
Before Megaloot, there was Yollen - a brutally minimalist game by solo dev axilirate. Your peaceful life is gone. Now it’s all about the grind. Climb every skill tree, master every craft, and turn the grind into pure payback.
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About

Before Megaloot, there was Yollen - a small, brutally minimalist game from solo developer axilirate. Originally made as a personal project, it's now finished in its most complete form.
You had a good life. Simple and safe. Then he came. No one knows where Yollen came from but one thing’s for sure: he broke your world into pieces. Now it’s on you to grind through every skill tree, master every craft, and build yourself into the ultimate weapon of payback.
This isn’t just another incremental game - it’s your long, bitter road to revenge, one perfectly-timed tap at a time.
Level everything. Use everything. Break everything. Every skill you train feeds into the next - craft better gear, gather rare materials, unlock abilities, and prepare to face the corrupted minions Yollen left in his wake. Whether you're cooking or smithing, thieving or fighting, every action brings you closer to taking him down.
Max out your stats, conquer master your craft, and finally, face Yollen himself.
Game Features:
Chop, smelt, fight, craft, and brew your way through dozens of skills, each one fueling the others in unexpected ways.
Every next step is harder than the last. You have to understand how the world works in order to progress.
Manage a full inventory packed with hundreds of items, materials, weapons, and trinkets.
Yollen Idle runs smoothly in the background while you go about your day - accompanied by a relaxing soundtrack, satisfying game sounds, and the quiet joy of progress.
Yollen Idle was the first step towards the development of full fledged Roguelike that is Megaloot. Just like in the game, you have to grind your skills to make something really worth your time.
You didn’t ask for this life.
But you’re going to end his.
Stats
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, Arabic, Bulgarian, Czech, Danish, Dutch, Finnish, Greek +91 more
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
I'd like to preface this by saying my hours are incorrect as I played most of the time "offline steam" on my steam deck while playing other games for obvious reasons. I really do want to give this a positive rating and I think possibly in the future it could easily be one. With that being said I think the incrementality of this game is fundamentally flawed or perhaps they just have ideas that seem unappealing to me personally. Generally speaking in incremental games you will slowly level, acquire better tools or methods for obtaining resources and such and things tend to flow smoothly, steadily ramping up productions as you yourself level. Right out the gate the game is frustrating to navigate with the constant skill swapping in order to get resources or tools to do the skill you actually want to train. Intuitively you might think this is good right? It makes the skills naturally tie into one another. Sure it does do that, but for a game where you're meant to just set your little man to the task and have him do things automatically, I sure did find myself constantly and annoyingly having to dip back into other skills just to do the skill I wanted for 20 minutes. My final point of negative was the content gap in relation to xp scaling. Normally I would attribute this to a game being early access and naturally that would resolve as the game moved towards 1.0 however this game has been officially released as of August. Once you get to the higher levels of 70-80+ the rate at which you level grinds to a crawl and no new methods of training open up outside of just spamming your inventory with global xp boosting items. When xp requirements continue to scale to the point where the overwhelming majority of your game time will be those levels, there has to be new training methods opening up as well or the game isn't worth playing past the halfway point. All of this may seem like I didn't like the game. I did enjoy it for a time. I loved the art style and frankly the brutal level scaling reminds me of Runescapes later level scaling, which may have been an influence? Im not sure. I don't believe it entirely fits for this game unless you're able to add more content as well as increase the players ability to AFK for long periods. It functions well in a game like Melvor because the player can set an action and close the game while still having your little man do things in the background. I'd love to see a couple things: • IF we're keeping global xp items we need multi-crafts to combine them into higher tiers because the inventory clutter is horrific. On that note we also need more inventory slots. • Items that give speed increases to skills like potions should have massively increased charges/capacity to take up less space. If that means you are unable to use multiple at once that is a fair tradeoff. • Tools need to last significantly longer. I enjoy macro account planning but I should be able to AFK a skill for a significant time before needing to replace tools, which isn't possible unless you gut your inventory and even then I found it not satisfactory. Perhaps tools as a permanent unlock where you feed crafted/looted tools into it for more charges to eliminate the inventory clutter. •Larger stack sizes if you're going to keep the inventory smaller. Frankly both increasing the stack sizes as well as the inventory size is probably the way to go. •Filling the gaps in content in the higher levels
This game, I gave it a serious shot, but I feel like after 100 hours I have seen and unlocked 90+% of the things this game has to show, and yet I can already tell that it would take another 300-400 hours to complete. And those hours are not simply hours where you can just leave the game running. Any task can only be ran idly for 30 mins to an hour maximum due to the extremely limited inventory space and tiny item durability. The best weapon will last about 10 minutes of combat, and you can only carry a few at a time without getting rid of other valuable things in the inventory to free up more space. This is with the inventory expanded to the maximum possible before completing the final task of the game.
[h3] Посредственный и затянутый айдлер, не стоящий вашего внимания[/h3] Возлагал на этот айдлер большие надежды, т.к. предыдущая игра от данного разработчика Megaloot была весьма хороша. По началу, игра оттолкнула своим "минимализмом", не было понятно что нужно делать, однако, +- грамотно расставленные достижения навели на верную дорогу и прогресс пошел. Когда более менее разобрался в принципах игры и стала понятна суть, игра даже затянула. Пик интереса был на моменте развития навыков, примерно до 50 уровня. Сам прогресс был достаточно быстрый, из-за нехватки какого либо ресурса приходилось менять "работы" и игра ощущалась как динамичный менеджмент. Ближе к последним достижениям "Убить Йоллена" и "Получить 99 лвл на всех навыках" - игра скатилась в лютую душниловку, где приходилось десятками часов гриндить в афк, чтобы сначала нафармить ресов на зелья опыта и руны навыков, а потом перелить это все в работу и получить 1-2 несчастных уровня. Ближе к концу игры, впринципе, весь активный менеджмент пропадает и всё скатывается в гринд проф. Несмотря на невысокий прайс, не рекомендую, ибо слишком душно и однообразно.
*Yollen é um RPG idle simples e viciante, com uma progressão baseada em evolução de habilidades e gerenciamento de recursos. Apesar dos gráficos minimalistas, o jogo consegue prender quem gosta de grind e evolução constante. Pode se tornar repetitivo em alguns momentos, mas oferece uma experiência relaxante e satisfatória para fãs do gênero.* **7/10**.
it's fine idle
könnte mehr Inhalt haben aber für 4€ ok
Feels like one of those games you open for 10 minutes and then it's opened for hours while you do other stuff doing back and fourth
a game that does not need interaction except to change from one tech tree to the next. takes to long to research anything and the game drags on. unfortunately not the sort of game i tend to play
Игра кажется простой, запускаешь лут и можно даже выйти из игры, лут будет собираться. Но важно думать, что и в какой последовательности делать) Очень интересно!)
I like that it doesn’t try too hard visually, it just lets the systems do the work and it's satisfying
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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