Isles of Silence tasks you with sending colonists on expeditions to gather resources and hunt monsters, using their remains to upgrade your settlement and unlock new abilities. Each survivor brings distinct mechanics to the loop, and progression unfolds through both combat encounters and base-building. The hand-drawn art and narrative poetry create atmosphere, though the game is still in early access with substantial content gaps.
About this game
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.
What players are saying
▼ Not recommended3 hrs
Stylish, but not much more. The written poetry that forms the narration is quite nice, and all the hand drawn art is very charming. This is pretty clearly very early access- you see placeholders for future content pretty dang quick.
The core gameplay loop seems to mostly be sending your colonists on expeditions, which is fine for an incremental type game, but it manages to hit kind of the worst possible timing. It's not idle enough to leave for even three minutes, but there's VERY little to do for long stretches of 2 minutes. Consequently, most of my experience was just actively waiting. This may get better later? There's some hints at automation, but I ran out of patience.
Dev, you need to pre-load the music, as it causes SEVERE lag whenever a track finishes, even though it's repeating? This is obvious a wrapped chromium game maybe using electron or something, but you need to look into a way to tell chrome to process in the background. I can't remember exactly how to do it, but I ran into that problem myself in a game I made. It causes the game to hang badly for 5+ seconds when the window regains focus, and that's on a vr-capable desktop machine without any kind of power saving.
For the sake of transparency, I’ve worked on the music in this game and have been providing feedback since the early stages of development.
With that said, I played this game mostly throughout the beta (hence the low Steam hours) and loved it. The progression is rewarding and there’s always a new goal just around the corner. The effort that went into the artwork and writing is just phenomenal and adds a lot of depth. It didn’t take me long before I was invested in the story and the fates of these little hunters.
The future content in the Early Access description is also really exciting, and from the added bits and pieces I’ve been hearing it sounds like it’s coming along well! Can’t wait to see how the storyline progresses, and I highly recommend this to anyone looking for a relaxed game with a good narrative.
CHANGES: - Increased odds of getting rarer Cryite in the Cluster, to hopefully speed up story progression FIXES: - Fixed a bug where unlocked equipment could not show up in the Reinforce tab after a reload - Visual cracks in the Crystil Cluster should now go away permanently after a while, instead of resetting when you change tabs - Rarity sparkles on the Crystil Cluster Spire now go away when the Cryite is removed
FIXES: - Going into combat unarmed no longer gives you double defense - Fixed several issues with the Equipment inventory, including duping equipment and losing equipment after unlocking Resonance layered armor. Sincere apologies to anyone affected. - Fixed a rare issue that could freeze loading the game while in the middle of specific combat animations - Ia's dialogue now properly triggers the Furnace unlock when needed to
FIXES: - Fixed an issue where the Equipment Sets box wouldn't scale properly - Fixed a re-introduced issue where the Objective log could cause the whole page to scroll - Fixed a weapon recipe using an incorrect base weapon
Posts come from Steam's official announcements feed.