Interview | Hela: of Mice & Magic
08 nov. 2026

Windup Games: of mice, men and a frog backpack

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We've had heroes armed to the teeth and plumbers capable of saving the world. Hela: of Mice & Magic prefers to put a tiny mouse in charge, along with a... frog backpack. An unlikely duo for exploring the vast forests of northern Sweden, but that's exactly the point. With this new project, Windup Games is changing the scale in a warm adventure playable solo or with up to four players. Partly led by veterans of Unravel, the team is forging its own path somewhere between exploration, cooperation, and contemplation. Alexander Benitez, Head of Studio, and Wictor Nilsson, Senior Producer, told us more about this grand adventure... from a whisker's-eye view.

"Unravel is obviously part of our DNA."

If you had to explain Hela: of Mice & Magic in one sentence to someone who has never heard of it, what would you say?


Alexander BenitezIt's a wholesome and lovely adventure designed to be experienced alone, with one other player, or with up to four players. A beautiful adventure to share.


Wictor NilssonIt's also a kind of magical playground for people to explore in their own way, try different things, and simply have fun.


Which of the team's previous experiences, such as working on Unravel, has influenced Hela: of Mice & Magic the most, even if it's not immediately obvious?


Alexander BenitezUnravel is obviously part of our DNA. Part of the core team worked on that series, and many people working on Hela: of Mice & Magic come from that background. You'll definitely recognize some of the things we loved about Unravel in this game as well. But we've also been influenced by many other games. Zelda is a great example. Hela is obviously not Zelda, but we love its sense of freedom and some of its core mechanics. We also often reference Skate, the old EA game, when talking about the joy of movement and traversing the world. Going from point A to point B shouldn't just be a transition: it should be seamless and fun, and make you want to stop along the way and discover something else.

Wictor NilssonOur team comes from northern Sweden, and that naturally feeds into both the games we've made and the game we're making now. But Hela also benefits from the experience of people who came from other studios, as well as new talent. Those fresh perspectives have brought something new and exciting to the project.

"From the perspective of a tiny mouse, the details need to be carefully crafted."

How does inspiration from the nature of northern Sweden shape the gameplay, beyond the scenery?


Alexander BenitezThat's part of the charm of the game, but also one of its challenges. From the perspective of a tiny mouse, the details need to be particularly crisp and carefully crafted. We want to show that nature has a kind of magic of its own and make it interesting to traverse and play in. The creatures players encounter also contribute to that experience. You can befriend certain animals and use their abilities to fly or move through the world. We want nature to be a real player in the game, rather than simply a backdrop.


Wictor NilssonIt's really at the core of what makes Hela: of Mice & Magic. The team has been out in the woods taking pictures and gathering references from forests, mountains, and real-life environments. We've incorporated many of those elements into the game, which sometimes makes these places feel like they could genuinely exist in northern Sweden... with, of course, a little magical touch added by our artists and designers.


"The backpack almost becomes a secondary character."

The frog backpack is particularly versatile. How do you keep it from becoming a tool that can do everything?


Alexander BenitezA magical frog backpack is bound to be very versatile! The idea actually started almost as a joke. We wanted a grappling hook, something we could swing from, and the idea of this backpack came from there. We start off slowly with the mouse, which is already quite agile on its own. Then, as you progress through the adventure, you unlock new possibilities: gliding and other abilities through the animals you encounter. Meeting a squirrel or perhaps a moose can allow you to learn a new ability. The backpack might sometimes seem very powerful, but that also opens up a lot of fun possibilities, especially when playing with friends. We didn't really want to put a hard cap on that.


Wictor NilssonThe backpack almost becomes a secondary character. It can interact and react to what's happening, bringing an entertaining presence to your exploration.


Alexander BenitezThat's especially interesting in an open-world 3D game. The character you're controlling is usually facing forward, while the backpack is constantly interacting with you. In a way, it's almost like having a very good co-op partner.

"We wanted the game to always be playable and solvable solo."

In solo mode, how does the Shade system create engaging puzzles without overwhelming the player?


Wictor NilssonThe Shades are a really nice addition if you want to play on your own. You can create a static version of your mouse and place it in different positions. You can use it at checkpoints or as an anchor to move yourself up and down. It's also very natural to understand: that was you just a second ago, and now you can interact with that version of yourself. Our puzzles can be solved in different ways using Shades and your various abilities. That makes the system interesting even if you don't have friends to play with online.


Alexander BenitezThat's an essential part of it: we wanted the game to always be playable and solvable solo, with two players, or with up to four players online. We didn't want to exclude anyone. The experience is different depending on whether you're playing alone or with friends, but it's enjoyable in every case.

"We want players to take risks and have fun, whatever their skill level may be."

In co-op, with up to four players, how do you make sure every player matters, regardless of their skill level?


Alexander BenitezHela: of Mice & Magic is a deeply collaborative game. We want players to help each other. If you're less experienced, you can always get help from your friends or contribute in a different way. There is no competition and no combat in the traditional sense. The idea is to collaborate to overcome the different challenges together. The game is also very forgiving: there is no fall damage. We want players to take risks and have fun, whatever their skill level may be.


Wictor NilssonNo player should ever feel held back by another. It's all about playfulness: running around, trying different things, and having fun together. You can even latch onto another player to mess with them... and they can shake you off if they just want to carry on!


"Do kind things, and kind things may happen to you as well."

How do you explore themes of care and vulnerability without losing the game's warm tone?


Alexander BenitezHela: of Mice & Magic is first and foremost a warm and cozy game, and we want to maintain that tone. I often refer to Monsters, Inc. as an example. Children can see the film one way, while adults may perceive something else beneath the surface. In one of Hela's quests, for instance, you meet an old man named Holger who wants to remember the best summer he had with his grandchild while he is starting to lose his memory. A child might simply see it as a fun adventure, while an adult may read between the lines and think about their own parents or grandparents. We don't want to become melancholy or overly dark. Instead, it's about subtly introducing themes that can open up conversations with your children or with people who might not yet grasp the full meaning behind them.


Wictor NilssonThat dimension is present in the narrative, but the game is also very much about caring for nature and caring about other people. You can see that both in the quests and in the way you interact with the world. Do kind things, and kind things may happen to you as well.

"Since it's an open world, there will be a lot of things to discover."

What is in the game that some players might never see, and why?


Alexander BenitezSince it's an open world, there will be a lot of things to discover. Different hats and items might be hidden underground or in places you won't necessarily find the first time around. But what I really hope players discover are those little places where they can simply sit back, enjoy nature, and take in the atmosphere of Sweden, with the birds chirping, the water flowing, and the sunlight coming through. There will probably be things that we think are obvious but that some players will completely miss. We've also hidden a few surprises, such as a secret recipe for a special little brew. And if someone misses it, that's okay.


Wictor NilssonWe don't want to gate the experience by saying, “This is exactly how you're supposed to play the game.” Some things are more hidden than others, but they're never essential to progressing through the game. It's the exploration that makes discovering them interesting.


Alexander BenitezThe game will also feature different times of day. Some ingredients or hints will be easier to find at night or in the morning, for example. Players will eventually figure out those subtleties, and it will be exciting to see how everyone approaches the game.


"The Nintendo Switch has a lot of fun and playful games."

What do you play when you're not working on Hela: of Mice & Magic? What would you recommend while waiting to play your own game?


Wictor NilssonThe Hela: of Mice & Magic demo, of course! I play a lot of Hela, naturally, but my gaming habits are quite varied. The Nintendo Switch has a lot of fun and playful games. The last game I finished was Donkey Kong, and I also enjoy trying a lot of different things. Some of them resonate with what we're doing on this project. But yes, while you're waiting, the Hela: of Mice & Magic demo is definitely a great option!


Alexander BenitezI'm probably a little more traditional in that respect: I'd recommend EA Sports FC 27. I worked at EA for a very long time and helped ship many FIFA games, or EA Sports FC as it's called now. It's a game I really enjoy.

"Playfulness and heart are also at the core of the experience."

When the game launches, what three or four keywords would you like players to have in mind when they start playing it?


Alexander BenitezFirst of all, I hope they feel joy and have a lot of fun with our game. I'd also like them to find a sense of calm and soothingness, to appreciate the beauty the team has created, and simply enjoy being in this world, traversing it and running through these woods.


Wictor NilssonI'd say “forest bathing”. It's two words, but I'll count them as one! Playfulness and heart are also at the core of the experience. But forest bathing is such a beautiful concept: you can just run around, be in the forest, take it all in, and let it fill you.


"Hela isn't the name of the mouse!"

If Hela: of Mice & Magic were a mouse on your team, what role would it play, and who would be most likely to chew through a controller cable?


Alexander BenitezI'll start by pointing out that Hela isn't the name of the mouse! At this point, the mouse doesn't have a name. In Swedish, “Hela” can refer to the whole thing, but also to healing or curing. The mouse and its frog backpack actually represent a lot of us on the team. I think you can connect some of their quirks and strange traits to many different people here.


Wictor NilssonThe mouse is really there for you to project yourself onto. In a way, it represents everyone. It might be a slightly boring answer, but that's how we see it!

"I'd love to be able to get into everything, climb, and glide around."

And finally, what would you most like to experience for one day if you were a mouse?


Alexander BenitezI think it would mostly be about the scale of things: being small in a big world. Ordinary objects that you and I don't really notice would suddenly take on a completely different dimension. A bucket, a skateboard... everything would be enormous. How could I play around with those things as a tiny mouse? That's a big part of the fun: being in a world filled with human objects but discovering them from a completely different perspective. I'd love to be able to get into everything, climb, and glide around.


Wictor NilssonI'd love to crawl into burrows, little nooks, and places where you can find cool things but that you simply can't access as a full-sized human.
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