Islanders (video game)

Islanders (stylized in all uppercase) is a casual city-building game developed and published by German indie game studio Grizzly Games. It was initially released on Steam for Microsoft Windows on 4 April 2019, and support for macOS and Linux was added in June that year.

Islanders
Developer(s)Grizzly Games
EngineUnity 3D
Platform(s)
Release4 April 2019
Genre(s)Casual game, city builder
Mode(s)Single-player

In Islanders, players earn points by strategically placing buildings from their inventory onto a procedurally generated island. Earning points restocks the building inventory, eventually unlocking new types of buildings and the ability to move to a new island and continue the session. The session ends when no more points can be gained because no buildings are available or there is no space to place them. The overall goal of the game is to obtain the highest score possible in a single session.

Islanders was developed over seven months while the members of Grizzly Games were completing degrees in video game design at HTW Berlin. The developers were inspired by a mutual love of city-building games, and chose to embrace simplicity in designing Islanders because of the limitations of working with a small team. Employing procedural generation of new islands enabled them to keep the game's mechanics simple while still providing the player enough variety to make the game engaging for repeat sessions.

Critical reception to Islanders was generally positive. Most reviews highlighted elements of the game's minimalist design: low poly visuals, relaxing sound design, and simple yet engaging gameplay mechanics. These same attributes also attracted a degree of criticism from reviewers who felt there was room for more complexity. In April 2019, Islanders was one of the top twenty best-selling games on Steam. Several video game journalists placed it on lists of favorites for 2019.

Gameplay

A circus building being placed, showing potential point gains and losses within its scoring sphere. The heads-up display shows how many points until the next building pack, available buildings, and progress towards the next island.

At the start of each session, players are presented with a small procedurally generated island.[1] There are several styles of islands; some have terrain that restricts the placement of certain buildings.[2][3] The player is given a choice between two building packs to start with, each of which provides a limited number of buildings according to a theme, such as forestry, farming, or fishing.[2][4] When selected from the inventory, a building displays a translucent sphere around it, which indicates the distance at which it will earn points from existing buildings and natural features, such as trees.[2][5][6] The size of this scoring sphere varies between building types.[3] As potential points are shown in preview before placement, the player can move the building around the island to determine the best location before setting the building down permanently.[7][8] Buildings gain points from being placed near relevant structures, but lose points for incompatible ones.[5] A circus, for example, gains points for being placed near houses, but loses points for being near mansions.[6] Once placed, buildings cannot be removed or built over, so careful placement and forward planning are important to maximize the score.[5][9]

As buildings are placed, they are removed from the inventory. When the player reaches a given threshold of points, they may choose from one of two new themes for their next building pack, which will include more copies of already-unlocked buildings as well as buildings from the newly-selected theme.[5][8] This process gradually unlocks more advanced building types such as gold mines and resorts, which may have more difficult placement criteria but higher scoring potential.[2][10] Scoring points fills up the island gauge at the bottom of the screen; when filled, the player can click on it to move to the next island.[2] The number of points required to restock the inventory and move to new islands increases with each unlock.[11] Players are free to remain on their current island and continue to build and increase their score until they decide to move on.[12][13] The session ends if the player runs out of buildings to place, or space to place buildings, before unlocking the next island.[4][5] The player's score is cumulative across all islands in a session, and the overall objective is to reach a high score for the entire session.[14]

The game intentionally omits many features common to city-builders, such as resource accumulation, traffic management, and technology research.[3][6][10] There are no sidequests or optional objectives, although there is a short list of achievements to earn.[5][15] The sole multiplayer element is the global high score board that ranks every player's highest-scoring game.[10][14][15]

Development

Grizzly Games is composed of Paul Schnepf, Friedemann Allmenröder, and Jonas Tyroller, who met during the Bachelor of Arts in Game Design program at HTW Berlin. Schnepf and Allmenröder first worked together on a second-year project, a short experimental game called ROM.[16] Later in their second year, they worked with another student, Shahriar Shahrabi, to develop minimalist wingsuit flight simulator Superflight, founding Grizzly Games as a means to release it.[16] Shahrabi left after the release of Superflight. During their third year, Tyroller joined Grizzly Games and development began on Islanders.[17]

The development of Islanders began with a three-week process of researching, prototyping, and refinement of several concepts. Inspired by a mutual childhood love of city-building games like Anno, The Settlers, and SimCity, the team decided to move forward with the concept that became Islanders. The game had a short development cycle of seven months: four months of major development time, and another three months of refinement and preparation before release.[16][17]

In an interview with Game World Observer, Allmenröder described the game as an evolution of ideas explored in the earlier Superflight, particularly the embrace of minimalism and procedural generation. Because there were only three team members, each had to fill multiple roles in the development process. Rather than struggling against the limits of working with a small team, they adopted simplicity as a design philosophy and decided to create a game that was simple enough to be played in short sessions, but engaging enough to be returned to repeatedly.[16]

The game's use of procedural generation had its roots in the development of Superflight. In order to test game mechanics, the developers created a script that quickly assembled new levels from pre-generated blocks. They found that having new levels each time they played kept their experience entertaining without extending development time, so they decided to use the process for Islanders.[16] When developing the mechanics of the game, Allmenröder explained that his team constantly discussed simplifying the systems they were implementing: "Every time we made a decision, we asked ourselves: Can we make it simpler? Can the game still be fun if we cut this feature?"[16] The gameplay went through various iterations, including one with a day-night cycle, before the team settled on a simple proximity-based scoring system.[17][16]

Release and updates

The game, which uses the Unity 3D engine, was initially released on Steam for Microsoft Windows on 4 April 2019.[16][17] Several post-release updates expanded the game with new content. Early updates added new island types and new buildings, such as seaweed farms and monuments, as well as new gameplay features, such as a photo mode that removes the user interface elements to allow for uncluttered screenshots.[16][18] The final major update was made in June 2019, adding support for macOS and Linux, a sandbox mode which removes the scoring mechanic and provides the players with an unlimited selection of buildings, and an undo button to allow players in original game mode to remove the last building placed.[14][19]

Reception

Critical reception to Islanders was largely positive; it received an aggregate score of 82/100 on Metacritic, which uses a weighted average system.[20] Reviewers praised the game's intentionally simple mechanics, as well as its minimalist, low-poly visual aesthetic and relaxing soundtrack.[10][11][12] The game was commercially successful as well: in April 2019, it was one of the top twenty highest-selling new releases on Steam.[23] In July 2019, the staff at Rock, Paper, Shotgun placed it on their list of the year's best games so far.[24] Luke Plunkett of Kotaku placed the game on his list of the top 10 games of 2019.[25] Paul Tamayo, also of Kotaku, named it one of the most relaxing games of 2019.[26]

Many critics highlighted the game's simplicity as a positive, calling the game relaxing or meditative.[2][6][9][11] In his full review, Luke Plunkett called Islanders "pure city-building. No fuss, no distractions."[12] Both the reviewer from video game magazine Edge and Alec Meer of Rock, Paper, Shotgun found that the process of strategically placing buildings reminded them of carefully directing falling blocks in the puzzle game Tetris.[5][10] Reviewers found that the simple gameplay encouraged variable session length.[3] Many enjoyed the ability to play in short sessions.[21][22] Both the Edge reviewer and Cass Marshall of Polygon described using the game as a "palate cleanser" to wind down between sessions of more complicated games.[5][11] Others felt the game was suitable for long sessions in and of itself.[3][4][12]

Visual style was a draw that affected the way some reviewers played the game. French gaming site Millenium appreciated the way the color palettes and shapes suited the gameplay.[15] Samuel Guglielmo of TechRaptor found that the art style prompted him to place buildings "in locations that looked pretty" even if it meant scoring fewer points.[22] The reviewer from Edge described going through a similar "battle between efficiency and beauty," but found that the "crisp geometric style" of the graphics meant that the islands still looked attractive even when they focused on scoring over aesthetics.[5] Benja Hiller of German indie magazine Welcome to Last Week enjoyed the lack of human characters: "there are no annoying people. Nobody who wags his finger maliciously in front of you and says: Now take care of the road damage."[8]

Some reviewers felt that the game reflected or encouraged philosophical thinking. Michael Moore at The Verge wrote that the way each island visually progressed from a pristine natural setting to being densely packed with buildings felt like an honest reflection of "humanity's exploitative relationship with nature."[13] At Eurogamer, Christian Donlan had similar thoughts, asking "Is it nice to see one of the game's gorgeous low-poly islands filled with buildings, or is it a crime against nature?" He appreciated that the game allowed the player to decide that for themselves rather than forcing a perspective on them.[7] Ryan Young of The Indie Games Website discussed Islanders in relation to the "lusory attitude", a psychological state of willingness to play and abide by a game's arbitrary rules. He found that the game's slow pace combined with the possibility of entropy spiraling from a poor building placement affected his ability to adopt the lusory attitude towards the game.[27]

The game's studied minimalism attracted criticism from reviewers who wanted more from the game. Both Nicoló Paschetto of Italian gaming site The Games Machine and Alice Liguori of Rock, Paper, Shotgun were disappointed that the game did not have animated inhabitants to give the islands a sense of life.[3][28] Some critics cited the single-song soundtrack as a negative.[15][22] Other reviewers had concerns with game mechanics. The reviewer from Millenium wished there were more objectives aside from simply earning points.[15] The reviewer from Edge magazine noted that the game can be "a little persnickety about placement" of buildings, and Alessandro Barbosa of Critical Hit found the lack of an undo button at launch frustrating.[4][5] Several reviewers found it frustrating to start again on the earlier, simpler islands after a game over.[4] Young wrote that the prospect of restarting a failed session felt stressful enough to him that he quit playing entirely instead.[27] To ameliorate that frustration, Rahul Shirke of IND13 wished for an option to choose the size or type of island when starting a new game, and Alec Meer suggested that players should be able to reset existing islands.[10][29]

See also

References

  1. Plunkett, Luke (12 March 2019). "Islanders Looks Like The Cutest Lil' City-Building Game". Kotaku. G/O Media. Archived from the original on 2 August 2019. Retrieved 2 August 2019.
  2. Cunningham, James (8 April 2019). "Review: Islanders". Hardcore Gamer. Archived from the original on 11 October 2019. Retrieved 25 August 2019.
  3. Paschetto, Nicoló (19 April 2019). "Islanders – Recensione" [Islanders – Reviews]. The Games Machine (in Italian). Aktia srl. Archived from the original on 3 August 2019. Retrieved 3 August 2019.
  4. Barbosa, Alessandro (9 April 2019). "Islanders review–Streamlined, simple and satisfying". Critical Hit. Archived from the original on 3 June 2019. Retrieved 3 August 2019.
  5. "Play: Islanders". Edge. Future plc. July 2019. pp. 120–121.
  6. Livingston, Christopher (8 April 2019). "Islanders is the most relaxing strategy game ever". PC Gamer. Future plc. Archived from the original on 26 May 2019. Retrieved 2 August 2019.
  7. Donlan, Christian (18 April 2019). "Islanders is a city-builder with new ideas". Eurogamer. Gamer Network. Archived from the original on 5 January 2021. Retrieved 29 December 2020.
  8. Hiller, Benja (17 April 2019). "Islanders Review | Entspannter Städtebau | Ich will zurück nach Islanders" [Islanders Review | Relaxed town planning | I want to go back to Islanders]. Welcome To Last Week (in German). 100kiloherz medien. Archived from the original on 19 September 2020. Retrieved 3 May 2020.
  9. Pask, Kelly (10 April 2019). "Islanders is the most relaxing city-builder I've ever played". PCGamesN. Network N. Archived from the original on 3 August 2019. Retrieved 25 August 2019.
  10. Meer, Alec (4 April 2019). "Wot I Think: Islanders". Rock, Paper, Shotgun. Gamer Network. Archived from the original on 2 August 2019. Retrieved 2 August 2019.
  11. Marshall, Cass (5 April 2019). "Islanders is a bite-sized palate cleanser of a civilization builder". Polygon. Vox Media. Archived from the original on 11 June 2019. Retrieved 2 August 2019.
  12. Plunkett, Luke (4 April 2019). "Islanders Is Almost The Perfect City-Building Game". Kotaku. G/O Media. Archived from the original on 23 April 2019. Retrieved 2 August 2019.
  13. Moore, Michael (28 April 2019). "These two city-building puzzle games play very differently, but share a grim outlook on the environment". The Verge. Vox Media. Archived from the original on 2 August 2019. Retrieved 2 August 2019.
  14. Streva, Frank (22 June 2019). "Minimalist City Builder "Islanders" Gets Mac and Linux Support, Sandbox Mode". Niche Gamer. Archived from the original on 2 August 2019. Retrieved 2 August 2019.
  15. "Test: Islanders se fait une place sur nos PC" [Test: Islanders are making a place for themselves on our PCs.]. Millenium (in French). Webedia. 10 April 2019. Archived from the original on 7 May 2019. Retrieved 3 August 2019.
  16. Nesterenko, Oleg (14 June 2019). "Strategic minimalism behind indie hit Islanders". Game World Observer. WN Media Group. Archived from the original on 23 August 2019. Retrieved 24 August 2019.
  17. Schnepf, Paul. "Islanders". paulschnepf.com. Archived from the original on 3 August 2019. Retrieved 24 August 2019.
  18. Schnepf, Paul; Allmenröder, Friedemann; Jonas, Tyroller (7 May 2019). "Islanders :: Content update I". Steam. Valve Corporation. Archived from the original on 9 May 2019. Retrieved 3 May 2019.
  19. Allen, Joseph (20 June 2019). "Islanders Update Adds Sandbox Mode, Extended Support, And More". TechRaptor. Archived from the original on 2 August 2019. Retrieved 2 August 2019.
  20. "Islanders". Metacritic. Archived from the original on 23 September 2020. Retrieved 11 December 2020.
  21. Chahine, Rogan (30 April 2019). "Review Roundup: Islanders, Zombotron, Monster Slayers & More!". The Indie Game Website. Archived from the original on 30 June 2019. Retrieved 3 August 2019.
  22. Guglielmo, Samuel (4 April 2019). "Islanders Review – If You're Fond of Sand Dunes and Salty Air". TechRaptor. Archived from the original on 2 August 2019. Retrieved 25 August 2019.
  23. "Top Steam Releases of April 2019". Steam Blog. 23 May 2019. Archived from the original on 5 January 2021. Retrieved 5 January 2021.
  24. "The best games of 2019 so far". Rock, Paper, Shotgun. Gamer Network. 10 July 2019. Archived from the original on 27 July 2019. Retrieved 2 August 2019.
  25. Plunkett, Luke (17 December 2019). "Luke Plunkett's Top 10 Games Of 2019". Kotaku. G/O Media. Archived from the original on 18 December 2019. Retrieved 19 December 2019.
  26. Tamayo, Paul (17 December 2019). "2019's Most Relaxing Games (And Most Stressful Ones)". Kotaku. G/O Media. Archived from the original on 19 December 2019. Retrieved 19 December 2019.
  27. Young, Ryan (8 May 2019). "Islanders Is A Dangerous Lesson In Entropy". The Indie Game Website. Game If You Are. Archived from the original on 13 December 2020. Retrieved 13 December 2020.
  28. Liguori, Alice (9 July 2019). "Have You Played… Islanders?". Rock, Paper, Shotgun. Gamer Network. Archived from the original on 23 August 2019. Retrieved 3 May 2020.
  29. Shirke, Rahul (5 April 2019). "Islanders – Review". IND13. Archived from the original on 24 December 2020. Retrieved 25 August 2019.

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