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Isles of Silence

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developed by

developed by lonelyfrontier

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completed

69 ratings

rated 2.9 stars, 69 ratings.
jsactivestoryresource-managementstrategy

Posted May 23, 2025. Updated November 17, 2025. Played 3618 times for a total of 4244 hours.

description


An Incremental Management game about hunting increasingly fearsome monsters, using their materials to grow stronger and build a colony of survivors, each with their own unique mechanics. Expand further into the Isles of Silence and uncover the mystery of the events that led to your world's calamity.

latest update


Polishing + Fixes 0.4.1 November 17, 2025

NEW QOL:

  • Added unique tracking text per monster
  • Added variations on the message that is displayed when you bail from a quest, based on how much damage the monster did
  • Isle 3 tabs now have proper art
    CHANGES:
  • Notably buffed the Shrist to encourage Isle 3 exploration
  • Buffed the Rivik's health and armor, as well as some damage values
  • Made Orym a more prominent player in Isle 3's story. Further reworks to come
  • 'Gelid seed' requires 2 less Fuel to heat up
  • Added some new UI art to the quest page. Further reworks to come
  • Tabs automatically shrink if they would otherwise go off-screen at current size settings
  • Zoomed in the Quest camera to prepare for upcoming Combat animations
  • Offline progress should be notably faster when calculating Golems
    FIXES:
  • Some typos fixed
  • Offline Progress sometimes listed 'seeds planted' incorrectly
  • The boat should no longer become unusable before heading to a new Isle
  • Clicking through the diary can no longer scroll the entire screen
  • Characters should now properly move Isles when they deliver dialogue
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newest comments


Jefff November 18, 2025
+1comment score: 1

I gave this game a 5 for a dev that actually try’s.
Keep up the good work

Croidin November 17, 2025
+2comment score: 2

"Are you sure your Hunters have the axes equipped?"... i thought i had, but apparently i hadn't. I guess it's not very clear to me as to how to equip items. Now i got my hardbark though (even after my axes broke down on all 3 hunters). :-/

developer response: The game could definitely use some better clarification for several mechanics (an ongoing focus in development), so it's definitely understandable! Glad to hear the roadblock has been cleared though!

Croidin November 14, 2025
+1comment score: 1

I have 30 flimsy axes, but no Hardbark... so i cannot unlock the 2nd part of town, and continue into the game some more.

developer response: Hi, Croidin! Please send over your save if you are able (either through here if possible or the Discord). There is actually a system built into the game to guarantee an early Hardbark so progression is not gated, but this seems to have failed on your save in a spectacular manner. Are you sure your Hunters have the axes equipped? I'm sorry to hear you're dealing with this, that's gotta be very frustrating.

Croidin November 14, 2025
+1comment score: 1

Ooph... RNG has become quite harsh (i played this long ago, when it was first introduced, and stopped until today, when i saw there was a(nother) new update): 2.5hrs playing on Backyard Meadows... and still no Hardbark :-(

CaptPlasma September 25, 2025
+1comment score: 1

just following objectives, and grinding for watchtower is not fun - its mostly just doing backyard meadows for sticks and without automation its a pain

developer response: Good note, I'll take another look through the progression

top comments


yeet counter May 24, 2025
+19comment score: 19

wow, when it says flimsy it means FLIMSY. Especially combined with the rng, collecting rare items that require tools isn't fun.

Ranger May 27, 2025
+9comment score: 9

I'm enjoying the game (bought it on Steam) but it feels really grindy/micromanagey, and it always feels like you're on the edge of having everything fall apart (running out of stoon or sticks, each new enemy feels overwhelmingly strong... automation took a while to unlock and even afterwards it feels like I'm having to keep the plates balanced and spinning). Really like the concept and most of the execution... I just wish it didn't feel so much like a job.

developer response: That's a fair bit of feedback! The automation particularly is something that could probably afford a rebalance, as it felt like it was always slightly less than I needed on last playthrough. Part of the game's balance is admittedly to make things feel scarce to keep that survival backdrop (hence sticks/stoons) without the necessities actually being scarce (1st locale with tools is always a stick/stoon surplus over time). However, doesn't mean it's in a perfect state yet by any means. Appreciate the feedback!

Biroulik May 24, 2025
+7comment score: 7

So, is the demo nice? yes. Does it have balancing issues, or pacing issues? Depends on your expectations. I do think it would have been better if we could ask the gatherers to focus more on certain types of resources, instead of giving them a flimsy pick and losing it after one mining and never mining again, or only starting to mine after all storage is used...

polos May 27, 2025
+6comment score: 6

low chance for consumable material is not good, really. at least let us keep try on foes. this antidote business is really giving me stress..

memescout August 2, 2025
+5comment score: 5

Unfortunately the beginning grind is just so rough that I struggle to continue playing, which is a shame since the game is genuinely so unique and I think I would love it!

If possible make the beginning tools break a little less often and make the overall grind just to unlock the first few areas not take so long! other than that I think the game was pretty cool for the hour or so i put into it!

developer response: Really appreciate the feedback and the kind tone! I've been continually smoothing out the intro grind (including an update 3 days back), but it seems it still has a way to go! Once crafting automation is unlocked the tools get much smoother, I just need to streamline getting people there. I'll take your feedback into account!

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