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Flocking Hell

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Flocking Hell

Sextant Studios · Published by Sextant Studios

Very Positive — 94% positive (54 reviews) · 15 achievements

Last updated 29 Sept 2026

Flocking Hell is a deeply strategic roguelite where you defend your pasture from demonic invasion. It blends calm exploration with auto-battler combat, offering a mix of easy-to-learn mechanics and thought-provoking gameplay. It also has a LOT of sheep 🐑😈

£8.50

Lowest price we've ever recorded

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Price history

4 Sept 2026Lowest: £8.50 · Highest: £8.5011 Oct 2026

Strategy · 2025 · More £5 - £15 games

In Flocking Hell, guide your sheep through perilous encounters as you fend off demonic threats. This 2025 release from Sextant Studios blends exploration and combat for a uniquely strategic experience.

About this game

Flocking Hell is a turn-based strategy game where each level takes just 5 minutes.



Explore the fog to uncover resources, find and connect cities, and play powerful cards. When you run out of turns, the demons invade and you watch as your defenses are put to the test. Win by defeating all the demons with at least one city standing. Fail, and the pastures will fall to the infernal forces.

Key Features


  • Bite-sized – explore the map, expand your cities, mine for crystals, and defend against the demons, in 5-minute levels that fit into your lunch break.
  • Accessible – Flocking Hell features simple design, making it easy to learn but challenging to master.
  • Low-stress – focus on discovery and growth. The demons will not invade until the level is done, at which point you can grab some popcorn and watch the outcome of your work.
  • Customize your strategy – draft your deck from over 100 cards and recruit a team of guides from over 40 options, making each run different.



  • Endless replayability – each run is unique, with a variety of demons to oppose you and a different mini-challenge in every level.
  • Whimsical yet sinister – the world of Flocking Hell is full of cuddly sheep and magical cottages. Even the demons are adorable, at least until they start munching on lamb chops …

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS: Windows 10 and above
  • Processor: Anything, really
  • Memory: 2 GB RAM
  • Graphics: Whatever you got should work
  • Storage: 500 MB available space
  • Sound Card: Yes, please!
  • Additional Notes: Requires a 64-bit processor and operating system

Recommended

Recommended:
  • OS: Windows 10 and above
  • Additional Notes: Requires a 64-bit processor and operating system

Supported Languages

English*, French*, German*, Japanese*, Korean*, Simplified Chinese*, Spanish - Latin America*, Portuguese - Brazil*, Russian*
*languages with full audio support

Latest news

  • Patch NotesOfficial

    Patch #6: Faster Unlocks, Smoother Play

    Patch #6 is here with a focus on smoother gameplay and faster progression. All common cards, guides, and islands are now unlocked by default, and the total bell cost to unlock everything else has been nearly cut in half. I have also made a few balance tweaks, added a quality-of-life improvement for card selection, and dealt with some bugs that have been haunting the game for a tad bit too long.Shoutout to RoguePod LiteCast for their latest episode, featuring Flocking Hell! It's a must-listen if you're a fan of Flocking Hell, or curious about game design. Danny & David raise many excellent point, some of which I address in this patch.Full Change LogQuality of LifeIf the player has a card selected but clicks on a non-city tile, the card selection is removed and no action happens.ALL COMMON cards, guides, and islands now start unlocked! Additionally, many rare cards, guides, and islands now start unlocked.Content will now unlock much faster. Unlocking all of the cards, guides, and islands now requires 195 bells (previously 350).CardsExpansive Symbiosis \ (common), SIZE gained reduced to 7 (previously 8).Gembound Tradition \ (rare), CRYSTAL gained increased to 12 (previously 10).Hearthbound Tradition \ (rare), SIZE gained increased to 10 (previously 8).Joint Discovery, now costs 6 and is rare (previously 3 and common). Now gains SHEEP for revealed tiles (previously did not gain SHEEP).Secluded Lighthouse (common), now costs 5 (previously 3). Now gains SHEEP for revealed tiles (previously did not gain SHEEP).Shining Symbiosis \ (common), CRYSTAL gained reduced to 8 (previously 10).Bug FixesFixed a bug where some islands that were supposed to have observatories had no special buildings instead.Fixed an exploit where the player could play a card then save + exit the game to inflate the card played and tradition played counters (for cards like Woolbound Tradition).Capital City: The Capital City will always be attacked first by the demons, even if another city is closer to t...
    Read full article on Community Announcements (IirionClaus)
  • Patch NotesOfficial

    Patch #5: 16 (!!) New Guides, 5 New Cards, 7 New Islands. My Biggest Update Yet!

    I’m thrilled to be part of this week’s #TurnBasedThursdayFest on Steam! It’s a great opportunity to explore turn-based gems, Flocking Hell included, and enjoy some discounts while you're at it. Go check it out! Today also marks my largest update to date! Here’s what’s new in Patch #5: 16 brand-new Guides: These powerful new guides are companions to existing common guides. They only appear if you’ve already recruited their counterpart, effectively buffing your early-game picks and adding new interesting decisions. 7 challenging new islands, each with a unique mechanic. 5 new cards to unlock new synergies. And as always, quality-of-life upgrades and bug fixes. Thank you for supporting Flocking Hell! Whether you're diving in for the first time or returning to test your mettle, there's never been a better moment to play. Full Change Log Gameplay When the demons reach the first city, all remaining will be added to that city as . Quality of Life Guides now have a tooltip for any connected mechanics (for example, Tinker now shows the Engineer and Scribe charms in its tooltip). Cities that are also Teleportation Pools now have a larger, clearer icon. The icon fades out if the city is razed. Charms Planner Charm, new charm: “When you build a road, reveal all adjacent tiles.” Prophecy Charm, new charm: “Complete the prophecy before the charm expires to receive a reward.” Cards Land Grant (common), new card: “If this city has less than 100 , set its to 100.” Overdue Prospecting (rare), new card: “If you assigned no to mines last island, assign a total of 10 to the nearest mine(s) and reveal them.” Secret Knowledge (common), now costs 3, new text: “Upgrade a random starter card in your deck or discard. (Until the end of the level.)” Surge (rare), new card: “Gain 30 . If you have less than 85 , set your to 85.” Wool Reserve (rare), new card: “Gain 7 at the beginning of next island.” Guides Archeologist 2 (common), new guide: “Beacons provide +0.5 . When you activate an observato...
    Read full article on Community Announcements (IirionClaus)
  • Patch NotesOfficial

    Patch #4 Hot Fix: Oops, Double Crystals

    No good deed goes unpunished, and no patch comes without a few unexpected bugs! While developing Competitive², I tested an alternative crystal modifier where all crystal gain (including from cards) was reduced by 25%. Playtesters agreed this felt too harsh, so I removed it. However, in the process, I accidentally doubled crystal production for all difficulty levels. That’s now been fixed, and I hope y'all enjoyed the turbo-charged crystals while they lasted 😅 I also fixed a bug that could cause crashes on some Observatory levels. Fixed a bug where production was doubled. Fixed a bug where the game would rarely crash when starting an island with observatories.
    Read full article on Community Announcements (IirionClaus)
  • Patch NotesOfficial

    Patch #4: Hopping and More Dangerous Than Ever

    Thank you all for continuing to play, share, and enjoy Flocking Hell! It’s been amazing to see so many of you take the mantle of the Bellwether and lead the flock against the demons. Patch #4 brings some major updates to keep things fresh and challenging. Snarebunnies are back and sneakier than ever with the brand new Hare Trigger island. To celebrate the occasion, our composer Simon Daoud wrote a new track, Meat the End! Combat now flows faster thanks to improved animations and dynamic damage stacking. Full details below, with the change log at the end of the post. Before we begin, a HUGE shout-out to Draham, our new German community translator. Draham volunteered to review and polish the German translation of Flocking Hell, making the game more accessible in the process. Thanks Draham 💜 A Hare-y Situation This patch introduces the second Snarebunny bonus level, Hare Trigger, along with its prelude, Nose for Trouble! Once again, you’ll face multiple waves of Snarebunnies, but this time their arrival depends on how you spend your turns. Every decision matters! To celebrate, our amazing composer Simon Daoud created a brand new boss battle track: Meat the End. You’ll hear it in every boss fight from now on! Be sure to check out Simon’s Instagram for more of his wonderful music, and remember that you can buy the OST through Steam. Reinforcing Reinforcements Since launch, "go-wide" strategies (where you connect as many cities as possible) have lagged behind. Roads are expensive, and late connections suffer from diminishing returns. This patch gives them a major boost: reinforcements no longer reduce the size of reinforcing cities. For example, connecting 10 cities will gain a total of 225 size across all cities when the demons invade! Two other changes also support going wide. First, demon legion size is now pre-calculated, removing a hidden penalty that punished large city networks. Second, all islands now spawn with exactly 12 cities (instead of 10–12), making cities ...
    Read full article on Community Announcements (IirionClaus)
  • Patch NotesOfficial

    Patch #3: Patch Squared

    Flocking Hell keeps growing, and I couldn’t be happier to welcome so many new players to the flock! Thank you for the love and feedback 💜 This patch brings exciting updates: a new difficulty mode for the bold, better chances at epic cards, two new crystal-focused islands, and a few balance tweaks to keep the game fresh. (As always, the full change log is below.) New Difficult Level: Competitive² Full disclosure: my personal win rate on Competitive is around 40%. But based on your feedback, some of you are way ahead of me! A few brave souls even asked for a harder mode, so here it is. In Competitive², your crystal production is reduced by 25% and imps start with +0.5 strength. Think you’ve mastered Flocking Hell? Time to prove it! 🐑😈😈😈 Higher Epic Drop Rate Epics are some of the most powerful and flavorful cards and guides in Flocking Hell, and in my opinion, among the most fun. But their strength means they can occasionally trivialize a run. Because of their rarity, I spend relatively little time balancing epics. If you find one that fits your build, your odds of winning go up significantly. That’s by design. They balance mayhem by their rarity. However, I feel epics are a bit too rare at the moment. So in this patch, I’m slightly increasing their appearance rate. Previously, rare cards had a 5% chance to convert into an epic. That chance is now 7.5%. Stronger Tunneler Tunneler is the first rare guide that I designed. I was showcasing the game to designer friends and wanted something fun that breaks the game rules in an interesting way. Tunneler was a great fit, and it’s still one of my favorite guides. However, it’s clear that it’s weaker than other rare guides that were developed later in the design process (such as Potholer, which has a similar role). Therefore, I’m giving Tunneler a hefty buff, increasing the crystal gain and adding a tile reveal to every road build. {STEAM_CLAN_IMAGE}/45234997/e5672a25e506c64c6ec1f2663a080d14834036aa.png New Crystal-Focused Isl...
    Read full article on Community Announcements (IirionClaus)

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