Yokogatari is a small videogame developer studio in Madrid, Spain.

We’re currently working on Inkborn, while participating and collaborating with several events showing its development and imparting lectures on different areas related to videogame development.

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YOKO
The boss
With great experience after working on several AAA titles in the past, Yoko decided to take a break in her career and aid a group of indie developers in their promising projects.

With her only goal being getting more treats and yummy food, Yoko leads the team and handles the business with great care.

DAVID CELÁA MORALES
Code craftsman
Full-time dedicated to playing video & board games, in his free time he’s been focused on engineering. If we add his film addiction, we get a big geek with a lot of crazy ideas inspired by a thousand nonsensical scripts.

He will now use this power to achieve Yokogatari's master plan or lose his mind in the process, right, Pinktopus?

HELLYON WHITE / PAULA BIEDMA
Art director - 2D artist & Animator
As the workaholic girl she is, Paula has worked on a thousand different art areas both related and unrelated to videogames.Now a one-man army in charge of all the art in the studio, she can finally unleash her powerful skills to make her projects come true.

Nothing can stop her once something gets in her head.

ÁLEX CASAS GARCÍA
Code craftsman
Fascinated by both arts and technology, Alex decided to study every corner of engineering while never leaving arts on the side. For him, they are two sides of the same coin.

Now, his skills to write each and every line of code as if they were a haiku, will be perfect to make all the pieces fit in together in each project.

FLICKERNOISE / RAFA ELÍAS
Composer - Sound design & integration
Combining electronic engineering with his music passion, Rafa has spent a lot of his free time into music composition and sound engineering for years.

As a gamer and composer, his main interest usually focused on the details behind each game soundtrack, bringing lunatic and powerful musical ideas to the team’s projects.

ÓSCAR MUÑOZ BIEDMA
Game mechanics & level design
Still immersed in his business management degree, he has always dedicated his time to not only playing every single videogame there is, but to thoroughly analize every bit of them. Being the kind to be a nitpicky asshole every bit of gameplay, there was no doubt we needed his powers to unify the team's crazy ideas into an actual game.
Inkborn
2016 - Ongoing

Candle is a fire spirit born from what seems to be the last lit lantern at the entrance of the Shrine of Embers. Confused, she advances until she ends up in a dead end before a giant cliff, surrounded by strange monsters. However, a mysterious boy helps her move forward.

That boy is Inku, who's been cursed by an evil spirit of ink. Candle frees him and they both venture into the inner grounds of the shrine in hopes of finding a way to dispel the curse and rid the sacred grounds of the ink monsters that seem to be corrupting everything in their path.

Control Candle and Inku in their 2D platform adventure, combining their skills to fight their enemies, solve the puzzles and obstacles that get in their way, and find the truth behind the obscure atmosphere that's haunting the Shrine of Embers.

Inkborn Project's characters and base idea come from some of our member's participation in Global Game Jam 2016, where it was awarded jury and public's first prizes for best art and best OST.

We're currently working on Inkborn's first level, which will be released on September 2016. Stay tuned to our devlog to learn more about its development soon!

Sigma Oath
2015 - Paused

Zach's calm days usually begin with reading the same book. But, for some reason, he never seems to be able to make any advance through its pages...

Something's wrong. He keeps going back to reading the same book over and over again. Is he trapped in some kind of loop? The house's unsettling aura feels strange...

Sigma Oath is a point and click adventure with a fantasy RPG setting and aesthetics, in which we're just spectators of Zach's days. We soon find out though, that he keeps coming back to the exact same spot he starts in.

Having no direct control over his actions, all we can do is interact with different elements of the mansion in an attempt to alter his routine and allow him to move on without falling into any of these triggering events that will keep bringing him to the beginning.

This was Yokogatari's team's first project, though it currently is on hold.