Flock

Shepherding the Sky, Softly

by Hollow Ponds, Richard Hogg

Adventure gameSteam$19.99

Reviewed by the Rankeno RPG & Adventure DeskUpdated Nov 2026

Flock is an Adventure game for Steam. It is a pleasant few evenings with friends and little more, which makes it hard to recommend at full price for most people. It scores 6.7 out of 10 — Mixed.

6.7Mixed#524 of 624 Adventure games

How it scored How we score

  • Design7.0
  • Innovation7.5
  • Value6.5
  • Utility6.0

Each of the four criteria is scored out of 10. The headline score is our editorial verdict across them — weighing all four rather than taking an arithmetic average — and every review publishes the breakdown so you can see where the verdict came from.

How this score compares with every review we publish — Score atlas.

In one line

Shallow systems and a short loop undercut Flock’s real pleasures — crash-free flight and a bestiary of gloriously odd creatures.

Released Jul 16, 2024

The verdict

It is a pleasant few evenings with friends and little more, which makes it hard to recommend at full price for most people.

What we liked

  • Crash-free flight removes the skill gap that sinks mixed-ability co-op
  • Song-and-behavior charming turns collecting into observation
  • Bizarre, adorable creature designs make each discovery its own reward
  • Knitting loop makes progress visible, and the extremely long scarves are funny
  • Optional hoarding of rare finds adds social texture to co-op

What could be better

  • Short length was one of the most common complaints
  • Limited depth: the loop never escalates beyond its opening verbs
  • Rare-creature hunts can drift into aimlessness without pressure or cues
  • Cosmetic-only rewards put a ceiling on long-term motivation
  • Song-matching may pose accessibility hurdles for some players

Pricier than 54% of the 585 Adventure games we price-check.

Is it for you?

Best for

  • Friends or couples who want a no-stakes co-op space to talk and explore
  • Groups with mixed gaming experience, since crash-free flight erases the skill gap
  • Fans of Hollow Ponds' Wilmot's Warehouse and of gentle, combat-free design
  • Collectors who enjoy chasing rare, elusive creatures and can tolerate some aimless searching

More reviewed in Adventure

Overview

Most creature-collecting games hand players a net, a ball or a weapon. Flock hands them a song. Hollow Ponds, the studio behind Wilmot’s Warehouse, built the game with Richard Hogg, and Annapurna Interactive launched it on July 16, 2024. Players become flying shepherds. They guide a small herd of hover-sheep across a colorful upland landscape toward fresh pastures, coax strange wild creatures into the fold, and turn the resulting wool into knitwear. Co-op multiplayer lets friends do all of it together.

The cozy genre is a crowded shelf, and much of it runs on soft obligation: crops to water, calendars to keep, inventories to sort. Flock strips the obligation out. It has no combat and no pressure, and its flight model will not let players crash. That is a bolder subtraction than it sounds. Fail states supply most of the tension in games, and a design that removes them has to find interest elsewhere: in curiosity, in observation and in the company of other people. Flock bets on all three.

Reception suggests the bet mostly lands. Praise has centered on the joyful, low-stakes flight, the hand-drawn art, the delightfully weird creatures and the shearing-and-knitting customization. The recurring complaints were short length, limited depth, and occasional aimlessness when hunting rare creatures. Those complaints describe almost exactly what the game chose not to build. Flock is a pleasant place to share, and it is a thin game to master.

Key features

  • Crash-free, frictionless flight: Movement carries no fail state. Players cannot crash, so flying is about expression rather than a test of skill.
  • Charm-by-imitation collecting: Wild creatures join the flock when players imitate their songs and match their behavior. Nothing gets caught or defeated.
  • A broad roster of hybrid creatures: The uplands hold species that are part fish, part bird, part mystery. Some are extremely rare and elusive.
  • Wool-to-wardrobe progression: A growing flock means woollier sheep. Shearing yields wool, and wool becomes hats, cardigans and extremely long scarves.
  • Co-op exploration: Friends explore together and share discoveries. They can also keep their rarest finds to themselves.
  • Hidden landscape secrets: Exploration uncovers secrets in the terrain and creatures tucked out of plain sight.
  • No combat, no pressure: The whole structure avoids threats, timers of tension and punishment.

Analysis

Flight Without Failure

Every flight game negotiates with the ground. Flock takes the ground out of the negotiation. Flight is frictionless and crash-free, which deletes the fail state that defines the genre and, with it, the mastery curve. There is no threading a gap at speed and no white-knuckle recovery from a stall. Anyone expecting the tension-and-release rhythm of a traditional flyer will find the movement weightless in both senses of the word.

We think the trade is the right one. The game’s real attention sink is the herd, not the terrain. Players need to watch their hover-sheep, read the behavior of wild creatures and scan the landscape for secrets. Asking them to dodge cliffs as well would split their focus for no gain. The crash-free model also drives onboarding friction close to zero, which matters a great deal in co-op. Shared games often fail because of the skill gap: one friend steers confidently while another bounces off walls. Flock designs that gap out of existence.

Mimicry Instead of Capture

The smartest decision in Flock is its verb. Creatures join when players imitate their songs and match their behavior, not when players overpower or trap them. That reframes collection as communication, and it builds a habit the genre rarely teaches: observation. To charm a creature, a player first has to study it.

The creature designs carry this mechanic. A broad roster of species populates the uplands, and their oddness is the reward. The game has no loot tables or experience points, so the payoff for finding something new is the strangeness of the thing itself. A part-fish, part-bird hybrid delivers that payoff more reliably than a stat bonus would.

The weakness sits at the far end of the curve. Some creatures are extremely rare and elusive, which gives completionists a long tail to chase. The game’s reception, however, flagged occasional aimlessness in tracking them down, and that points to a structural problem rather than a tuning one. In a high-stakes game, scarcity creates tension. In a game that has deliberately removed stakes, scarcity without strong directional cues creates dead air. The wandering stops feeling like a hunt and starts feeling like waiting.

The Wool Economy

The progression loop is the cleverest piece of systems design in Flock. As the flock grows, the sheep get woollier. Shearing them yields wool, and the wool becomes clothing. Progress is physical and visible. No number ticks up in a menu. The herd itself fluffs out, and the shepherd’s wardrobe records the effort.

The extremely long scarf deserves particular credit. It is a design joke that also works as a progress meter, because its absurd length tallies everything the player has gathered.

The limitation is just as clear. Knitting feeds customization rather than capability. That fits the no-combat, no-pressure ethos, but it puts a ceiling on motivation. Once a player’s wardrobe satisfies them, the reason to keep growing the flock rests entirely on curiosity about the remaining creatures. Curiosity runs out faster than a progression system would.

Co-op and the Hoarder’s Dilemma

Co-op lets friends explore together and share discoveries, and the design leaves room for players to keep their rarest finds to themselves. That small allowance is smarter than it looks. Purely cooperative games often collapse into parallel play, with two people doing the same thing side by side. A sliver of private ownership adds social texture. One friend quietly charms something rare. Another decides whether to reveal a hidden spot or keep it secret. The result is competition without a scoreboard, which suits the tone exactly.

The no-fail structure also makes Flock work as a social space. Nothing can be lost and no reflexes are required, so attention stays free for conversation. That makes the game closer to a shared hobby than a shared challenge. Friends who want an excuse to hang out will count that as a strength. Groups who need a goal to stay engaged will count it as a weakness.

Where the Gentleness Runs Thin

Short length and limited depth were the most common complaints in the game’s reception, and the design explains both. The loop of fly, herd, charm, shear and knit does not escalate. New pastures and new creatures refresh the scenery, but the verbs stay the same from the opening meadows to the last. No system deepens to compensate once the novelty of the creature designs wears off. Flock front-loads its delights.

That is a coherent choice rather than an oversight. The game never pretends to be a long-haul collector, and its brevity protects the mood from the grind that sours so many cozy titles. Coherence does not erase the cost, though. Buyers should treat Flock as a finite, contained experience, closer to a picture book than a farm sim, and set their expectations accordingly.

Visuals & performance

The hand-drawn art style that Hogg and Hollow Ponds share does more for the game’s appeal than any single system. The colorful upland landscape is worth flying over for its own sake, which matters when looking around is the main activity. The creature designs work hardest of all. A hybrid of fish, bird and something unnameable has to look strange without looking threatening. The art keeps these creatures adorable rather than unsettling, which is essential in a game that asks players to approach every one of them with a song rather than suspicion.

Interface design is unusually tied to the core mechanic. Charming depends on reading songs and behavior, so the clarity of audio and animation does the work that HUD elements do in other games. The more the design leans on those cues instead of explicit prompts, the more their legibility matters. Song-matching also raises an accessibility question: it can be a barrier for players with hearing difficulties unless the visual cues carry equal weight.

As for performance, a stylized game with no combat and no twitch timing should be lighter on hardware than a photorealistic open world. The one load that scales is the flock itself. A growing herd puts more creatures on screen at once, so the busiest late-game scenes should be the most demanding. Because nothing punishes slow inputs, any hitches would cost atmosphere rather than progress.

Platform nuances

Steam is the platform under review here, and input method is the main consideration on PC. Free flight in three dimensions is the kind of control problem an analog stick handles naturally, with smooth, continuous steering. On mouse and keyboard, comfort will depend on how gracefully the game turns discrete key presses into gentle banking. Players who prefer a gamepad for flight should check controller support before buying.

Co-op is the strongest reason to own Flock, and on Steam that pitch depends on having friends who own it too. A solo purchase gets a lovely but noticeably thinner version of the experience.

Value is where the platform question sharpens. On Steam, Flock is a direct purchase at $19.99, so the short length noted in its reception weighs more heavily. A contained experience at that price is a harder sell than it would be as part of a subscription.

Final verdict

Flock makes one big bet: a game can hold attention without asking players to win, lose or survive anything. For a while, the bet pays off. Crash-free flight removes every barrier between a group of friends and a shared, beautiful world. Charming creatures by imitating their songs and behavior turns collection into a quiet act of attention. The knitting loop gives progress a physical, ridiculous form in those extremely long scarves. These are specific, well-judged ideas, and they belong to this game.

The cost is depth. The loop never escalates, the cosmetic rewards limit motivation, and the hunt for rare creatures can lose direction in a world with no pressure to sharpen it. Flock works best as a finite, shared outing of a few calm evenings with friends, not as a hobby to sink months into. At $19.99, that is a narrow proposition. We can recommend it to co-op groups with mixed experience who want exactly that; solo players and anyone looking for a challenge should look elsewhere.

Reviewed by the Rankeno RPG & Adventure Desk. Scores are out of 10; the overall score is the desk’s editorial judgement, informed by the four sub-scores above. How we review

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Quick facts

Developer
Hollow Ponds, Richard Hogg
Publisher
Annapurna Interactive
Released
Jul 16, 2024
Platform
Steam
Price
$19.99
Genres
Adventure, Casual, Indie

Questions about Flock

Is Flock worth it?

Flock makes one big bet: a game can hold attention without asking players to win, lose or survive anything. Our editors scored Flock 6.7 out of 10, which puts it in our Mixed band.

Why does Flock score 6.7 out of 10?

With a score of 6.7 out of 10, Flock lands in our Mixed band. Innovation is its strongest category at 7.5 out of 10. Utility is the weakest at 6.0.

What do our editors like most about Flock?

Crash-free flight removes the skill gap that sinks mixed-ability co-op. Song-and-behavior charming turns collecting into observation.

What do our editors say is Flock's biggest weakness?

Short length was one of the most common complaints. Limited depth: the loop never escalates beyond its opening verbs.

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