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Isles of Silence

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developed by

developed by lonelyfrontier

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completed

71 ratings

rated 3.0 stars, 71 ratings.
jsactivestoryresource-managementstrategy

Posted May 23, 2025. Updated February 16, 2026. Played 4056 times for a total of 4618 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


Resonant Airwaves 0.5.0 February 16, 2026

NEW CONTENT:

  • New Weapons for the Rivik and Shrist, as well as the Drodden
  • Added 2 New Mechanics to Isle 3:
    -- RESONANCE to provide universal buffs at a cost
    -- TRADER to turn trade your excess items for mysterious goods
  • Shipyard to build new ships
  • Expanded Story across all the Isles to round out content and push further
    -- This includes several new Objectives
  • Several new recipes, mainly focused on expanding the village and shipyard
  • New Locales on Isle 2
  • New Monster
  • 4 new Achievements
    NEW QOL:
  • Wishlist! Right-click any recipe/upgrade to pin it to the right side of the screen
  • Golems' capabilities grow as they advance in a skill
  • New Golem tasks have been added (Refinery output, Crafting Golems)
  • Can now click a Hunter's damage/defense icon to see a break-down of their stats
  • Added a 'Load from File' button
  • Upgrades to Max Offline Time, the first of which unlocks shortly after Quest Automation
  • Dual Objectives, to allow for better guidance through the branching parts of the story
  • 'Golden Questies' - A completely original system where you can click little circles on the Expedition screen for a reward; in this case, a 2x gathering speed boost. They appear more in the early game and then taper off
    CHANGES:
  • Slightly nerfed Rivik's health to hopefully be less of a roadblock
  • Wrydd Clot drop chance has been buffed 3x to ensure smoother progression
  • The 6th and 7th Hunters rely on each other
  • Crafting Recipes are now alphabetized
  • Items now show if they're refinable
  • Item amount numbers are bigger by default
  • Golems require an extra story beat to be formally unlocked
  • Changed how internal time is counted, which may initially result in visually inflated numbers until the save is loaded
  • Layered Armor always appears under 'normal' Armor on the Forge page
  • Finally remembered I could bulk-resize with Python, so many images are now compressed, with the new size being an average of 30% of the previous with minimal to no visual changes outside of 4k (better loading and performance)
  • 'Reinforcing' button now glows until you click it, as it was easily missable before
  • Lowered some of the first village upgrade costs. Also guarantee first hardbark and erron even earlier
  • Hunter Level Milestones no longer show up as skills. This gives the level 20 skills a slight buff, since it multiplies with 'Focus' now
  • Full Golem Exp rebalance
  • Right-clicking to assign a Golem now prioritizes Golems without jobs
  • Tweaked some recipes, such as adv. kits and the 'Reinforce Boat' upgrade
  • Pages with subtabs won't show their subtab selection if no other options are unlocked
  • Only one ship without a Golem assigned will be loaded at once automatically
  • Updated Isle images on the Expedition screen
  • Golem Levels are capped
  • Hunters no longer pulse when hovered over
    FIXES:
  • Re-fixed the shipyard 'passenger' upgrade not updating properly once purchased (broken since 0.4.0)
  • Isle 3's expedition screen finally uses the correct white highlight
  • Characters no longer show up on incorrect Isles, and their speech bubbles do the same
  • Isle 3's secret character stays better at being secret
  • Fixed boat's being locked onto the Auto-Dest path even when no Golems are assigned
  • Golems will now always release Farm Plots when you tell them to
  • Quest timers are now on game-time and not real-world time (purely visual, should result in less bloated numbers on Quests)
  • Should have resolved a memory leak that could cause crashes in long sessions
  • Continued notable optimization in offline progress loading and general gameplay
  • Dialogue will now exit if a Story Textbox pops up
  • Library now correctly shows Bonus Drops with 0 item minimums
  • Library Familiarity pop-up when hovering over Hunters is no longer hidden
  • You are now actually slightly slower before the first cart upgrade so that it finally does what it says it does
  • 'Minimum Tool to Auto-Equip' setting correctly starts at the lowest value
  • Fixed some Library formatting issues that could happen on certain fonts
  • Fixed a bug where you could spend one more Spire Heart than you had
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newest comments


Jefff November 18, 2025
0comment score: 0
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!

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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