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Isles of Silence

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developed by

developed by lonelyfrontier

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completed

63 ratings

rated 2.9 stars, 63 ratings.
jsactivestoryresource-managementstrategy

Posted May 23, 2025. Updated November 13, 2025. Played 3290 times for a total of 3873 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


0.4.0 - Crystil Hearts 0.4.0 November 13, 2025

NEW CONTENT:

  • GOLEMS! Automation is here
  • New Isle 3 Locale
  • New Isle 3 Monster + Armor
  • Expanded Isle 3 Story
  • Tons of new items + recipes
  • New seed
  • 2 new tiers of Stoonmelt
  • More Village Construction options
  • New Hunter(s)
  • HALLOWEEN EVENT + Several Layered Armors
  • 2 new Achievements
  • Isle 3 has a visual map
    NEW QOL:
  • Added more Offline Tracking
  • Added Refinery to notifications
  • Can now determine minimum Tool level per quest
  • Can toggle Village Decorations
  • Golems again
    CHANGES:
  • UI Overhaul across the board
  • The bar that shows up when you're on an online demo build has been tweaked
  • 'Reckless' skill now makes you take more damage from sources that ignore armor (posion, heat, etc.) at half the usual multiplier (previously no increase)
  • Ship Auto-Loading now takes some time. This is to set up future automation
  • Can now right-click ship's inventory to remove
  • Lowered the Refinery's max mastery cap for both organics
  • Added an icon to show that you can change a ship's name
  • Tool breaking now appears after chop/mine message to hopefully avoid some confusion
  • Items no longer show a number if they are the only item
  • Some item descriptions changed
  • Isle 3 now has a dark theme
  • Nicknames for certain long item names on Item Cards (such as on the Inventory page)
  • Seasonal Items now have unique colors
  • Shrist has a slightly lower evasion stat, but gains combat familiarity slightly slower
  • Renamed all 'crystal' to 'crystil', because 'stoon' needed a friend
  • Upped the resolution and fixed some art on the original 3 armors
    FIXES:
  • Village construction page no longer looks compressed when first accessed
  • Manifest now retains alphebetical order
  • Can no longer change the boat's destination mid-travel
  • Web build should load faster, as it caches certain images more efficiently
  • Items now visually sink in the Refinery to a consistent depth
  • The game no longer indefiniely pings Steam if you're not logged in on web
  • Isle tab colors update their colors when changing themes
  • Fixed some incorrect values when displaying "Total Raw Resources", as it did not account for recipes that outputted multiple of one item
  • There was actually indeed an insidious bug in the monster targeting system that made them more likely to pick off individual hunters
  • Recipes that use FUEL now show the numbers in the correct order
  • Fert Barrel now remembers your last selected recipe on load
  • Coastal Pass now appears on the map again
  • Can no longer reinforce armors past their max levels
  • Armors with negative reinforcement levels now appear as 'starred', though the extra bonuses are saved. Should fix itself over time
  • Finally fixed the zombie hunter bug, where hunters would sometimes be considered dead upon starting a quest even with full health, causing an instant fail in some cases.
  • Hunters only use health potions when they'll benefit from the full heal. This was only an issue with the best healing items and high levels of the 'Metabolized' skill
  • Village no longer appears de-constructed if re-loaded
view all updates

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newest comments


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

pronto September 1, 2025
+4comment score: 4

Very cool artstyle and concept.
I think making the basic tools last for 2 trips, and shortening the average trip time by half (not the travel time, but the complete trip as a whole) would make the early game much less tedious. I don't really think it should take this much time just to get over the first two zones where there really isn't much to do except craft the same items over and over and wait for loading bars and timers.

developer response: Thanks for the feedback! I see what you mean, and honestly a lot of the initial balance is leftover from back when the game was a small demo with only the first 3 zones. Now that there's much more, however, I'm going back over the beginning every update to hopefully smooth it out more.

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!

Lavos August 1, 2025
+2comment score: 2

Its a lovely game, thank you for making it <3

eyerhymes August 1, 2025
+4comment score: 4

Love so much about this, the art style, little touches like the granular little inventories on each character, the way they pass items back and forth, feels alive. The slim margins on gathering basic resources at first make the decisions feel more meaningful and gives some play to whether you target specific resources or completely fill up your inventory, but the flip-side is that the sheer amount of fiddling you have to do in-between and attention you have to pay during each gathering run gets tiresome.

One particular feel bad moment is that I fully equipped my squad before the first fight--a fair grind--and not only nearly lost, but got almost no loot, not enough to unlock anything new. Now all my dudes are at ~1 hp and it seems like it's going to take quite a while to even be able to attempt the fight again (and extrapolating, I'll need 5+ more fights to even be able to access anything new). Feeling on the verge of new content only to find out you're not even close isn't the best.

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!

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..

Biroulik May 24, 2025
+6comment score: 6

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...

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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