Edge Islands
NEWSLETTER
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About the Game
BUILD
Gather resources from your environment to build a colony for your group and prepare their adventures. Make them cozy to improve their mood, farm and raise animals to provide food while facing changing weather and seasons. Then get new recruits when you are ready to meet their needs and expand until building a massive fortress.
TRAIN
Prepare your adventurers for battle, build them training facilities to unlock new combat skills based on their class. Craft them better equipment, potions and items. But make sure to balance the time training and preparing for combat with their other duties in the colony.
FIGHT
Send groups in expeditions and engage in turn-based tactical combats to gain experience and loot. Make sure they are prepared, well rested and that their relationships will not interfere negatively in battle. Explore all parts of your island to gather new resources and open new routes. And maybe discover what lies behind your new lands.
Steam User 37
I am rewriting my review. Nothing wrong with the first review except that I left a critique about recovery times. I'll get to that in a second.
This is a really fun game! It's a nice blend of building/colony sim as well as turn-based strategy combat.
I always like to leave tips for my reviews, and the learning curve on this is steep as the game doesn't hold your hand.
- Be aware of the perks and debuffs that you take on your character. I took Long Recovery on one of my characters, and it is loooooonnng. I suggested in feedback that this be re-examined, but if you do choose to take it, it will take a couple of days just to get back 3 points of health by sleeping at night. A work around is to have your character sleep all the time until healed. It's a bit tedious, but doable.
- Focus on making a stockpile with a fence around it ASAP and don't do anything else. Rabbits, chicken, and deer love to bombard your starting food and eat it.
- I prefer to hunt wolves over spiders at first because you get leather. With leather you can make better beds which help with healing.
- Also, make sure to enclose your beds in a room as this makes everyone happier. You won't be able to your first day, but make it a priority within in the first few days.
- I don't play a lot of Turn-Based Strategy games, so maybe this is obvious to those who do. During combat, the number over the character or critters head is the turn number and NOT the level. This is useful to know for when you are setting up your pawns initially.
- Enemy (and Friendly) Archers can't fire through walls, so use cover when you can.
- Swordsman is the tank, Templar is support DPS initially until you train high enough to get healing.
- In order to learn Tier 2 and 3 Skills on your pawns, you need Tier 2 and 3 Training Benches which unlock as your prestige goes up.
These are my tips for now. I'm really enjoying learning to play this game with both the building and the strategy. I look forward to future updates!
Steam User 5
This is an excellent start on a unique blend of dungeon exploration and town building. It's a bit rough around the edges still and I would love to see this get enough support to expand on what's already here (Which I have not seen yet).
Steam User 3
I tried the demo and enjoyed it enough to buy the game so I could continue playing. I think the combination of a Colony Sim and Tactical RPG has a lot of potential and I can't wait to see it continue to develop and come out of early access.
At this point I would consider it to be truly an early access game, and not a fleshed out full release, so take that into consideration if you are looking to buy it and can't wait for a more developed game. However, if the systems DO continue to get expanded on I can see this being a really enjoyable game with a lot of replayability.
If you do play now, I would consider enabling the fog of war, roving enemies, and perhaps even mixing up their difficulty. Also, food was not an issue at all, so decreasing it's availability shouldn't be too much of an issue.
I have not experienced any crashes or game breaking bugs yet. The primary issues I've seen are sometimes there can be pathing issues where the colonists will get stuck on each other going through a door, choke-point or going to an inventory spot. Stockpile management could use some refinement. Selecting the correct tile/ object can also be a bit wonky with the 3d model. There was also an issue where the pathway would flicker/ clip with the ground at certain angles, but that seems to have stopped when I restarted. None of these are major game-breaking issues however.
Here are some areas that I think would really improve the game and make it rival a game like Rimworld if eventually they are expanded on going forward: Based on the developer's roadmap, it does look like they want to do a lot of this!
Items: I get the sense that the developer intends on putting items into the game at some point. I think that would make the game MUCH more interesting in terms of long term play. Ideally you should be able to fully kit out your character with clothes, gear and consumables that you can either find as loot in dungeons or craft yourself with a blacksmith/ armorer/ alchemist/ tailor/ carver/ jeweler/ enchanter etc. A major problem with the game at the moment is that there just isn't a lot to do with the loot you find. Unique class specific weapons and loot in dungeons would make the dungeons far more interesting. Being able to craft things and even having gear degrade would be a way to do something with all of the stuff you find. It would also allow for a greater variety of drops from encounters, stuff to find in dungeons, or things to locate through exploration. Obviously this would necessitate new skill paths and buildings. Perhaps you could also find artifacts that could be placed in your village that would provide benefits in a certain radius (maybe crops grow faster, or there is a benefit to healing or mood).
Building Variety: Hopefully there will be more variety of items to build for settlements as well. There are a decent amount of decorations at the moment, but they don't have an impact on mood. Currently light sources produce both light and heat - I'd like to see separate structures such as a fireplace, campfire or heating oven needed for heat. Also I think cold and hot weather clothes, and things like backpacks to increase carrying capacity would be nice. I'd also like a greater variety of entertainment objects such as chess, cards, a book rack, a mushroom garden - maybe even make a class specific one that gives a mood debuff if it isn't satisfied over a period of time? Being able to build storage units would help too, such as shelves, chests, wardrobes or weapon racks (if they add items). I'd also like to do specialized storage areas, such as setting something aside specifically for stone and ores (currently you can only do generic storage for everything, or food only storage)
Cooking/ Gardening: Cooking and gardening could use some improvement. I'd like to see more variety of foods to gather, grow and hunt. I'd also like to see more items to cook (maybe with additional time bonuses for advanced recipes). Maybe each character could have a favorite meal, and they get a mood debuff if they don't eat it periodically or a mood debuff if they don't get advanced food after a certain level, or have enough variety? There should also be simple cooking right from the outset at a campfire and penalties for raw food. Being able to brew beer, ale, wine or mead would be nice. Being able to bring rations as a consumable in the dungeon could be possible if you have items slots.
Enemy / Exploration Variety: I like how they have roving enemies and dungeons, but I'd like to see a greater variety of them. Such as small caves (mini dungeons) with only a few enemies, ruins, bosses, or higher tier enemies (ghosts, liches, zombies) near starting areas that would be a more difficult challenge (but still doable at an early level). Maybe specific resources on the map could be guarded by more challenging enemies, such as more advanced ores, gems, valuable alchemy ingredients, valuable crafting wood, etc. These could be guarded by stone golems, tree ents, bears, etc. I'd also add some enchanted areas that could be beneficial, such as maybe magical ponds, enchanted groves, etc. For example, you could make it that if you visit a "magical grove" during night you receive a "boost to mood and increased vision at night time for 10 days" or some other benefit. Making dungeons & caves dark and requiring a torch on one of your characters item slots might be. Maybe make a negative event if you chop too many trees in a single area too close together. You could incorporate sneaking, traps, locks, or hidden doors in dungeons for a rogue class character. In general, this would make exploration a LOT more interesting.
Character Classes: I think more variety in the character development/ abilities would be better (not necessarily that there needs to be more). For example, if there were multiple types of magical damage your mage could specialize in a specific skill tree branch. If certain enemies were more resistant to fire, ice, water damage you would need to switch up your party with different characters, and you'd have more reason to recruit more people. Maybe skill class tomes or level upgrades books as loot could be a thing. Increasing health amounts x10 might help too if items are introduced, so they could have a more varied damage amount. For example, instead of taking just 1-2 damage from an attack (like it is now), you could take 10-15, and a leather armor could reduce it to 8-10.
Balance: Right now there isn't a great balance for items - building materials and food are pretty easy to collect in abundance without much need for them. Wood is actually the thing I run out of most. Once you get past the initial requirements for items like twine, leather, iron, etc they don't have a lot of uses and just pile up. Crafting would take care of a lot of this problem. I currently have little use for all the stone I mine, and am drowning in food. Food spoilage, seasonal scarcity, or the ability to trade for small amounts of gold could be solutions to these large gluts of items with little use. Advanced housing could require more resource input.
Rock Formations: Stylistically, I think they'd look better if they were made to be a solid mass. I'd also like if there were a fog covering what is visible on inner layers of rock.
Steam User 3
I've now played the game 24 hours, so I think I've gotten a good feel for it. I love it! :D
I find the game both relaxing and engaging. I'm impressed with the fact that a single guy got it made and published. Great job!
It's the kind of game (because of saves) that you can play for five minutes or five hours. For the night time, you can speed it up to 32 times as fast, or leave it and plan what you are going to have your crew do next or where you will build.
Steam User 7
I really love this game; the mix between a fantasy colony sim and tactical battles makes it unique. The beginning of the game is really simple yet engaging, and there's a lot to do for an early access game.
Really well done.
Steam User 3
I think there's a good base here to build from. For me, the most interesting parts are the different skill types, battle mechanics, and dungeon crawling. The battles remind me of the old Square tactics games, like FFT. I'm looking forward to seeing where the dev takes it from here.
Steam User 2
Its early, but the basics are there, Its fun to see whats already here and can't wait to see where it goes!