
"Sweet Island" is a fresh and cute 3D platform jumping game that takes you into a fantasy world made up of candies, cakes and everything else!
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About
This is a 3D platform action-adventure game with a fresh and vibrant visual style, rich and diverse levels, and simple controls. Players can experience bouncing, dashing, and soaring through the wind across dozens of uniquely designed platform levels.
Unique, fresh and cute levels:

gliding:
jump:

sprint:

Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
[h1] 一场治愈松弛的甜蜜漫游 [/h1] 《甜蜜岛》以清新治愈为核心,是一款适配全年龄段的休闲模拟手游,主打岛屿经营与甜蜜互动,整体体验轻松无压力,适合碎片化时间放松身心。 游戏画面采用软萌卡通画风,色彩柔和明快,岛屿场景细节饱满,从椰林沙滩到特色小屋,搭配轻快舒缓的背景音乐,瞬间拉满治愈氛围。核心玩法融合经营与互动,玩家可打造专属岛屿,解锁建筑、种植作物、饲养萌宠,同时与岛上NPC展开趣味互动,解锁温馨小故事,无复杂操作与数值内卷,主打一个松弛感。 亮点在于高自由度与细节感,自定义装修、季节限定活动丰富了可玩性,互动对话细腻贴心,没有狗血桥段,满是纯粹的甜蜜与温暖。不足之处是后期玩法略显单一,容易出现审美疲劳,部分活动奖励获取难度偏低,缺乏挑战性。 整体而言,《甜蜜岛》是一款合格的治愈系休闲游戏,无需肝氪,能让人暂时逃离喧嚣。虽有小瑕疵,但足够满足玩家对轻松甜蜜体验的需求,尤其适合偏爱休闲经营、喜欢治愈画风的玩家尝试。
[b]甜蜜岛 - Sweet Island[/b] to bardzo przyjemny tytuł z gatunku gier zręcznościowych w którym to gracza zadaniem będzie przemierzanie zróżnicowanych i kolorowych światów, skocznie pokonując znajdujące się w nich zmyślnie zaprojektowane tory przeszkód – starając się przy tym osiągnąć jak najlepszy wynik. Produkcja dla każdego kto chciałby się odprężyć, wyszaleć po pracy czy też nauce, to świetna growa odskocznia w której lokalny bądź tez sieciowy tryb kooperacyjny byłby idealnym dopełnieniem do całości – oferując tym samym jeszcze większe, niezapomniane i ekscytujące chwilę przemierzając świat gry. Jednakże ku mojemu zaskoczeniu na dzień dzisiejszy dostępny jest tylko tryb dla pojedynczego gracza, bez systemu rankingowego speedrun-ersów danego etapu (po co walczyć o najlepszy wynik, skoro nie można tego ukazać szerszej widowni?) – być może w przyszłości twórcy postanowią rozszerzyć zabawę o nowe elementy. Co do kwestii technicznych, oprawa audiowizualna jest dobra, sterowanie banalnie proste, produkcja nie posiada polskiej lokalizacji (napisów), a tłumaczenie „prawie” angielskie jest do poprawy (wyświetla się źle, niezależnie od rozdzielczości ekranu), w tym optymalizacja nie jest idealna – czuć „ciężkość” działania tej gry na systemie. Reasumując, świetna relaksująca odskocznia, idealna na nudę w której można się nie tylko odprężyć, jak i powalczyć o najlepszy czasowy wynik w każdym z etapów (robiąc zrzut ekranu i dzieląc się nim szerszej społeczności gry) – ale to coś dla najszybszych zręcznościowych maniaków. [quote]Zachęcam wszystkich do obserwacji [url=https://store.steampowered.com/curator/32785706/ ]kuratora[/url] i jego nowej sekcji recenzenckiej [url=https://store.steampowered.com/curator/45946673/]walas85+[/url], by na bieżąco otrzymywać świeże informacje o nowo zrecenzowanych tytułach.[/quote]
有人喜欢这个游戏吗 喜欢就找我 不仅游戏我买 电脑我也出 还带装机 邮费我都给你包了 我看看谁脸皮那么厚 哈哈哈,玩笑玩笑。甜蜜岛,讲的是一位中年少女,不知道怎么的到了甜蜜岛上,她要上天下地,爬山潜海,甚至穿越时空前往宇宙勇救中年少男(可能)的故事。游戏主打的是平台跳跃竞速收集三星玩法,整体表现中规中矩,符合对一个小厂的预期;喜欢蹦蹦跳跳,想换个口味的玩家推荐入库。 建议支持云存档,成就--加强安全感(掉档可能换机不便),获得感(飘成就的感觉谁懂),贴心感(原厂商对玩家需求要考虑的周到)。后台需要自动静音。存档槽位需要三个。支持排行榜。设置界面需要放在标题画面。角色掉落到水里需要有音效。镜头移动目前是自动,有好些地方看的别扭或看不清,需要可以自己调整。
There is no saving the world or chasing some bigger purpose in this game, just a collection of stages you complete for personal satisfaction. The controls suit a platforming hero well. You can jump, run, use a temporary parachute, and perform an attack that can easily be ignored since the game is not focused on combat. Several worlds are accessible from a central hub, but stages must be completed in order to unlock the next world. More specifically, you need to collect enough stars to open a portal. The hub itself is a simple area with a linear path surrounded by water, with stages placed on the left and right sides. The same visual style greets you when entering a world, but things change slightly once you step into an actual stage. Stages feel more like obstacle courses, filled with platforms, rotating hammers, axes, and other surprises along the way. The camera also shifts compared to the main hub. While the hub uses an isometric view, stages place the camera behind your character. The goal is to reach the finish while collecting all three stars. These are placed directly along the linear path, making them difficult to miss. There is also a timer, but it mainly caters to speedrunners since you can take as much time as you want to finish a stage. As the game’s name suggests, the theme revolves around sweetness and sugar overload, which is reflected in the colorful visuals. You will explore chocolate, candy, and fruit themed worlds before moving on to more traditional settings like winter and temple areas. Each world contains three stages, and each one can be completed in about a minute. Although the traps remain the same throughout the game, their appearance changes to match each world, which is a nice touch. The difficulty is very low. Falling off the course simply respawns you a few steps back or at the nearest safe spot. One of the main challenges comes from large jumps that require parachute use, but these sections often include collectibles that extend the parachute timer and allow you to glide farther. Even more dangerous hazards like spikes and electricity, which remove a heart with each hit, never feel frustrating. If you lose all your hearts, you can continue and respawn at the last checkpoint without restarting the entire stage. Coins can also be collected during stages, but their only purpose is to purchase new character skins. This is done at a central house, though there is little incentive to return since the skins are purely cosmetic. There are no extras or achievements either, and the only reward for completing all stages, which can be done in about an hour, is a small fireworks display.
3D障碍物跑酷,在单机同类游戏中画面属于中上等,惩罚机制很低,可以顺畅通关。 坠落不会掉血。左键旋风拳不能打敌人。 3星评价不用吃全金币,不用无伤通关,只需要途中吃全3个星星就行。 音效不错。 有一些反直觉的设计,有些过于简化不够直观的地方。 ALT+F4退出必报错。 建议SHIFT奔跑改成切换,否则全程都要按住SHIFT。 主城选关环节缺少BGM。 建议选关改成圆圈内填色。
Sweet Island, developed and published by Birch Games, presents itself as a lighthearted, colorful indie title built around approachable 3D platforming and cheerful presentation. While the game has yet to reach full release, its Steam listing and promotional materials outline a clear creative direction: a whimsical island world constructed from candy-themed environments, designed to emphasize movement, exploration, and playful challenge rather than complex systems or heavy narrative. The overall impression is that of a relaxed, family-friendly adventure meant to be enjoyed in short bursts or as a casual, feel-good experience. At the heart of Sweet Island is traversal. The game appears to focus on jumping, timing, and spatial awareness as players move through vibrant stages filled with oversized sweets, cakes, and fantastical confectionery landscapes. Rather than leaning on combat or intense difficulty spikes, the design suggests an emphasis on clean platforming fundamentals—landing precise jumps, navigating vertical spaces, and chaining movement smoothly from one obstacle to the next. This makes the experience accessible to players of varying skill levels while still leaving room for challenge through level layout and environmental hazards. Visually, Sweet Island leans heavily into bright colors and rounded, friendly geometry. The environments shown in previews are intentionally exaggerated and stylized, evoking a toy-like or storybook quality rather than realism. This aesthetic choice reinforces the game’s light tone and helps communicate gameplay elements clearly, as platforms, hazards, and pathways stand out against the colorful backdrops. The candy-inspired theme gives the world a consistent identity and helps distinguish it from more generic fantasy platformers. Although specific gameplay systems have not been fully detailed, the genre tags associated with Sweet Island suggest a blend of platforming with light adventure and action elements. This could imply collectibles, optional challenges, or time-based sections that encourage replayability without overwhelming players with complexity. Any RPG or racing elements hinted at in descriptions are likely to be minimal, serving as flavor or optional mechanics rather than defining systems. The overall structure appears focused on forward momentum and discovery rather than deep customization or narrative branching. From a technical standpoint, Sweet Island seems designed with accessibility in mind. Full controller support and modest system requirements indicate that the developers intend the game to be easy to pick up and play across a wide range of setups. This aligns well with the game’s casual tone and platforming focus, making it suitable for relaxed play sessions rather than demanding extended concentration. The simplicity of the presentation may also contribute to smooth performance, prioritizing responsiveness and readability over visual spectacle. Because Sweet Island has not yet launched, there is no player feedback to assess how well its ideas translate into a finished experience. Much of its appeal currently rests on promise rather than proven execution. However, the clarity of its concept—a cheerful 3D platformer in a candy-themed world—gives it a solid foundation. If the level design is varied and the movement feels responsive, the game has the potential to deliver a satisfying experience within its intended scope. In summary, Sweet Island positions itself as a charming and approachable indie platformer that values fun, color, and accessibility over ambition or complexity. It aims to provide a pleasant escape into a whimsical world where movement and exploration take center stage. While its full depth will only be clear upon release, the available information suggests a game well suited for players who enjoy casual 3D platforming, vibrant aesthetics, and lighthearted adventures. For fans of colorful indie titles that prioritize feel-good gameplay and visual charm, Sweet Island is a project worth keeping an eye on as it approaches launch. Rating: 6/10
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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.
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