
“Neighboring Islands” – is an exciting graphic novel, key feature of which is an opportunity to take part in its events, directly influencing the development of the plot. Every decision of the player-reader can change the course of the narrative in one direction or another.
Modeled estimate, not a reported figure. How we estimate →
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Отрицательный отзыв в первую очередь за неполную игру. Есть только 3 главы из 4, причем последняя глава продается отдельно в виде книги. Сама же ВНка особо ничем не примечательная. Сама по себе история неплохая. Музыки маловато, но она годная и нужную атмосферу создает. Развитие событий при выборах в большинстве случаев логично. Картинка разве что весьма специфичная, и все не пропадает ощущение, что это просто скрины с какой нибудь игры нулевых.
Мир кораблей, до того как стал известен
nice game (not)
"Проблема была в том, что один разработчик жил в Крыму, второй — на Донбассе." Вышло три эпизода из четырёх, новелла сдохла и переродилась в полноценный роман. Счастливая концовка?
Decent but unfinished visual novel. Recommended because it’s relatively easy to 100%.
норм
Рекомендую
Neighboring Islands is a modest, story-driven indie visual novel that leans into a classic pirate adventure framework while offering players a degree of narrative control through branching choices. Developed by Angry Games and Total, and published by Total, the game positions itself as a lightweight interactive experience rather than a mechanically complex title. It doesn’t attempt to compete with larger, more polished visual novels, but instead focuses on delivering a concise tale shaped by player decisions, with varying outcomes that encourage exploration of different paths. At the heart of the experience is its narrative, which follows a pirate caught in the aftermath of a mutiny and forced into survival on unfamiliar islands. The story unfolds through dialogue and decision points, with each choice subtly or significantly altering the direction of events. While the premise relies on familiar pirate tropes—betrayal, survival, shifting alliances—it manages to maintain a steady sense of progression. The branching structure is one of the game’s stronger elements, giving players a reason to revisit the story and experiment with different decisions to uncover alternate endings. However, the writing itself can feel uneven at times, particularly due to awkward phrasing and localization issues that occasionally disrupt immersion. Characterization plays a functional role rather than a standout one. The cast is varied enough to keep interactions from feeling repetitive, but most characters are defined more by their narrative roles than by deep development. Still, they serve their purpose in pushing the story forward, and certain choices can lead to noticeably different dynamics between them. The game’s pacing is relatively brisk, which works in its favor given the limited scope, ensuring that the experience never drags even if it doesn’t reach significant emotional depth. Visually, the game delivers a simple but effective presentation. The artwork captures the essence of a pirate setting with scenes featuring ships, open waters, and island environments that help establish atmosphere. While the visuals are not highly detailed, they are consistent and sufficient for the type of experience the game aims to provide. The soundtrack complements this with subdued, thematic music that reinforces the setting without drawing too much attention to itself. Together, the audiovisual elements create a cohesive, if unremarkable, backdrop for the story. In terms of gameplay, the experience is minimalistic, adhering closely to traditional visual novel conventions. There are no complex mechanics beyond reading and making choices, which means the level of engagement depends almost entirely on how invested the player is in the narrative. A single playthrough is relatively short, making it easy to complete in one sitting, but the presence of multiple endings adds some replay value. Even so, the simplicity of the interaction may leave players looking for deeper systems or more meaningful gameplay beyond dialogue choices. What ultimately defines Neighboring Islands is its accessibility and straightforward design philosophy. It’s a game that doesn’t demand much from the player in terms of time or skill, making it approachable for those new to visual novels or those simply looking for a brief, story-focused experience. At the same time, its limitations—particularly in writing polish and depth—prevent it from standing out in a genre filled with more refined and ambitious titles. In the end, Neighboring Islands offers a serviceable pirate-themed narrative with enough branching paths to justify a couple of playthroughs. It’s best enjoyed as a short, casual experience rather than a deeply immersive one. Players who appreciate simple, choice-driven storytelling may find it worthwhile, while others may view it as a modest entry that doesn’t quite reach its full potential. Rating: 6/10
Love this story line, even though mostly on dialogue. Ill give it a 3.5/5, since there are 2 different endings, on what I've finshed
I am 32 years old. My ex-wife and I have a daughter together, and we adopted our son together. Both are now 4 years old. When we were going through our separation, I felt lost and unhappy. I was self-destructive. One day, I was so angry with everything spiraling out of control that I punched a concrete wall in a moment of overwhelming emotion. This resulted in breaking my fifth metacarpal in my right hand—the hand I worked with, played games with, and used to carry my children to bed—the hand I desperately needed to ensure I could continue providing. Upon learning the severity of the self-inflicted damage, I became almost suicidal. Keep in mind that just a few months before this, I was the happiest man, with no history of depression or anxiety. I had never experienced anger outbursts, nor was I the type to break down and cry, but I was in a tough situation that truly prevented me from seeing the light on the other side. With nothing better to do, I looked for a game I could play WITH ONE HAND while recovering. Somehow, I stumbled upon this game and read some of the comments. I decided it was worth a try... I must admit I didn't beat the game, nor did I play as much as some of you. In fact, I may have played this game for only a day or two. That being said, after doing so, I had a new joy and hope for life. I managed to leave behind the pain and suffering that had been thrust upon me. I could experience the joy and happiness of other people. I relaxed for 5 ♥♥♥♥ minutes listening to this music, long enough to realize that I would be okay. After realizing this, I turned off the game and went back to work. My hand hurt a lot, but I was motivated. I stopped feeling so sorry for myself and became the father I needed to be at that moment, not the weak boy I was behaving like. Today, I am close friends with the mother of my children. We don't fight, argue, or say hurtful things to each other. We are parents and friends. Now I have 3 children. My third child is, wait, ALSO 4 YEARS OLD. The woman I am with was going through a very similar situation at the time of my separation, and we just unexpectedly stumbled into each other's lives. We have been dating for a year and are very happy together. Moral of the story: you never know what life has in store for you, and if I had given up when all odds were against me, I wouldn't be where I am today. This silly little game helped me realize that. Thank you.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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.
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