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Ariano Games
Review

"Craftlings": Construction strategy between puzzle and planning

Kim Muntinga
21.1.2026
Translation: machine translated
Pictures: Kim Muntinga

"Craftlings" combines puzzle logic with construction and resource management in strictly structured levels. Instead of controlling characters directly, I shape paths and processes, while small workers act independently. What at first seems like a modern "Lemmings" unfolds as a system game about infrastructure and production chains.

My first few minutes with «Craftlings» feel like an unexpected memory from childhood. Instinctively, I think of «Lemmings»: those cute but world-weary characters who run blindly forward until you save them or fail with them. But «Craftlings» is more than just nostalgia. It's «Lemmings», which has grown up and suddenly simulates an entire economy.

I sit there, watching my little workers and trying zunächst vergeblich to steer them in a productive direction. The decisive moment comes when I try to transport resources across several levels. Down below, my Craftlings are cutting wood, while stone is being mined further up. But everything remains separate at first.

The transport of resources between the levels takes centre stage early on.
The transport of resources between the levels takes centre stage early on.

It's only when I build a goods lift to transport materials upwards that the gears slowly start to turn. And when I finally install a freight balloon that also transports the raw materials downwards, it feels like I've created a functioning mini-industry.

Suddenly everything runs as if by itself: Wood moves upwards, is processed further, new buildings are created and my Craftlings no longer move chaotically, but like cogs in a well-oiled machine.

I sit in front of the screen and grin: it's great when a complicated plan finally works.

What is «Craftlings» actually about?

At its core, «Craftlings» is a hybrid strategy game that combines puzzle logic with construction and resource management. Instead of ruling a large city, I steer a multitude of small, idiosyncratic creatures through limited, clearly structured levels. The game requires less quick reflexes than clever foresight: I design paths, distribute work and create the conditions for a system to function in the first place.

The Craftlings are not characters with their own personality, but rather moving elements in a larger arrangement that I shape step by step. They follow simple rules and move independently.

The strategy game was mainly created as a solo project under the Ariano Games label. The developer now lives in Germany and is responsible for the concept, programming and game design himself, although he did receive external support in certain areas, such as for individual graphical tasks.

The first four levels provide a step-by-step introduction to the basic mechanics of «Craftlings».
The first four levels provide a step-by-step introduction to the basic mechanics of «Craftlings».

In terms of content, «Craftlings» is much more extensive than its reduced concept initially suggests. The game comprises twelve independent levels in three different biomes, each with its own spatial logic and challenges. There are also more than 25 standard buildings and several task-specific structures that can be used to expand transport, production and defence. If you play thoroughly, you can expect over 20 hours of gameplay, according to the developer.

Game mechanics: observe instead of control

Playing «Craftlings» feels like a mixture of construction kit and production logistics in motion. I don't control the characters freely with the mouse, but I can turn their direction of travel. This gives me more influence than it seems at first glance. Nevertheless, the basic principle remains the same: I primarily shape their environment, not every single step.

In concrete terms, this means that if I want my Craftlings to cut wood, I first have to create an accessible path to the group of trees. Once they have picked up the wood, they carry it with them until they reach a suitable drop-off point. Even if I haven't yet set up a final place for them. This makes the process more flexible, but also unpredictable: I can keep resources moving, but should sooner or later open up a sensible route for them to return for further processing.

With each town hall level, «Craftlings» unlocks new buildings, tools and resources.
With each town hall level, «Craftlings» unlocks new buildings, tools and resources.

The game thrives on such visible chain reactions. I set up workstations, connect them with paths, ladders or lifts and then observe how the Craftlings behave. There's a lot of trial and error involved: processes don't always work straight away, at least for me. Time and again, I notice that a path is unfavourably positioned, a bottleneck is created or materials are being carried in circles. I then adjust my production chains step by step until they really work.

It gets exciting as soon as several processes run in parallel. While some of my characters are collecting raw materials, others are carrying them across levels, waiting for drop-off points or turning back because I've changed direction.

I'm constantly jumping back and forth between different areas of the map, correcting bottlenecks and readjusting paths. This makes «Craftlings» feel less like a static puzzle and more like organising a living, slightly chaotic operation that only works when my infrastructure is right.

Fighting as another gameplay element

In addition to construction and logistics, «Craftlings» also contains a combat and defence aspect that becomes more prominent in later levels. I can train four different types of warriors to protect my territory against enemy attacks. These units can be placed in a targeted manner and complement the infrastructure instead of replacing it.

Battles are not a separate mode, but part of ongoing operations.
Battles are not a separate mode, but part of ongoing operations.

Over the course of the game, four unique bosses will also appear, each with their own attack patterns and tactical requirements. This broadens the focus from pure production optimisation to a balance of construction, transport and defence.

Later boss fights, such as against the frost dragon, require a much higher degree of preparation and planning than at the beginning of the game.
Later boss fights, such as against the frost dragon, require a much higher degree of preparation and planning than at the beginning of the game.

Level design: clever with fair progression

The levels in «Craftlings» appear straightforward at first glance, but quickly reveal themselves to be cleverly designed puzzle rooms. Each map is clearly structured: different heights, separate areas and natural barriers that force me to think about connections instead of simply building on top of them. They offer challenges that I have to solve with limited resources. In later sections, this means not only efficient logistics, but also the targeted deployment of military units.

Whoever makes the wrong connections here will produce stagnation instead of progress.
Whoever makes the wrong connections here will produce stagnation instead of progress.

I particularly like the fact that the challenges not only become more difficult, but also change in quality. In the early levels, I have to create simple paths and merge resources. Later on, more complex vertical structures are added, longer transport routes or situations in which several production lines have to run simultaneously. So I don't learn the game through tutorials, but through increasingly challenging situations.

At the same time, the progression remains fair. I am rarely thrown in at the deep end. New mechanics first appear in simple forms before being combined in more complicated set-ups. If I fail, it's usually not because the rules are unclear, but because I have to rethink my planning.

As the expansion progresses, more and more systems interlock.
As the expansion progresses, more and more systems interlock.

Whirling pixels with a steady beat

Optically, «Craftlings» presents itself as a modern interpretation of classic 2D pixel art. The world is clearly legible, colourful and at the same time not overloaded. Hills, trees, platforms and buildings stand out clearly from each other so that I can quickly orientate myself even in more complex levels.

I particularly like how much movement there is in the picture. The Craftlings scurry around, carry resources or climb up and down ladders. This constant activity gives the world a lively bustle without it becoming chaotic or straining on the eyes.

A craftling transports the stone to the top using a goods lift. There it has to be picked up and taken to the corresponding building.
A craftling transports the stone to the top using a goods lift. There it has to be picked up and taken to the corresponding building.

The soundtrack supports this feeling in a pleasantly restrained manner. The music is calm, rhythmic and never intrusive. It motivates me without rushing me, and fits well with a game in which reflection and observation are more important than quick reactions.

The sound effects are also functional and well coordinated. The banging of wood, the rattling of a lift or the gentle floating of a cargo balloon provide acoustic feedback that helps me to keep track of processes without bombarding me with excessive noises.

Production starts small, but immediately generates further dependencies.
Production starts small, but immediately generates further dependencies.

All in all, «Craftlings» creates a relaxed atmosphere that promotes concentration: I don't feel pressurised, but rather invited to immerse myself in a small, busy system and optimise it step by step. The operation is also clear and largely self-explanatory.

«Craftlings» was provided to me by Ariano Games for the PC. The game has been available for PC since 15 January.

In a nutshell

"Lemmings" rethought with construction and logistics

"Craftlings" impresses above all with its clarity. The game dispenses with overloaded menus and complex rules and instead builds its tension from a few, neatly interlocking mechanics. A particularly strong feature is that resources flow visibly through the world: Every decision can be observed, checked and corrected immediately. Success therefore never feels random, but rather like the result of your own planning.

Only here does it become clear how skilfully "Craftlings" has moved away from the classic "Lemmings" and developed further. Whereas before it was mainly about saving haphazard characters from crashing, this game requires me to build infrastructure, organise processes and make systems stable. It's less a nostalgic remake than a "Lemmings" that has grown up.

At the same time, this focus also remains a limitation. The game varies its basic idea in complexity rather than variety, which can make some tasks feel familiar over time. Those who enjoy bringing order to apparent chaos will find many satisfying moments here. "Craftlings" is not a loud spectacle, but a cleverly constructed, charming strategy game that rewards patience, observation and experimentation.

Pro

  • Comprehensible, logically interlocked game mechanics
  • Functional and at the same time beautiful pixel graphics
  • Clever level design with constantly increasing complexity
  • Successful mix of puzzle and construction
  • Pleasantly restrained, fitting soundtrack

Contra

  • Few new mechanics in the later course of the game
Header image: Ariano Games

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