an animal just based off of the properties of its cry, and given some of the camouflage they employ in this game it's a tactic much of the time. I can’t imagine a friend group with the patience to do that over a voice call. These animals have such specific behaviors I feel that there are a lot of patterns that you could ID to try and find more. However the game does a poor job presenting its own information to the player. You are not discovering these creatures just finding them again, so some hints are given to help you seek them out. Most are general regions to start your search while others have patterns like camouflage to be on the lookout for. Although most of the time in my playthru I would come across a creature randomly in my search for something else and identify it without knowing what would’ve lead me there to begin with. This wouldn’t be a big problem if Identifying a creature gave you a lot of information about it but it acts as tho once a creature is found the player has a mastery over finding that creature again which is simply not the case. Such basic things as a creature being nocturnal are left to the player to document themselves. It's still a fun creature collector in a beautiful stylized small open world but if the information gathering was a little deeper this would’ve gone down as one of my favorites this year.
WHAT DO YOU MEAN I CAN SEE SILLY LITTLE GUYS AND MAKE THE SILLY LITTLE GUYS MY SILLY LITTLE GUYS 10/10!!!!
Flock, created by Hollow Ponds and Richard Hogg and published by Annapurna Interactive, presents itself as a creature-collecting adventure, but in practice it feels far more like an interactive meditation on movement, curiosity, and gentle exploration. Rather than chasing the typical loops of progression, combat, or optimization that define much of the genre, it deliberately leans into a slower, more contemplative rhythm, inviting players to simply exist within its world and engage with it on their own terms. From the moment you take flight atop your bird companion, the game makes it clear that this is not about urgency or challenge, but about drifting through a space that rewards attention and patience. The core experience revolves around gliding across the Uplands, a softly surreal environment filled with strange airborne creatures waiting to be discovered and documented. Flight itself is elegantly simplified, removing friction from the act of traversal and turning it into something almost instinctive. There is a constant sense of ease as you ride wind currents, dip into valleys, and skim across the tops of hills, and this fluidity becomes one of the game’s defining pleasures. Movement is not just a means to an end here; it is the primary source of engagement, and the act of flying becomes soothing in a way that few games manage to achieve without feeling dull or passive. Instead of capturing creatures through force or elaborate mechanics, Flock encourages a more observational approach. Players study the visual traits and behaviors of the creatures they encounter, gradually identifying them through a field guide system that feels closer to nature journaling than traditional collecting. This shift in design philosophy is subtle but significant, transforming what could have been a checklist-driven activity into something more organic and reflective. Each new discovery feels earned through attention rather than effort, and the lack of punishment or failure states reinforces the game’s relaxed tone. It is a system that prioritizes curiosity over completionism, even though completion remains an underlying motivator. The creatures themselves are imaginative and varied, ranging from whimsical, almost abstract forms to more recognizable silhouettes with unexpected twists. Their animations and behaviors give them a sense of life that goes beyond simple collectibles, and gradually assembling your own flock creates a quiet sense of attachment. There is also a light layer of progression tied to gathering resources, such as wool from your sheep, which can be used for cosmetic customization. These additions are intentionally understated, providing just enough structure to keep players engaged without disrupting the game’s tranquil pacing. Visually, Flock is striking in a way that feels both playful and deliberate. The art style embraces bold colors, soft edges, and a slightly offbeat aesthetic that gives the world a dreamlike quality. The landscapes shift in tone and palette as you explore, maintaining a sense of freshness even when revisiting familiar areas. Complementing this is a carefully crafted soundscape, where ambient effects and a gentle musical score blend seamlessly with the environment. The result is an experience that feels cohesive and immersive, where visuals and audio work together to sustain a consistent emotional atmosphere. That said, the same design choices that make Flock unique also limit its longevity. The gameplay loop, while initially captivating, does not evolve significantly over time. Discovering and identifying creatures remains the primary activity throughout, and although new regions introduce visual variety, they do little to meaningfully expand the mechanics. This can lead to a sense of repetition, especially for players who are accustomed to games that layer in complexity or introduce new systems as they progress. The relatively short duration of the experience further reinforces the idea that Flock is meant to be savored briefly rather than inhabited for the long term. The narrative element is present but intentionally subdued, serving more as a gentle framework than a driving force. Interactions with characters add context to your journey, but the story never takes center stage. Instead, the emotional resonance comes from the act of exploration itself and the quiet moments of discovery scattered throughout the world. For some players, this understated approach will feel refreshing and cohesive; for others, it may come across as lacking depth or direction. Where Flock ultimately succeeds is in its ability to create a distinct and memorable mood. It captures a sense of calm curiosity that is increasingly rare in games, offering an experience that feels restorative rather than demanding. The optional cooperative play adds another layer of charm, allowing players to share in the act of exploration without introducing competition or pressure. It is a game that understands exactly what it wants to be and commits fully to that vision, even if that means sacrificing broader appeal. In the end, Flock stands as a beautifully crafted, deliberately restrained experience that prioritizes atmosphere and feeling over depth and challenge. It is best approached with the expectation of a short, serene journey rather than a mechanically rich adventure. For players willing to meet it on its own terms, it offers a uniquely calming and aesthetically engaging escape, though its simplicity may leave others wanting more substance. Rating: 8/10
Lovely time, some annoyances with the rare spawns actually spawning and there's a bug related to one of them, but had a great time!
好好玩的禅意收集图鉴观鸟小游戏,和朋友一起到处云游四海寻找不同的小生物,有时候为了追一只要跑好久到处吹笛子,闲来无事还能去放放羊收集羊毛做衣服,非常可爱ovo!喜欢toem神笔狗良的一定会喜欢这个游戏,推荐大家都来玩嘿嘿。
I do recommend this game--it was cute, relatively simple with some challenge and some exploration, and the collecting was cute. The world was actually larger than I expected, and the bird was precious--I loved how it flew and the singing was quite sweet. Small criticisms--I don't see the full benefit to teaming up with a friend in co-op, and that kind of makes me sad, it was difficult for us to fully enjoy it since only one person could be making decisions and it didn't go towards our guides together nor could we share a pool of creatures (which is fine, but was a cute idea). And also, when I was trying to the quest for the emperor cosmet, my friend accidentally caught the one I was chasing thinking it was part of her quest, which startled us both. Also, and this was something I struggled a bit with in Pokemon games that similarly had a push to catch multiples of the same creature--it starts getting kind of redundant and I feel like the sweet spot was still missed a little.
basking bewl my beloved
I hate you Jane, stop talking to me and just let me catch the stuff at the feeding stations.
观鸟模拟器,各种各样的鸟叫声实在太可爱了!! 是很喜欢的彩色舒适画风,很悠闲放松
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