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Herdling

Herdling review | Rock Paper Shotgun
Game Reviews

Herdling review | Rock Paper Shotgun

by admin August 21, 2025


Herdling review
Another soaring piece of apocalyptic tourism from the makers of Far: Lone Sail, built around a novel set of herding mechanics the developers could have explored further.

  • Developer: Okomotive
  • Publisher: Panic
  • Release: August 8th 2025
  • On: Windows
  • From: Steam, Epic Games Store
  • Price: $20/£16/€19
  • Reviewed on: Intel Core-i7 12700F, 16GB RAM, Nvidia RTX 3060, Windows 11


Switzerland-based Okomotive are here to escape from dystopia once again. In their previous Far: Lone Sails and its sequel, you played a child operating a cutaway landship that often resembled a rampaging beast – the last surviving specimen of a race of monstrous engines, carrying you rightward through empty cities and petrified industry towards some kind of new beginning. Okomotive’s latest game Herdling flips the poles of the metaphor somewhat, even as it shifts to 3D movement: rather than a bestial machine, you’re driving a herd of intriguingly robotic “Calicorn” beasts to a promised land beyond the peaks.


The game starts with your character – another tenacious, faceless kid in red – waking up beneath a flyover and discovering the first of the Calicorns in an alleyway. You usher your hairy charges through desolate streets haunted by the roar of traffic, coming to a tourist billboard that shows some Calicorns gazing up at a mountain – this being your unspoken final destination.

The very end of the game and that billboard are basically the same thing, in that both seek to capitalise upon yearnings for a rustic, unpolluted Elsewhere. As a story about ‘getting back to nature’, I don’t think Herdling has much to say. It feels less sophisticated than Lone Sails, more straightforwardly utopian in its tale of an impoverished sprog and companion creatures retreating from the woebegone scrapyard of modernity. But as a study of human/animal relations and how they can be performed by game design, it’s sort of engrossing. Also, it has Okomotive’s usual captivating soundscape, and those mountains are certainly easy on the eyes.

Image credit: Panic / Rock Paper Shotgun


Sometimes when analysing a game, it’s helpful to start by forgetting all context. What is a herd, according to Herdling alone? It’s a single shape – a blob that stretches into a wedge during motion, and congeals into a rough oval when at rest. You stand behind the blob and wave your sorcerous shepherd’s staff to send a conduit of flowers through its heart, as though tracing a compass needle. The herd then moves in the direction of the line.


Scramble around the outside of the blob and wave your staff again to whistle it onto a different trajectory. Hold a button to make it move slower, when you’re navigating dangerous terrain. Slash it back and forth to have the blob power through denser undergrowth. Double-tap another button to stop the blob in place. Hammer and hold that button to have the blob knuckle down against gale-force winds – a brief challenge towards the end of the game.


Usefully, you do not shape and steer the blob in first-person. You’re given a third-person camera that gently pulls back into panorama when there’s something spectacular on the horizon. Without the convenience of that drone camera – so subtle in its shifts, so easy to take for granted – Herdling would be a much harder experience, and possibly a more intriguing one. You’d be part of the blob, down there in the stink and heave of bovine musculature, unable to scry the routes and obstacles.

Your Calicorns are branded blue, yellow and red, and these colours also suffuse the world and highlight its sparse spread of collectibles. Blue flowers fill up a gauge that allows you to channel the wind and initiate a stampede – whether for the sheer glee of it, or to force the herd up a slippery glacier. Red flowers initiate or prolong a stampede automatically: they’re Mario Kart speed pads. Yellow flowers pollinate fur with a painterly energy that can be vented to restore old murals, unlocking the path through certain ruins that plug into backstory dream visions of primordial Calicorns and their shepherds. The three primary colours repeat obsessively throughout those ruins, as though the geography itself were the hide of a Calicorn.

Image credit: Panic / Rock Paper Shotgun


Beyond the urban prologue, you’ll rescue a dozen other Calicorns along the route to that promised mountain. The “taming” process is necessarily streamlined: you might have to fetch a wounded Calicorn a health-restoring fruit to earn its trust, but mostly, you just walk up and do a QTE, as in the rather less cuddly Far Cry Primal. Then you get to name them. I named all mine after colleagues, which was very amusing until I ran out of colleagues and had to tunnel into Rock Paper Shotgun’s recent history of departures and layoffs.


The Calicorns come in all shapes and sizes. Some are built like Yorkshire terriers, bobbling along adorably on stumpy legs. Others are ponderous emperor penguins in cassocks. Some of the Calicorns have or acquire traits, such as “Brave” (that would be hardware editor James) and “Rascal” (that would be our old editor in chief Graham – RPS in peace).


Detailed in the pause menus, these behaviours didn’t make a huge impression on me during my review playthrough, even at periodic campfire intervals where the herd spreads out in a stagey way, and you can do things like hoik a ball to play fetch. You can also pet Calicorns, pull twigs and branches from their hides, and adorn them with the baubles and harnesses that litter the landscape. These last three actions don’t have any functional impact that I noticed: they’re simply an opportunity to express affection, a chance to bond with individual Calicorns.

Image credit: Panic / Rock Paper Shotgun


I can’t say I ever really bonded with my Calicorns. Partly, this was because I decorated them at random, according to my gamerbrain understanding that Thou Shalt Leave No Collectible Behind. By the end of Herdling – my playthrough lasted four hours – it was like leading a battalion of bellowing Christmas trees.


The wider complexity is that the game’s efforts to sell you on the individuality of Calicorns are at odds with the practical need to treat them as a blob, a tension I’d have loved Okomotive to do a lot more with. The major consequence of taming Calicorns is that the blob becomes harder to wield. Calicorns may bumble about a little, snagging on spiked scenery or breakable objects, even falling off cliffs at scripted intervals if you’re not watchful. It’s fiddly enough that you start to think twice about later additions. When I was deep in the woods, trying to navigate a labyrinth of smashable alarm totems and evade the fury of massive demon owls, I found myself regretting the addition of Ollie (our guides editor) to my herd, “Affectionate” though he may be.

The owls are Herdling’s antagonists, a predator population who, if I’m deciphering the wordless backstory correctly, have driven the Calicorn from their old stomping grounds. They are harrowing presences, their ivory masks glimmering in the mists, but they’re also, surely, stand-ins for the real villains of the piece: all those bloody humans who built the awful urban junk you’re journeying away from.

That last observation falls flat, of course, because in Herdling you are playing a human, presiding over nonhuman animal lives in what is at least partly a self-serving fashion. Caretaking responsibilities aside, you periodically require the Calicorns to shove boulders and trunks out of the path. They also willingly serve as platforms when you need to scale a ledge and complete a very simple terrain puzzle – handy, given that you don’t have a jump button. In this way, Herdling explores a desire to be intimate with other creatures while also using them.

Watch on YouTube

The game’s real shepherd could be its score, another surging collection of heart-inflating orchestral tracks from composer Joel Schoch. As in Far: Lone Sails, this as much an album as a videogame, which explains the tight running length: the snow-blown hills and escarpments often feel secondary, structured around the peaks and troughs of the music.

The invisible orchestra is another kind of herd that mirrors the one you drive before you – sometimes devolving to individual performers when your beasts are scattered, only to gather itself furiously when the Calicorns are in full flight. It’s a lovely audible modelling of a disorderly group of beings in motion. It’s also an audible expression of your power over those beings and the limits of their simulated autonomy.



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August 21, 2025 0 comments
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Herdling Review - Companion Quest
Game Reviews

Herdling Review – Companion Quest

by admin August 21, 2025



About a week ago, on the same day I started playing Okomotive’s Herdling, I accidentally hit a squirrel with my car. The critter darted into the road, and I tried to evade them, but I failed.

They died. It devastated me.

I called my wife, physically shaking and tearful, to tell her what happened. I sat in my car for a bit when I got to my destination, needing to regain my composure. Though I knew my intent was pure, I found it hard to accept that I had taken their life away. To no one’s surprise, if you’re familiar with my work, I saw them not as “roadkill,” but as a being with their own interests and goals, however simple those may seem compared to those of humans. It wasn’t an ideal starting point for heading into Herdling, a game about trying to guide a family of vulnerable animals out of the city and return them safely to their natural habitat. But I’m sure, even on a normal day, Herdling was going to connect with me deeply on account of its moving depictions of human-animal kindness and companionship.

In Herdling, you play a nameless, voiceless, apparently homeless child who awakens one day in their bed under a bridge and encounters a large, hairy creature with their snout stuck in a bit of litter. You’ll learn this animal, resembling something like a buffalo, is called a calicorn. Paintings on the wall nearby indicate that the calicorn doesn’t belong in the city. Instead, a far-off mountain range seems to beckon them to return home. Removing the litter from their face, you tame them with a kind petting, then you give them a name of your choosing–my daughter chose Sonic for our calicorn. Picking up a makeshift staff made of a stick lined with vibrant flowers, you’ll find that you can then begin guiding the creature home by gently herding them ahead of you.

Like Okomotive’s past games, Far: Lone Sails and Far: Changing Tides–but perhaps most of all like Journey–Herdling’s story is told without words and relies on environmental clues. The minimalistic approach works well; all you really need to understand is that the calicorn wants to get home. The game illustrates this well by making the city feel dire. Flipped cars, dilapidated buildings, and a palette of greys and other stormy colors make it feel unwelcoming not just for the calicorn, but for you, too. Maybe the quest to get the calicorn to safety can also be your salvation.

Though the story is not without hardship, the relationship between the child and the calicorns is always one expressing kindness.

That connection between human and nonhuman animal is the focus of the game, and Okomotive does wonders with this core idea. It doesn’t take long before your sole calicorn becomes two, then three, and eventually perhaps even a dozen. Each time, you’ll tame the calicorn by showing them they can trust you, warmly welcoming them into the pack, and giving each a name. Because each calicorn has a unique look–like different fur patterns and differently shaped or sized horns–and can express their own personalities, it’s gratifying to get to know each of them. As humans, we understand each of us is unique in our world, and we have the same understanding of animals we keep as pets. But sometimes people seem to feel as though a group of, say, cows or chickens, isn’t more than a herd of animals that all behave the same. It’s never true, and why would it be? The calicorns express their differences so beautifully, illustrating the universal truth of animal personhood.

Giving them names is such an exciting, repeatable moment for this reason. Having met one calicorn on a boat, my daughter suggested we name them Captain. Another looked especially cranky due to how their brow hung over their eyes, so we named them Grump. Each animal had their own name, which brought us closer to them. Periodically, we’d come upon resting places, and I’d need to gather firewood to create a cozy campfire for myself and the herd. At that time, one of my calicorns, Melody, really loved to play fetch with a clump of colorful vines formed into a sphere we’d found. Others, like Benson, were more restful, waiting by the area where we’d soon sleep. Sonic, meanwhile, tended to follow me around, like a family dog who never leaves their favorite companion’s side.

It’s a heartwarming joy to get to know each of the calicorns I found on my journey to the mountain, and it’s because of the loving bonds I’d formed with each of them that its central gameplay mechanic works so well, both in my hands and in my heart. As the herd grows, leading them from the back, like a shepherd, becomes more cumbersome. The group gets wider, a bit more unpredictable, and difficult to steer. Some may occasionally lag behind or run ahead just enough that I’d quickly call them all to a halt so that I could redirect all my furry friends into a more tightly knit huddle.

Traversing narrow bridges, creeping around and barely avoiding the nests of large, territorial birds, and dodging cracks in ice all contribute to the game’s puzzle-platforming loop. The imprecise nature of the herd’s movement patterns is made manageable thanks to the game’s controls. In the most life-threatening of situations, you can tell the herd to walk especially slowly, granting you and the herd the ability to more carefully dodge hazards. In several sections, the opposite is in order, and you have to instruct the herd to form a stampede, quickly getting up an icy slide or escaping predators.

Traversing the world involves clearing obstacles that can sometimes threaten the well-being of the calicorns.

Calicorns may or may not die in the story; it depends on how well you do to keep them safe. I felt the weight of this responsibility intensely. I’d gotten to know each of them so well. The game allows you to pet any of them whenever you’d like, and regularly, you may find it necessary to clean them, as twigs and brush get stuck in their fur. These mechanics were sometimes tricky to use because the prompts to perform such actions were often missing, seemingly because the game couldn’t always distinguish which of the many huddled calicorns I wanted to target with my hugs or brushstrokes. It was a small technical hiccup that thankfully didn’t ever sabotage the more life-threatening moments. When they’re injured, they limp or bleed, and in those moments, I’d panic to find them the healing berries that are sometimes scattered around the world. It was my impassioned intent to get every one of them home safely. Anything less was going to devastate me.

As burdensome as that was meant to feel, there are even more moments of elation and beauty. Sometimes, it’s the calicorns who do the saving, reminding me that we are friends. I am not their “owner.” They are my allies. One of the game’s best moments, which thankfully can repeat a few times during your travels, is when the herd makes it to an open space free of hazards, allowing you and your calicorns to run freely. It reminded me of those videos of formerly factory-farmed animals who are rescued by a sanctuary and see grass for the first time. It means something very special to them, and I’m just glad to witness it.

As the calicorns pass through tall, colorful grass, they gain a speed boost that lets them really run ahead. Their fur healthily changes color, matching the vibrant brush. Without words, the story makes it certain: They love this. And because they do, I grow closer to all of them. I’m happy for them. If only for a short while, I’ve helped them find something like home, and together we’re overjoyed. This drives me to continue onward toward our final destination.

You can almost feel the breeze when you and your animal companions scurry across an open field.

The incredible soundtrack feels dynamic, often playing off of your own pace, picking up or slowing down as your herd does, but it’s in these stampede moments where the emotions really swirl, thanks to how the music crescendos when you and the group move swiftly. If you slow down, so too will the music–which for me always meant speeding up to really feel the moment when space allowed. Herdling’s soundtrack is the best I’ve heard, not just this year, but in some time. It wonderfully matches the spirit of the gentle creatures, inviting them back to nature with its blend of percussion, wind, and string instruments that embody the feelings of escaping a concrete jungle and galloping through a liberating plain.

For me, Herdling is a game about rediscovering one’s purpose. It is not the purpose of the calicorns to be stuck rudderless in a dying cityscape, where litter and neglect team to wear them down to nothingness. Neither does it seem to be the protagonist’s purpose to be there, based on the sad squalor they’re found in to start the game. Together, the child and their ever-growing herd of companions–not pets–go on an often heartwarming, sometimes heart-wrenching, adventure back to nature. It’s a journey I’ll remember for a long time thanks to its depiction of animals as unique individuals who, very much like us, are chiefly seeking love and safety. It was one of my favorite experiences in video games to help them find that safety and to feel that love.



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August 21, 2025 0 comments
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Herdling is a strangely captivating narrative herding simulator with a new demo you can check out now
Game Updates

Herdling is a strangely captivating narrative herding simulator with a new demo you can check out now

by admin June 10, 2025


Herdling is an odd little game. How do you begin to sell the idea that a (presumably emotional) herding simulator might be quite interesting? Yes, people love their farming sims as a band aid form of escapism, but a lot of those games are in the first instance much more about farming and not farm animals, nor the way you interact with said animals. Herdling is all about that, as the whole goal is to guide a group of strange horned beasties up a mountain.


The demo, which just launched this weekend on Steam after a recent trailer at the Future Games Show, certainly left me a lot to think about. In the first instance, I feel that it’s a game that could quite easily fit into the PS3 era of indie games quite specifically – think something along the lines of Journey, or Limbo, games where you’re just kind of heading forward because that’s the thing you’re doing. What you make of it along the way is therefore up to you. What do I make of the little bit I’ve played of Herdling?

Watch on YouTube


Well, for starters, it’s a little bit janky. To start with, anyway, guiding the actually quite sweet Calicorns is a bit awkward, at least up until the breadth of the game’s controls are properly explained to you. After spending a short stint in a city, Herdling quite literally opens up into massive, sweeping fields, giving you a much freer reign to roam with your newfound herd. Just simply making a turn offers a challenge due to its slowness, but I got the hang of it quite quickly.


You have to be thoughtful in doing so, though. There are dangers to be met with that can hurt your Calicorns (and I believe in kill them, if the game’s immortality setting means what I think it does), so you can’t just wave them around willy nilly. The slow moving nature of the beasts then means you have to keep yourself on your toes to avoid any morbid fates. To add on to the weight of being responsible for their lives, you can name each Calicorn too. You are the one guiding them, so you must get to know them, and look after them.


I admit there is the possibility that Herdling could end up falling into the trope of overly emotional indie game. Still, I find the idea of having such a leadership role over animals that don’t quite have as much autonomy and safety as its world might allow to be an interesting one, so consider this a demo that has successfully caught my intrigue. There’s no exact release date just yet, but it is expected to release this summer.



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June 10, 2025 0 comments
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