galaxyBETA
explore
· ·
log in

log me in

log in forgot password

don't have an account?

sign up

Isles of Silence

Thumbnail

developed by

developed by lonelyfrontier

favorites

completed

60 ratings

rated 2.8 stars, 60 ratings.
jsactivestoryresource-managementstrategy

Posted May 23, 2025. Updated September 17, 2025. Played 3092 times for a total of 3593 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


Achieving New Horizons 0.3.1 September 17, 2025

NEW CONTENT:

  • Added ACTS. These are small cutscenes that play before major story beats
  • STEAM ACHIEVEMENTS! + Achievement images and better notifications when unlocked
  • Isle 3's opening locale is ready to be explored
  • 3 new Achievements
  • Added a Watchtower upgrade and respective donation materials
  • Added Wardrobe and Manifest upgrades and respective donation materials
  • Added Shrist Armor set
  • New Armor Skill: Incised - increases amount of drops from a successful quest
  • New Armor Skill: Smouldering - sets you on fire in exchange for higher damage
  • New stage in the dynamic menu
  • New seeds stemming from the previously unused Drodden drop
  • New Amalgam to help with the Shrist
  • New level to the consumables pouch
  • New Community Art from "lee"!
    NEW QOL:
  • Better Offline menu. Now shows items crafted and how many of the items you gathered were used while crafting
  • Added a Growth Speed bonus to the Farm based on total Expertise
    CHANGES:
  • The first isle no longer visually has a campfire on the 'Expeditions' screen until the story has been progressed
  • Shrist drops are finally named
  • Lowered Sealslug requirement for "Expand into the Hardlands" Village upgrade
  • Updated 'monster slime's description to make it more clear what its purpose is
  • Illid now notifies players when they unlock the Antidote
  • Can now see Equip Set names when hovering over the equip buttons
  • Hunter boxes now visually indicate when they are fainted via desaturation and darkening
  • The menu is now frozen to 16:9
  • Renamed 'Upgrades' to 'Kits' and gave them their own Inventory tab
  • Tab sizes automatically shrink once a certain amount are unlocked and tab size is set to 'default'. Can be reverted any time
  • Increased the cost of erron weapons by a single 'erron bloom'
  • Moved petrified bark to the 'Chopping' category for the Isle 2 excursion
  • Notifications vary visually between types/content
  • Small formatting tweaks
  • Lowered 'Sparkett' fuel value
  • Removed 'use time' from Amalgams description, as it's unimplemented currently
  • Shrist's health lowered slightly
    FIXES:
  • Auto-Equip tools now works for the 'Molten Gorge' and other Expeditions with that one's mechanic
  • typos upon typos
  • Monster attack images should generally be loaded by the time combat begins
  • Boats can no longer be auto-loaded while travelling
  • 'One Man Army' achievement no longer unlocks if you bail from a quest
  • Notifications no longer show Isle names before Isle 2 is unlocked
  • Recipes requiring Fuel no longer appear/disappear on Isles and categories they're not supposed to
  • The Dinghy on Isle 2 is no longer created with an improper amount of Hunter slots
  • Excursions can no longer be cleared by dropping items, they must be brought back to camp. The previous behavior was unintended, and resulted in me losing a rare drop on my playthrough >:
  • Craft 'Auto' tab updates when changing Isles
  • Removed the unbuildable construction visual from the Village Construction page
  • Achievement count updates correctly
  • Making the ship in Isle 2 now sets the destination to Isle 1 again
  • Equipment sets can no longer try to equip armor that doesn't exist
view all updates

similar games

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!

read all comments