
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.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 25 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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 Originally made as a personal project, it's now finished in its most complete form.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.
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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!)
[h1] 외국식 고전 IDLE 게임을 스팀으로 출시했을 때 [/h1] 구글 플레이 스토어에 들어가서 무료 incremental idel 게임을 찾다보면, 또는 해외 Reddit 같은 커뮤니티에서 올드 인크리멘탈 유저가 만든 웹 게임 같은 걸 찾다보면, 별 다른 그래픽 없이 A에서 방치 -> 재료를 얻음 -> 그 재료로 B를 감 -> B에서 방치 -> 새 재료를 얻음 -> 그걸로 C를 감 형식을 띄는 게임을 자주 찾아볼 수 있다. 이 게임은 그런 게임을 만들어서 스팀에 출시해놓은 게임이다. 솔직히, 앞서 적어놓은 내용에 대한 이해가 없다면 "이게 게임이냐?" 할 수 있다. 막상 이 글을 적는 본인조차도 그런 게임에 익숙하지가 않기 때문이다. 아무튼, 이 게임은 그런 류 게임 중에서도 완성도가 좀 낮은 편에 속한다. 이런 류 게임이 잘 돌아가기 위해서는 A에서 B를 B에서 C를... 이런 순환 구조가 자연스럽게 이어져야 하는데, 솔직히 좀 시스템이 따로 논다. 순차적으로 필요하지 않고 여기저기서 재료가 따로 논다는 감상이 강하다. 그렇게 따로 노는데 심지어 인벤토리마저 극한으로 부족해서 쓸데없이 파밍한 걸 또 버리기까지 해야하는 극한의 비효율이 탄생한다. 이 게임이 '복합적'인 이유는 아마 그런 이유 때문일 것이다. 고전적인 인크리멘탈 게임을 좋아하는 외국인조차 유기적 연결이 없는 구조는 용서할 수 없었기 때문이 아닐까? 나는 비록 취향이 아니더라도 75% 할인을 해서 추천을 누르긴 한다만, 정가에 사야 한다면 제발 정신 좀 차리라고 말리고 싶고, 앞서 몇 번이나 말한 고전 인크리멘탈 게임 구조에 익숙하지 않다면 할인을 하더라도 애초에 구매하지 않는 것을 권하고 싶다. [hr][/hr] [b]취미로 인크리멘탈 게임 리뷰를 남기고 있습니다. 하루종일인크리멘탈하면서쉬었음 청년의 인크리멘탈 평가&점수를 보고 싶다면 큐레이터 페이지에 방문해 주세요. [/b] [quote=][url=https://store.steampowered.com/curator/46159068-%25EC%259D%25B8%25ED%2581%25AC%25EB%25A6%25AC%25EB%25A9%2598%25ED%2583%2588%25EC%259D%25B4-%25EC%25A1%25B0%25EC%2595%2584%25EC%259A%2594/lists/] 인크리멘탈이 조아요 큐레이터 페이지 [/url] [/quote]
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Genres
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
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Inventory management game. You have to do achievements in the game in order to unlock more inventory space. Even when you do all the achievements there's still not enough room. To do anything in the game you have to have a TON of energy/health food items. I've gone through several thousands of food items and it all vanishes rapidly without accomplishing much. Yet you need it to do anything. Also when you gather those thousands of food items, you have to use them immediately too because now your inventory is full of it and you can't do anything until you clear up space. This game would be fun if it wasn't constantly micro organizing in order to accomplish the simplest things. Tools you can't just get easily either. You have to buy or craft them. They have durability. Fishing rods often break after you catch like 3-8 fish depending on the rod. So you craft like 20 rods in order to catch a decent amount of fish. Then you cook it. Then you consume it in like 30 seconds while doing a skill. Rinse and repeat the same thing over and over and over and over and over. I was going to finish the game to 100% since I'm around 90-97% done but I can't be bothered anymore. It's a waste of time.
Ach need cn too. 成就也需要中文。 202606,steam,steam掉卡掉物抵扣,它处自定义包入的本体约15元。 爱人如己,目前就这,看以后追评。
this game is complete rubbish, honestly. the dev clearly threw this together quickly and barely tested, charging money for this is criminal.
its okay, takes a bit long to complete tho...
I think this game could be fun for a very niche person. I usually am that very niche person, but in this case, almost everything about this game is just very frustrating. you're basically robbing Peter to pay Paul for every single aspect of the game. Essentially to do one thing you have to backtrack and do several other things first then when youre trying to do the other things you find out you have to do other things to do those other things.
Yollen is a minimalist indie RPG developed and published by axilirate that places long-term progression, interconnected systems, and deliberate pacing at the center of its design. Rather than relying on cinematic storytelling or visually extravagant presentation, the game focuses on the slow transformation of a fragile character into a capable survivor through persistent effort and system mastery. From the outset, Yollen makes it clear that it is a game about accumulation, optimization, and patience, appealing most strongly to players who enjoy watching numbers rise and systems gradually unlock through sustained engagement. The narrative framework is intentionally restrained, serving primarily as a thematic anchor rather than a driving force. Your once-peaceful life has been disrupted by an ominous presence known as Yollen, and reclaiming control requires dedication to growth across a wide range of skills. This setup provides motivation without intruding on the core loop, allowing players to project their own sense of purpose onto the grind. The story rarely interrupts gameplay, instead quietly reinforcing the idea that progress itself is the journey, and that rebuilding strength through effort is the ultimate reward. At the heart of the experience lies an expansive web of skills that governs nearly every action. Combat abilities coexist with gathering and crafting disciplines such as mining, fishing, cooking, smithing, and alchemy, all of which feed into one another in subtle but meaningful ways. Improving one area often unlocks new efficiencies or opportunities in another, encouraging balanced development rather than narrow specialization. This interconnected structure gives weight to even small decisions, as focusing too heavily on a single path can slow overall progress. Over time, the satisfaction comes not from sudden breakthroughs, but from watching multiple systems gradually align into a more efficient and capable build. Yollen blends idle mechanics with active management in a way that encourages flexible engagement. Progress can continue passively, making it suitable for shorter check-ins, yet the game consistently tempts players to intervene—adjusting priorities, refining equipment, or redirecting skill focus to break through plateaus. This balance makes the experience adaptable to different play styles, whether treated as a background progression game or as a more hands-on optimization challenge. The sense that there is always something to tweak or improve keeps momentum alive even during slower stretches. Inventory and resource management play a significant role in shaping the overall feel. With a growing collection of materials, crafted items, and equipment, organizing and prioritizing what to keep becomes a strategic consideration in itself. For some players, this meticulous micromanagement adds depth and reinforces the survival theme; for others, it can feel cumbersome due to a relatively barebones interface and limited automation. These systems highlight both the game’s ambition and its rough edges, offering depth that rewards dedication while also exposing areas where quality-of-life improvements could streamline the experience. Combat and exploration maintain the same understated philosophy as the rest of the game. Encounters are not flashy, but they require preparation and awareness of your current capabilities. Choosing when to engage, when to retreat, and when to focus on strengthening your character through non-combat activities becomes an essential part of progress. Difficulty spikes can occasionally feel unforgiving, especially when progression slows, but overcoming these moments often delivers a strong sense of earned advancement as your character grows incrementally stronger. Community reception reflects this duality. Many players appreciate Yollen’s depth, its layered progression systems, and the calming rhythm of its grind-focused design. Others point out friction points, particularly in inventory handling and interface clarity, that can interrupt the otherwise steady flow. These criticisms do not undermine the game’s core strengths, but they do emphasize that Yollen is best suited for players who enjoy deliberate, sometimes demanding systems and are willing to tolerate a degree of roughness in exchange for depth. In the end, Yollen stands as a quietly ambitious indie RPG that prioritizes systems over spectacle. Its appeal lies in the satisfaction of gradual improvement, the joy of connecting disparate mechanics into an efficient whole, and the patience required to see long-term plans bear fruit. While it may not resonate with players seeking fast-paced action or polished presentation, it offers a rewarding experience for those who find comfort and fulfillment in steady progression, thoughtful optimization, and the enduring appeal of the grind. Rating: 6/10
Nice little background game
There’s something really addictive about games that make every little upgrade feel meaningful
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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