
Stranded on a desert island, explore, craft, build and fight in this action survival game!
Modeled estimate, not a reported figure. How we estimate →
Media

About
Explore, craft, build, and fight in this top down adventure RPG!
DISCOVER
Explore a procedurally generated world, mine resources, discover secrets, find treasures, and travel to distant lands!
BUILD
Build your very own home! Gather resources and build in your own way. From wooden shacks, to obsidian brick fortresses. Plant charming gardens or herbs, construct animal pens, create extravagant vaults to display your rarest treasures.
FIGHT
Battle a variety of foes and formidable bosses and obtain new powerful equipment!
Relax
Play at your own pace, and in your own style. Whether it's planting and growing crops, raising farm animals, fishing, crafting, collecting, or helping friendly NPCs you'll meet on your travels.

ITEMS
Over 800+ items to find and collect! Obtained from a wide range of activities, including crafting, gathering, defeating monsters, treasure chests, fishing, and quest rewards!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Still Fairly early in. But I really dig the game. I can see this game becoming HUGE. I have read some of the reviews and they mention late game is really lacking or was 'put together' just to finish the game. I really hope you continue to progress this game because I'm liking it alot.
サバイバルクラフト系アクションゲーム。 不評レビューをみるとわかるように全体的に不親切に感じる部分があり、Corekeeper+Deep Despairという感じ。この手のゲームはどれも同じような雰囲気になってしまうのは仕方がないとは思うので、あらゆるクラフトゲームを楽しみたいという人以外はCorekeeperを買ったほうがいいかもしれない。 私はいろいろなクラフトゲームを触りたいのでプレイしたが、個人的にはとっても楽しめたというのが正直な感想。 漂着した島のランダム生成が結構いい加減で私がプレイした島にはDirtの壁がなく、すべてRockの壁だった。また漂着した場所によっては近くに初期に必要なアイテムが落ちていないこともあり、初プレイだと「なんだこれ?」となってしまう。私は少し歩き回って必要なアイテムが見つからなかったため、何度かマップを作りなおした。 アイテムを入手するとそのアイテムを使ったレシピが解放されるため、新しい素材を見つけた時にワクワク感があるのはよい。ゲーム内にアイテム図鑑、レシピ図鑑があるので確認もしやすい(発見していないものはシルエットで表示される)。 ただ1つ問題があり、ゲームの生成によっては一部のアイテムが入手できない場合があるということ。宝箱でしか入手できないアイテムがいくつかあり、宝箱自体も置いてある場所で中身が変わるため、特定の宝箱から入手できないものをすべて開封してしまうと別ワールドに移動できるわけではないので見つからないままゲーム終了となる。 (例:Barbed Chakram、Feeble Staffなど) これだけはこのゲームで一番ダメなところだと思う。他の入手方法(例えば雑魚からのドロップなど)も用意されていないようなのでゲーム内図鑑を100%にしようと思うと何度も運に振り回される可能性がある。 地下は視野がないため(アクセサリー、ポーション、松明で対応)注意が必要。アクセサリーやポーションもすぐすぐには入手できないことが多いため基本は松明で視野を確保しつつ行動することになるが、敵は暗闇から攻撃してくるので、実のところボスよりも強く感じる場合もある。特に範囲攻撃をしてくる敵が固まっており、慎重に行動しても意味がないこともある。 また遠距離武器が優秀すぎて近接、魔法武器(MPを消費するので使いにくく、ダメージも低い)も役に立っていないのも残念。 NPCの話を聞いていても次に何をしたらいいのかが分かりにくく、どこまで続くのかが分からない。特に現在の最後のボスを倒しても何かが変わるわけではなく、メッセージも出ないため、物足りなさを感じてしまう。 今後、アップデートの予定があるかどうか不明だが、宝箱でしか入手できないアイテムの救済策、敵の視野の調整(現在は壁を無視して範囲内にプレイヤーがいたら攻撃を開始)をしてほしい。また、最終ボスを倒した後に何かしらメッセージを表示して一応の終わりを示してほしいとは思う。 私はそこそこプレイしているが、もっと早くクリアはできると思う。定価で購入してもガッツリ楽しめるとは思うが、不安があるならセールの時を狙ってもいいかもしれない。 日本語未対応だが、そこまで英文は出てこないのでそこまで気になることはない。
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Really loved this game when it came out in beta eightish years ago. It was great, and I enjoyed my time with it. There were flaws, like not being able to get all the items. But it was beta, and I waited patiently for eightish years, and it finally got updated. It got updated to 1.0, but there was just as much jank as when it first came out in beta. More come to think of it. This shouldn't be a 1.0. There isn't enough sand for how much you need in recipes, leaving a massive part of my beach barren and ugly. Grass technically grows back, but slowly enough that it wasn't noticeable until over forty hours in. There is a massive grassless area on my island as well. I try to keep my lands nice looking, but that just isn't possible here. Not to mention all the resources that can't be replaced at all. There are so many items that can't be found in game (Sixty or so). Item drops so rare, you have to kill a boss fifty to two hundred times to get one to drop, so you can craft a useless weapon, too weak to care about. Lots of items that if you get bad RNG on world gen, then you just never get those items either. The endless QoL issues I came across. Inconsistencies, mostly caused by some things being updated and others not. No major bugs at least. Awesome art style and decent music. I mostly loved this, until the end, when I had pages unfilled in my item collection book. If you don't care about missing a lot of the game, then you'll like this better than I.
the store page tag full controller support is a load of bs theres actually several game cruical things you genuinely cannot do with a controller and in mid/end game areas you're gonna have to swap to mouse n keyboard to get through them some examples being the mace weapon is unusuable on controller the grapplehook while i really wish was an actual tool in the game and not locked to a specific zone is literally not usuable with a controller cuz the cursor does not move away from your character far enough to lock on and having B as the "split half stack" and the codex button is really ...weird consdiering everytime you press it both happens did they even attempt to try that themselves ? You can change it sure but you'd have to give up a certain function as all other buttons are used, so i had to get rid of the quick mana use cuz i dont use magic and assigned codex to that so can split stacks (cuz it doesnt have its own assignable button its hidden u cant change it) the wiki for this game is so weird its showing me things that dont exist in the game anymore + i encountered bosses and enemies that arent there so im assuming this is reallllllly old like all of the mechanics iv seen on youtube videos and everything are insanely outdated and the game does not even look teh same so there was no help there lol but thats not really the devs issue i guess tbh overall this game takes way too much from terraria and it starts neat but then feels so directionless after a while and kinda disappointing when you unlock the ability to travel to new islands only to find out how small and limited they are really think this shouldnt be more than $6 its neat but man it felt like nothing at all in this game was original, every boss especially felt like iv seen it in another game and did nothing special
Nice game!!
I played until after beating the Tormenter boss (3rd biome) on Expert mode, and found this game to be somewhat fun, but it is more or less a “worse” version of other games that already exist (Necesse) but with higher quality visuals. My main suggestions for the developer are to improve on QoL, player onboarding, and unique game mechanics. Here is my feedback: QoL: - The codex needs major improvement. Hotkeys (such as consuming potions) should not be able to be pressed in a menu where there is a search bar that requires typed input. Drag and drop (a la speaking to the guide in Terraria) would also be a major improvement, rather than forcing players to remember the names of items that they have come across in their adventure. Additionally, while I understand that some mystery should remain for items that have not yet been discovered, because the wiki is not being actively maintained, I think that an associated biome should be listed under undiscovered items in the codex so that a player can know whether they missed something, or if they will find it later on. - The crafting menu needs to be overhauled. The automated resorting of the “all items” section based on player inventory should not have made it past 1.0. It leads to frustration as players become confused on where to find commonly crafted items since they are not always in the same position, and leads to misclicks which can be devastating because there is no “undo” button when it comes to crafting. - No minimap really hurts in-game navigation. - There are no craftable POI-finders, like you would have with Maps in Necesse, with static locations in Terraria (ie. the Dungeon is always on the surface on the side opposite of the jungle), or with those craftable boss chamber locaters that you can make in Core Keeper. Because certain bosses are tied to arenas in Forsaken Isle, this can be incredibly frustrating. - Ladders don’t appear to be craftable, limiting a player’s ability to create their own path to underground areas. - Iron tools were a meaningful upgrade over stone tools, but still felt insufficiently slow for mining things like trees and bamboo. - There is no “smart cursor” for mouse and keyboard that I could find, making it annoying to navigate the thick above ground vegetation. - It didn’t appear that torches could be placed on wall tiles, making lighting inside of player housing somewhat less appealing. - Too many “junk” items don’t have a value with merchants. For example, chests. Even if it’s 1 gp per that would be an improvement. It feels bad (and feels like a development oversight) that a gold trimmed furniture item that’s collected from an in-game POI holds no value, whereas the herbs I collected from something two biomes ago might go for 2 or 12 gp. - Enemy spawn density around placed torches and player housing is really high, even when putting down the totems that are supposed to reduce spawn rate. - Gating damaging animals behind crafting a particular accessory or weapon seems unnecessarily cumbersome. I suppose it may have some uses for player built farming, but if the animals are in secure pens it seems unlikely they would be mistakenly damaged on their own. Player Onboarding: - I interacted with one of two starting NPCs on the island and accidentally double clicked on my dialogue with him, and it ended up locking me out of being able to see what it was that he was looking for me to complete before opening up the portal to the third biome, so I was left coming back to him frequently after achieving what I thought may have been progression milestones, just for him to not do anything and give me the same dialogue repeatedly. Unique Game Mechanics: - It seems that there are major feature deficits as the player gets into the mid to late game. In particular, there was a lack of interesting POIs and ore in the lava (underground) layer, I was unable to find how to create a tool in the Darksteel tier of equipment, and miniature biomes become less frequent the further into the game that you get. - NPCs are generally either a shop or a single dialogue tree relating to a progression goal which they only loosely explain the first time they speak to you. I explained in the player onboarding section how this frustrated me when interacting with the portal guru NPC, but I also got stuck when told to find a key for the Adventurer which I wasn’t able to locate after searching a large portion of the dungeon biome and beating the Tormenter twice. It would be nice if NPC dialogue could be overhauled to allow for repeat conversations, and their impact was more meaningful. Perhaps the implementation of NPC housing, or a more robust shop system that adapts to the player’s current progression level, could make for a more interesting experience. - Weapons and accessories are typically very obviously derivatives of other games. You see the shadow staff from Terraria, the Enchanted Feather and Dash trinkets from Necesse, and a potion system that closely mimics Core Keepers. I really wish there was a unique combat mechanic that made the moment to moment gameplay more compelling and unique. Overall, while my experience was not necessarily bad, I can’t bring myself to recommend Forsaken Isle in it’s current state. You’re better off purchasing one of the aforementioned titles, or keeping this on your wishlist with the hope that the developer continues to iterate on what is a fairly good foundation. While I didn’t mention it before, I also hope there’s also some improvement to the in game sound tracks. I found the music to be a bit lackluster, especially because Terraria/Necesse/Core Keeper genuinely have some of the best sound design in any of the indie games I’ve tried.
Early build was better. From a simple crating sandbox to a generic open world rpg. At the time it was very unique and creating pizza from scratch was so much fun. Now its more about rpg progression, there are a dozen games like this with more polish and content. Kinda wish it would focus more on crafting from scratch, with more steps and realism in carpentry, cooking, metalwork etc. would be its niche, but as of now, meh.
Dünya üzerinde ne kadar Core Keeper tarzı oyun varsa oynamaya and içtim.
This is a simplistic looking game on the surface, but it is very deep and very challenging. Its an extremely rewarding and super fun game and I spent at least a month playing this.
Bu türü sevenler için mükemmel bir oyun kaçırmayın. Parasını hak ediyor
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| TDS - Tower Defense Strategy | $111K | 370 | 81% | $10.79 |
| Draw Steel | $111K | 187 | 98% | $19.99 |
| Bai Qu: Hundreds of Melodies | $110.9K | 701 | 96% | $9.99 |
| My Lovely Daughter | $111K | 1.3K | 70% | $2.99 |
| MateEngine | $111K | 918 | 98% | $5.49 |
| Reigns: Her Majesty | $110.9K | 1.3K | 83% | $2.99 |