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Full Steam announcements and update articles for this title.
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
Act 3 reaches its finale in the game's first ever RAID, a multi-phase boss fight with several unique mechanics. To complement this finale, combat has been reworked, new animations and weapons have been added, and story beats now have accompanying artwork.
Grow Crystils to enhance the strength of Resonated Armor Skills, and discover patterns to mutate and create new kinds. Work your way up through 5 different rarities per Crystil, and implant them into Ersil's Spire to reap their benefits.
No new major events, but the Birthday Hats are back if you didn't get them before! I'm just glad to still get to be working on this game 2 years later. Thank you all for playing!
While we're at it, here's an early roadmap for the year ahead. I'm incredibly excited for this next phase, as this is when a lot of systems and story beats will come to a head. You can expect the next two Isles with their starting content, as well as new content across the previous Isles before the next anniversary! However, before the next major content update, I'll be releasing a less exciting but very necessary update that rounds out all the missing/lacking content up to the end of Act 3. This includes expanded side-quests, NPC's being able to give hints and react to the world, the Library finally becoming a place of learning, UI improvements across the board, and more!
It's finally time! With the next update, I plan to overhaul the Steam page and finally put out a new trailer that's not absurdly outdated. With this, I think the game is finally in a state where I think it's worth what I plan to be the final price tag.
After this next month or so, the price will be going up to $12.
If you're reading this, you probably already own the game, but spread the word in case you have any friends waiting to pull the trigger! This should be the final price point of the game, as I think the amount of content and quality now matches games of similar prices.
- One new 'regular' Monster
- One new 'Raid Boss', a multi-stage fight with unique mechanics
- New farming system on Isle 3, the 'Crystil Cluster'
- Side Quest system integrated through the first 3 Acts (Early Stages)
- Two new locales
- New Weapon Type, plus several new weapons
- Three new Armors sets, plus one bonus Head-piece
- 6 new Skills, including the first 'Set Skill'
- Enhanced combat, including aggro modifiers, item use times, projectiles, and animations + visuals
- Several new items, refinements, and recipes
- Hunters now must learn each new weapon type, getting more bonuses the more they use one
- Resonating Armor Sets now unlocks them as layered equipment
- Villagers can be asked about various things throughout the story, and may offer new insight (still in early stages)
- New Menu phase
- 4 new Achievements
- Upgrading the Village provides exp bonuses to Hunters
- Hunters gain Damage + Health multipliers each level
- Item Dictionary has been added to the library, full of detailed information about each item's various uses
- Added a back-up reminder every 12 hours for browser players
- More Hunter pouch upgrades
- Village Construction tab overhaul (Early Stages)
- Some Library information is obfuscated until monsters are fought more, or are fought with certain weapons (Early Stages)
- Locales now have their drops hidden until the item is gathered within that locale, even if the item has been seen before
- Exp gained from gathering is now influenced by Item rarity x quantity instead of purely quantity
- Ships are automatically set to auto-load when the Manifest is unlocked
- Lowered the amount of grass in the village by half
- Entirely reworked combat accuracy when hitting a monster
- Monster stats and combat rebalanced across the board
- Hunter Levels require slightly more exp to counter the increased available bonuses to Hunter Exp gain
- Layered Equipment fully hides when in the 'reinforcing' menu
- Reordered achievements to line up with possible progression order
- Made certain text more conscious of the lack of feet present in much of the game's anatomy
- Reworded several skill descriptions to increase consistency
- Lowered resolution on Menu images to help web loading
- 'Login with Steam' button (web only) is finally not bright pink
- Isle 2 + 3 Locales added last update are reflected on the map
- Crafting Recipes now show the time they will take to be auto-crafted in parantheses (if auto-crafting is unlocked)
- Settings and other floating windows now scale properly with the game
- Wishlists for Village upgrades now clear themselves once the upgrade has been bought
- Recursive recipes should no longer crash the wishlist
- Multi-hit moves from monsters no longer hit an extra time
- Fixed an issue where unlocked sub-tabs wouldn't appear until a new tab was clicked
- Farm outputs no longer flow out of their textbox
- Hunters should now properly load with max health if the "Synthetic Veins" Skill is Resonated
- Fixed a visual bug that cause speech bubble alerts to display wrong. This has been in the game since their introduction, and I apparently just forgot I didn't draw them like that
- Only Village Decor you've purchased should now appear
- Menu will no longer have faded black borders if at the proper aspect ratio
- Hunter Pouch recipes properly display on loadig Hunters are away
- Hunters will no longer use Frigirus potions if they have enough Heat resistance to withstand the environment without it
- Secondary Objective box should disappear at the expected time
It's that time of year again!
From now until the end of April, the egg hunt is afoot! Gather eggs across the first 2 isles to create several silly themed outfits. The event will end, but anything you make will be yours to keep!
While we're here, a couple major optimizations with the Crafting system are now live, as well as a few smaller tweaks. Illid has also been replaced, to try to breathe some new life into the cast.
The next major update is coming along smooth, but very little of that content is in enough of a polished state to be added here, though the updated dialogue system does make a small cameo~
- Eggcellent Event is live, with two brand new outfits and one returning! Runs through the end of April, and can be toggled in settings
- Replaced Illid with a new, fresher character. This is the beginning of a larger cast re-design
- Talk to the new character at certain points to receive the start of a sidequest
- Bumped up the maximum amount on Auto-Craft to 99,999 (was 999)
- Golems should no longer vanish upon being re-assigned
- Fixed a bug where the refinery's output visuals could desync from the actual item you were clicking on
- Optimized the Crafting system by a substantial amount to both memory and response
- Fixed some potential Refinery crashes
A new Survivor appears upon the Isles, offering to trade an abundance of foreign, rare, and exotic goods in exchange for the resources you have on hand. With a mix of upgrades, enhancements for your Hunters, and familiar cosmetics, her ever-expanding stock will surely have something that catches your eye.
Looking to take your Skills above and beyond? Help Minrah discover the secrets of the Crystil Spire, and - actually, that's all I'll say here.
With the ability to Craft finally here, it seems the Golems have a few new tricks up their sleeves (arms?)! A full re-work of the levelling system brings with it new milestones, as Golems will learn new tricks in each skill the more experience they have.
- 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
- 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
- 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
- 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
NEW QOL:
- Added unique tracking text per monster
- Added variations on the message that is displayed when you bail from a quest, based on how much damage the monster did
- Isle 3 tabs now have proper art
CHANGES:
- Notably buffed the Shrist to encourage Isle 3 exploration
- Buffed the Rivik's health and armor, as well as some damage values
- Made Orym a more prominent player in Isle 3's story. Further reworks to come
- 'Gelid seed' requires 2 less Fuel to heat up
- Added some new UI art to the quest page. Further reworks to come
- Tabs automatically shrink if they would otherwise go off-screen at current size settings
- Zoomed in the Quest camera to prepare for upcoming Combat animations
- Offline progress should be notably faster when calculating Golems
FIXES:
- Some typos fixed
- Offline Progress sometimes listed 'seeds planted' incorrectly
- The boat should no longer become unusable before heading to a new Isle
- Clicking through the diary can no longer scroll the entire screen
- Characters should now properly move Isles when they deliver dialogue
CHANGES:
- Added (WIP) to the Golem crafting category, as it's not yet implemented
- 'Golem' tab has been renamed
- Tab icon resolutions have been enhanced
FIXES:
- The Fert Golem task no longer has issues
- Some of Illid's dialogue pertaining to Isle 3 no longer unlocks early
- Golem bonus numbers should no longer have long decimals
And with them come (almost) full automation. Explore the heart of Isle 3, and see what secrets and horrors may lurk beneath its surface. This one's got it all: A new major system, new monsters, new story, new characters, and a new Seasonal Event to top it all off! Add to that the myriad of bug-fixes, quality-of-life improvements, and a full UI overhaul, and you've got the result of many sleepless nights and a reason to return to the Isles.
It's perhaps a week late, but better late than never! Candy is raining from the sky onto the Isles through the entire month of November. Multiple brand-new layered armor sets are available to be created over the course of the event (and permanently kept after), thanks to our wonderful artist responsible for many of the existing armor designs you see in-game. Keep an eye out too, more may be added as the event goes on!
- 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
- Added more Offline Tracking
- Added Refinery to notifications
- Can now determine minimum Tool level per quest
- Can toggle Village Decorations
- Golems again
- 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
- 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
We also dive into the beginning of Isle 3, but just enough to finally beat that pesky final monster introduced on Isle 2 last update...
Serving as a bridge between the last major update and the next, this update brings the major things above alongside several QOL features and loose ends that weren't quite tied up in 0.3.0.
We also have a brand new Community Art-piece, this time by "Lee"!
Full notes here:
- 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"!
- 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
- 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
- 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
And what a year it's been! To celebrate, 0.3 is easily the largest update yet.
Several new mechanics: Armor Reinforcement, Village Donations, Furnace, + more
A new Monster & Locale, each with unique traits
Expanded Story: 5 new Objectives, tons more Dialogue, and new Events
QOL: Automatic Boat item-loading, Boat renaming, in-game Notifications, a better Journal, + more
It also comes with a brand new Roadmap that is significantly better structured, updated Steam page, and a big ol' Birthday Event in-game running for the next week+!
Decorate your village, and earn a hat (or two!) while you're at it! Three art pieces by the community are up for grabs, as are some balloons! Art may continue to be added up until the event ends on August 7, so keep an eye out...
Featured art includes:
"Minrah Ponders" - by ?
"Whispers of a Longlin" - by Xardio
"Portrait of Illid" - by bunnyt.ea
Thank you so much to everyone who contributed! It means a great deal :')
The system is somewhat bare-bones at the moment, but will be expanded to eventually allow for repositioning and toggling decorations. This will happen after I finally rest a little, but it's the next minor update's main goal.
The previous roadmap was made far too early into development, and with less understanding of my achievable pace. This Roadmap aims to fix that moving forward. Each column represents the goals of a major named update, and are a mix of new content and much-needed polish.
The idea is to have each column finished around 3 months after the former one, and is sized to where that should be achievable, but life is unpredictable so no promises other than that I'll do my best. Early-Access extends beyond this roadmap, but this should cover about the next year or so.
- 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
- 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)
- 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
- 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 \ Moss' changed to 'Add \ 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
To celebrate the occasion, the next major content update (which is getting quite beefy!) will be launching alongside an updated store page, a new trailer, an updated roadmap, and more!
It's also my sincere pleasure to introduce the "Community Exhibit", a chance to get art from the community as permanent buildable decorations in the game to celebrate. Simply submit any "Isles" related art in the '#community-art' channel on the Lonely Frontier Discord over the next 30 days to have a chance to get it put into the game as village decor to spice up your Isle! Whether you're a true artist or a hobbyist like myself, all levels of skill are welcome and encouraged!
For full guidelines, submission criteria, and further information, please refer to the following document: https://docs.google.com/document/d/11HLAOStqOfyPsiHRXfxnvEOJQ-zhZWmhwGkwiCzV6TY
Thank you all for taking the time to play my game, leaving feedback and reviews, and for helping make this game the best it can be!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Isles of Silence, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Isles of Silence statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
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