Isles of Silence

favorites
completed
51 ratings
rated 3.1 stars, 51 ratings.
Posted May 23, 2025. Updated August 1, 2025. Played 2460 times for a total of 2829 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
1 Year Anniversary Update 0.3.0 August 1, 2025
07/25/25 - 0.3 - 1 Year Anniversary
NEW CONTENT:
- Story Continuation - 'a cold wind blows'
- New Locale with a new mechanic: Heat
- New(er) Locale on top of that
- New Monster with it's own Ultimate Move
- Anniversary Event: Unlock permanent decor for your village made by the community!
- New Crafting mechanic: Furnace
- New Recipes for the Furnace
- New Locale Items
- Armor Reinforcement system to upgrade the defense of existing pieces
- New tier of 'stoonmelt'
- Multiple new pieces of dialogue
- New NPC Portraits
- Can finally plant petrified seedpods, and potentially use them elsewhere...
- Village Donations, a way to streamline future construction upgrades
- Multiple new Farm and Workshop upgrades
- Isle 2 finally has a dynamic map
- Objectives 26 - 30
NEW QOL: - Isle Manifest - Automatically load your boats with items to transport between Isles
- Notifications pop up at the bottom of the screen to inform you of notable things
- Can now 'right-click' a boat name to rename it
- Important Dialogue is now tracked in the Diary/Objectives box
- Volume slider in settings; better late than never!
- Can now sort Inventory (alphabetically with some exceptions, Eg. monster parts are grouped by monster)
CHANGES: - Boats on the map are much bigger and sway in the waves
- Can't skip past very specific important dialogue boxes
- Ieyllyn has new dialogue to hint at unlocking Drai
- Tweaks to how group dialogue is presented
- Slightly increased the cost of the Wardrobe upgrade, to encourage gathering certain resources
- 'potion' renamed to 'consumable' in Inventory item descriptions
- Can now click through Music box anywhere that isn't a playback button
- 'Fused Staff' recipe unlock moved to when the Furnace is unlocked, as it now requires the Furnace to make
- 'Upload Save' changed to 'Load Save'
- Changed the categorization of some items (such as ship parts)
- Changed the in-game Dock map-projection so that x and y are on the same scale again
- Buttons to change crafting categories look more like buttons, and added categories
- Changed Fert and Stoonmelt naming to keep more consistency across how item tiers are presented
- Changed "ship parts (basic)" to "ship parts (simple)" for sorting reasons
- Consumable names are now shown on the Quest Automation screen
- 'Hunter Upgrades' columns now condense when all upgrades for a Hunter have been bought
- Easter event 'eggs' are canonically forgotten about after the event ends (changed description)
- Changed some song names
FIXES: - Hunter Images no longer reload every time you change tab
- Fixed speech-bubble text going off-screen when playing at smaller scales
- Fixed character Dialogue Alerts not disappearing from the tabs when they should
- Farms now visually display the seed you have growing even between reloads, and are just generally more visually consistent with the seed selection list
- Drai moves to 'Quests' tab at the right time before reload
- Made some quest name capitalization more consistent
- 'Add [1] Moss' changed to 'Add [1] S. Clump', since Soothing Clump is the item it ultimately uses
- Quest Log Text no longer goes offscreen
- Changed 'crevice' to 'crevasse'
- The 'have' text on the Farm's Fertilizer box should now update correctly
- Village Construction tab no longer has a yellow notification every reload
- The Refinery no longer generates infinite smoke
- Implemented some previously un-triggerable Minrah dialogue
- Settings window now visually remembers your tab size
- The menu now properly plays music, as it was intended to for months. Most likely only affected the web version, and was dependent on how quickly the game loaded
- "Looking Good" achievement now triggers correctly
- 'Other Isle' text now correctly disappears from the Hunter screen before Isle 2 is unlocked
- Farm plots no longer misalign under certain conditions
- Characters on a different Isle no longer show up on the 'Village Construction' scene
- Can no longer click on the same crafting category you already have selected (purely visual bug)
- 'Research Level' removed from Library, as it was part of an unimplemented feature (will return eventually)
- Och's missing pixels are finally in place. Maybe no one noticed this.
- Aryll's coloring is finally consistent
- Can longer change Hunter's equipment after they've auto-departed
- Hunters can now successfully rest even when they try to grab tools automatically
newest comments
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!
Its a lovely game, thank you for making it <3
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.
dude this game so good
i am most def buying this when it comes out
Yeah, this one's not for me. The intro was interesting, but after that it just failed to hold my interest.
top comments
wow, when it says flimsy it means FLIMSY. Especially combined with the rng, collecting rare items that require tools isn't fun.
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!
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..
flimsy means flimsy. -flimsy
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...