
As the Queen's latest governor, build a colonial empire in Her name. Claim islands, collect their natural resources, build production chains, and turn a derelict outpost into a rebellious, bustling metropolis at the heart of a New World commercial empire!
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About

The Queen of the Old World calls upon you! As Her Majesty's domain expands, we require a capable administrator to guide Her latest colonies to prosperity. We will provide you with ships, colonists, and other tools necessary to tame these wild, virgin lands, and turn them into a prosperous colonial enterprise, all under the Queen's watchful eye.
Naturally, the Crown will expect you to share the bounty of these new lands, pay your taxes on time, and continue expanding the boundaries of Her Majesty’s colonial possessions. Obedience may earn you rewards,but refusing to pay your dues or worse, declaring independence, will have dire consequences.
So, governor. Are you ready to colonize One More Island?

You are called upon to explore the frontiers of Her Majesty’s colonial empire, claim territory, then exploit it to its fullest to gain riches for the throne!
Set sail for the New World to plant Her flag and establish a new colony - as well as ensuring it thrives.
Each exploration is never the same, thanks to a world map generated dynamically from a combination of hand-crafted map elements.
Customize the challenge to your tastes, adjusting island size, land fertility, amount of natural resources and more, to make it as easy or as hard as desired.

As governor, you're in charge. Plan out the colony, take care of your residents, and turn a small outpost into an overseas metropolis bustling with commerce!
Construct the buildings you want: The freeform building designer allows fine-tuning workshop placement and colonist’s paths to optimize the holy colony plan.
Look after the colonists' needs. Happy colonists work harder and faster, growing your, err, Her Majesty's colonial empire.
Harness this legendary colony and these dedicated colonists to create production chains, producing necessary goods on the spot and growing the community.

There's always One More Island to conquer. Explore the world, find new spots to establish more colonies, then tie them together into a self-sufficient network: An empire of your own making.
Build a new fleet to explore the archipelago, claim new islands for your domain, then link them together with overseas trade routes.
Optimize your production chains and increase their complexity to create entire industries independent of the Old World.
Research new ways to develop your fledgling colony into a New World superpower. Each civilization tier brings with it new challenges, new requirements - and new opportunities.

The Queen wants her share of New World's bounty. Taxes are expected, as is ordained. But there's always another option, one that your colonists might look upon favorably.
Manage your reputation at the royal court. Pay your taxes on time and meet their expectations or...
Do you dare to commit the unthinkable? Do you dare to disobey the monarch?
Do you dare try to form a new nation, breaking free of Old World tyranny?
Well? Where do you stand?
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German, Dutch, French, Italian, Spanish - Spain, Japanese, Korean, Simplified Chinese*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
제재소는 생각보다 작게 만들어야하고 동물우리를 생각보다 크게 만들어야함 3티어 일꾼들 죽으니까 섬 다섯개를 바로잡기 막막해서 껐다... 할인할때 샀는데 재밌었음
——记录:cdkey - 2.00元,26/04/15入。 ——2D像素殖民地海岛经营模拟,核心是殖民开荒、产业链搭建、多岛贸易扩张,自带效忠王室 or独立建国双结局路线,上手门槛低、策略自由度足,但后期循环冗余、内容拓展上限有限,属于轻量化慢节奏城建经营佳作。 ——综合评分:7.0/10 ——世界观与剧情:主角受旧大陆女王委任,以总督身份奔赴新世界群岛开拓殖民地,初始只有一艘船、少量移民与基础物资,从零开发荒岛、搭建生产体系,定期向王室上缴赋税换取扶持与船只补给。 整条流程存在两条核心结局分支: 1.效忠线:持续按时完税、不断开拓更多岛屿,完全服从王权管控,最终成为女王麾下最核心的海外殖民总督,帝国版图彻底成型。 2.独立线:刻意拖欠税款、积攒军备与舰队实力,最后公然宣布殖民地脱离王室统治,建立完全自治的海岛共和国,会直接触发旧大陆舰队跨海围剿,打赢决战即可达成自立结局。 没有冗长过场叙事,剧情全部融入经营抉择里,选择倾向完全由玩家日常经营行为决定,氛围感贴合大航海时代殖民开拓的内核。 ——核心玩法体系: 1.每一局世界群岛完全随机拼接生成,同时开局可手动锁定岛屿大小、土地肥沃度、矿产储量、灾害频率、殖民者需求严苛程度,既能开极简休闲种田档,也能拉高资源匮乏、天灾频发难度玩硬核生存开荒。 2.从最基础伐木、捕鱼、种植小麦起步,逐层解锁加工建筑:磨坊、面包房、纺织工坊、酿酒厂、矿冶锻造、商贸市集;殖民者存在衣食住行多层需求,幸福感直接绑定工作效率与人口留存,物资断供、食物短缺会直接造成居民流失甚至集体死亡,容错规划需要精打细算。 3.支持自由规划道路、分区规划居民区 / 工业区 / 农田,像素画风城建排布观赏性很强。 4.单岛资源存在天然短板(有的岛缺铁矿、有的土地贫瘠只适合种植),解锁港口后可以建造多艘运输舰船,探索并占领全新无人岛屿,分岛专项生产单一原材料,再通过航线互通物资,搭建跨岛屿供应链帝国。 ——游玩倦怠点:中期开荒探索新鲜感最强,等到解锁全部建筑、拿下五六座岛屿后,后续流程只剩重复占岛、复刻同款生产线,没有新建筑、新机制解锁,长时间游玩极易陷入机械循环,缺少后期高级科技、奇观建筑等内容拔高上限。 ——推荐喜欢慢节奏城建经营、海岛种田规划、偏好可自定义难度、不想接触高门槛硬核生存模拟,折扣价性价比很高。26/07/11
One More Island is a cheerful, colony-building simulation that starts with a promising blend of exploration, production management, and light narrative humor before gradually revealing both its strengths and its structural constraints. Developed by Berg Games and published by indie.io, it places you in the role of a colonial governor sent by the Queen to develop a chain of newly charted islands. From the outset, the tone is breezy and colorful. The pixel-art world is bright, the interface is clean, and the early progression feels intuitive as you establish a dock, harvest the first resources, and watch your settlement take shape. It gives the impression of a relaxed, approachable city builder—one that encourages experimentation rather than overwhelming you with information. The first several hours highlight what the game does well. The tutorial is surprisingly polished for an indie title and does a commendable job teaching the fundamentals of gathering resources, setting up production chains, and expanding across the archipelago. Each island you settle serves as a compact puzzle: what resources are available here, what buildings fit the terrain, and how will this island connect to the broader economy you’re piecing together? The game’s system of multi-island logistics—linking trade routes, shipping goods across the ocean, and coordinating supply chains—initially feels refreshing compared to colony builders that keep everything confined to a single landmass. Watching a network of ships ferry goods between islands gives the impression of a living economy, and early production loops strike a satisfying balance between complexity and clarity. As you expand, the game’s aesthetic contributes to its approachable feel. The bright, toy-like graphics make buildings easy to identify, resource flow is cleanly represented, and animations are kept simple but charming. The colonists themselves are little bundles of personality, running back and forth on routines that visually communicate your production bottlenecks. Although the visual style is minimalist, it supports readability, which is crucial for a management game. The same can be said for the sound design: it is unobtrusive, calm, and keeps the experience grounded in a comfortable rhythm. However, as the settlement grows into multiple islands and higher tiers of production unlock, One More Island encounters noticeable issues in depth and pacing. Progression technically introduces new buildings and new tiers of colonists, but the complexity of these mechanics rarely deepens in meaningful ways. Production chains remain relatively short, and the mid- to late-game loops begin to resemble expanded versions of earlier tasks rather than entirely new challenges. The decision to make colonists a resource you “purchase” rather than a population that grows organically creates a system that feels transactional rather than dynamic. Advancing to a higher colonist tier introduces new taxes and upkeep costs, which can feel like sharp penalties rather than rewarding milestones. These design choices often lead to a sense that the colony’s growth is constrained not by strategic planning, but by artificial gates. Logistics, one of the game’s defining features, also becomes unwieldy at scale. While the idea of managing fleets and trade routes across multiple islands is appealing, the tools available for controlling these systems lack the finesse needed for the late game. Shipping routes feel rigid, resource prioritization is limited, and inefficiencies accumulate as your network grows larger. Tasks that should feel strategic instead become micromanagement chores, and the user interface does not always provide the clarity or flexibility necessary to manage a large empire smoothly. Small technical quirks—menus resetting size, items becoming hard to select, stockpiles breaking under specific conditions—further chip away at the sense of control. Yet despite these shortcomings, One More Island maintains a certain charm throughout its runtime. Its early hours are genuinely enjoyable, offering a soothing flow of expansion, gentle challenges, and the satisfaction of seeing an island thrive. Its low-pressure design and straightforward mechanics make it a good starting point for players new to city builders. For genre veterans, the game may not deliver the level of systemic depth or emergent complexity expected from more established logistics or strategy titles, but as a smaller indie project, it still manages to carve out an identity built on simplicity and visual warmth. Ultimately, One More Island is a game defined by its inviting beginning and its uneven long-term progression. It succeeds as a casual, colorful colony sim with a relaxing atmosphere and easy-to-grasp mechanics. It struggles when asked to sustain deep strategic engagement across a full empire. For players seeking a light management experience or an approachable introduction to multi-island logistics, it offers a pleasant way to spend several hours. For those searching for a richer simulation with evolving challenges and robust late-game complexity, it may come up short. But within its limitations lies an earnest and charming builder that knows how to be enjoyable—even if it never fully matures into the grand strategy game its early promise suggests. Rating: 6/10
As some other reviewers have mentioned, at a certain point (seems to be around tier II?) characters will stop feeding themselves (and it seemed I had starving animals, as well) despite there being more than enough food to go around. I was enjoying the game, but it seems like this bug will quickly kill off a colony with seemingly no solution. If this were resolved, I'd keep playing and probably recommend, but seeing as this issue has been known for quite some time with no updates, I suspect it will never be fixed.
bug太多了 船的航路到底是什么逻辑。上货卸货设置好就在那里空跑。不知道在搞什么。简直浪费时间
So, the negative reviews got me wondering how the game really is. It's great to know that when the civs are starving, it's not actually food related but other needs. IE Clothing, lol I didn't know that was food. Gotta keep a surplus of everything more or less to maintain a tier. Not as casual as I'd like as I prefer to forget things and it doesn't keep you on your toes in the sense of being attacked, but the random events.
挺有意思的模拟生产建造类游戏,不过部分设定比较奇怪,高等级的建筑不一定比低等级的要合适,并且不得不预留出相当一部分的闲人,用于持续的搬运+基建,n级刁民的可选消费和n+1级刁民的必选消费重合,导致n+1级刁民生存经常受到威胁。另外,后期内容略少,基本只能开着3倍速硬等研究,最后,中文翻译有几处不准确(不影响游玩),bgm过于单调,建议直接把bgm关了。 除开上述吐槽外,游戏本身还是值得一玩的 个人游戏评分:89/100 个人总评分:89/100
Nettes süßes Aufbau Spiel. Die Optik ist toll. Es macht Spaß. Spielt sich wie ein Anno Spiel, ohne Kampf. Kann gerade zum Ende hin relativ schwer werden. Mir gefällts. Gerne mehr davon. Man bekommt es öfter für unter 2€ hinterhergeworfen, kauft es nicht zum Vollpreis, wartet auf den Sale.
Ce piace.
I've played this game for quite a few hours at this point. I honestly thought it was in early access when I started playing it and hadn't noticed how long it had been released (it was a bundle deal and I was like Cool, I want the other game) I do like this game. Tier 1 and 2 are very manageable after a few restarts and you get the hang of things. Every...Single...Time... I go into tier 3, doesn't matter how many supplies I have, doesn't matter how smooth things are going in tier 2, all of my buildings act like they are made of paper and start crumbling so fast my people can't keep up with it. They introduce natural disasters in tier 2 and 3 that they don't really explain, you just have to deal with it. My building shut down way too fast and then you start falling behind on making a simple thing like bread for 2 days and half your colony dies without warning and there is basically no way to recover from that. I kept restarting games and being like "okay, this next one I just have to prepare more of x" and I will literally have a surplus of 600+ of every necessary item and somehow it just disappears. The trading system is broken. Some people are saying that if it's not in the correct order it fails on them. I haven't had that issue, but I am OCD with how I put my trades together. The issue I kept having is sometimes when a ship sinks and you replace it, the new ship acts like it has no items on board and won't unload them. So you have to physically delete the trade route and remake it with the new ship for it to work. But how do you know your trade route isn't working? Half your island dies because that was the bread ship. Now you have to start over because you can't come back from this. Because once your people die its nearly impossible to recover in another island. I think it's a good game if you can grab it for 5$... I wish it had less bugs, I wish the buildings didn't decline so fast. I will make a brand new building and before I can even get people working in it it now requires repair or the building wont work. Its frustrating and I don't think I will be able to ever get to the final tier of the game because its too buggy to achieve without major irritation.
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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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