Compare Evolings prices across 50+ stores and find the best deal. Developed by Sørb. Published by Super Rare Originals. Released on 9/21/2023. Available on PC. Genres: Action, Indie, RPG.

Pocket-monster soul in a lean roguelike body: pick a starter, fuse your way to power across three acts, and find out whether cute can also be ruthless.

My first hour with Evolings felt like finding a handmade zine tucked inside a library of blockbuster novels. Solo developer Sørb built this out of a game jam prototype, spent years expanding it, and the care shows in every pixel. This is a creature-collector roguelike that strips the genre down to its load-bearing walls: a procedurally generated grid map, turn-based fights, and the constant tension of whether to hold your team together or gamble on a fusion. The core loop is tighter than it looks. You pick a starter from types like Candy, Slime, Space, Fire, or Demon, then move across a node map dotted with battles, bonus events, and those high-anxiety question-mark spaces that might heal your whole squad or force you to sacrifice a creature you have been nursing all run. Each Evoling carries one to three moves, a mix of attacks, guard commands, and utility abilities, and learning which combinations actually hold up against act-three boss aggression is the real puzzle. The fusion system is where the strategy crystallises: gather three Evolings of the same type and merge them into something far more powerful, which means every encounter is also a recruitment decision. Shiny and super-shiny variants exist with boosted stats, and the Evopedia tracks your discoveries run after run, giving completionists a meta-goal to chase across many attempts. The rough edges are real, and worth naming. Between-run persistence is thin: you carry out a small amount of currency or a couple of items, but nothing that meaningfully reshapes the next attempt. The branching on the world map is sparse, leaving fewer decisions than genre peers offer. Difficulty can spike hard at boss encounters, particularly the final act, where some players report beating their heads against a reviving boss for the better part of an hour before either succeeding or quitting. The developer has been responsive, shipping balance patches that reduced enemy power across the board and reworked or temporarily removed problem items like Sacrifice and Snake Oil, which is genuinely reassuring for a small solo release. What lands, though, really lands. The pixel art has a Tamagotchi warmth to it, the creature designs for types like Candy and Space manage to feel original rather than derivative, and the chiptune soundtrack has exactly the restless, slightly melancholic quality I want from this kind of run-forever loop. The Hall of Fame feature, which archives the team composition and item history of every winning run, is a quietly lovely touch. It makes victories feel memorialised rather than just tallied. Steam reception sits in the mostly-positive range, which feels accurate: this is not a game with a perfect game loop, but it is a game that a certain kind of player, someone who can accept thin meta-progression in exchange for tight per-run decision-making and genuine handcraft charm, will find genuinely hard to put down. Kai, Scout Team

Evolings
ActionIndieRPG

Evolings

Sep 21, 2023SørbSuper Rare Originals
GamerScout Says

Pocket-monster soul in a lean roguelike body: pick a starter, fuse your way to power across three acts, and find out whether cute can also be ruthless.

PC
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Screenshots & Media

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About Evolings

My first hour with Evolings felt like finding a handmade zine tucked inside a library of blockbuster novels. Solo developer Sørb built this out of a game jam prototype, spent years expanding it, and the care shows in every pixel. This is a creature-collector roguelike that strips the genre down to its load-bearing walls: a procedurally generated grid map, turn-based fights, and the constant tension of whether to hold your team together or gamble on a fusion. The core loop is tighter than it looks. You pick a starter from types like Candy, Slime, Space, Fire, or Demon, then move across a node map dotted with battles, bonus events, and those high-anxiety question-mark spaces that might heal your whole squad or force you to sacrifice a creature you have been nursing all run. Each Evoling carries one to three moves, a mix of attacks, guard commands, and utility abilities, and learning which combinations actually hold up against act-three boss aggression is the real puzzle. The fusion system is where the strategy crystallises: gather three Evolings of the same type and merge them into something far more powerful, which means every encounter is also a recruitment decision. Shiny and super-shiny variants exist with boosted stats, and the Evopedia tracks your discoveries run after run, giving completionists a meta-goal to chase across many attempts. The rough edges are real, and worth naming. Between-run persistence is thin: you carry out a small amount of currency or a couple of items, but nothing that meaningfully reshapes the next attempt. The branching on the world map is sparse, leaving fewer decisions than genre peers offer. Difficulty can spike hard at boss encounters, particularly the final act, where some players report beating their heads against a reviving boss for the better part of an hour before either succeeding or quitting. The developer has been responsive, shipping balance patches that reduced enemy power across the board and reworked or temporarily removed problem items like Sacrifice and Snake Oil, which is genuinely reassuring for a small solo release. What lands, though, really lands. The pixel art has a Tamagotchi warmth to it, the creature designs for types like Candy and Space manage to feel original rather than derivative, and the chiptune soundtrack has exactly the restless, slightly melancholic quality I want from this kind of run-forever loop. The Hall of Fame feature, which archives the team composition and item history of every winning run, is a quietly lovely touch. It makes victories feel memorialised rather than just tallied. Steam reception sits in the mostly-positive range, which feels accurate: this is not a game with a perfect game loop, but it is a game that a certain kind of player, someone who can accept thin meta-progression in exchange for tight per-run decision-making and genuine handcraft charm, will find genuinely hard to put down. Kai, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:sub-5Creature CollectorFusion MechanicsProcedural MapChiptune SoundtrackPixel ArtRun-Based ProgressionEvopedia CompletionShiny VariantsThin Meta-Progression

System Requirements

Minimum

OS
Windows XP, Vista, 7, 8, or 10
Memory
2 MB RAM
Graphics
128MB
Processor
2.0 ghz

Reviews & Ratings

No ratings available

Game Info

Developer
Sørb
Publisher
Super Rare Originals
Release Date
Sep 21, 2023

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