
Islantiles is a cozy but compulsive roguelike deckbuilder. Unlock powerful technology cards, shape your deck to craft game-breaking combos, and grow your settlements to glory in this ultra-satisfying roguelike!
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Aug 25 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 19 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Islantiles is a cozy roguelike deckbuilder where players craft, combine and strategize their way to success! Starting with a single island, you’ll gradually expand your settlement into a thriving town. As you settle a chain of beautiful islands, you’ll unlock, swap, and combine powerful technologies that reshape your entire strategy. How far can you go?

Place buildings, gather resources, shape your deck and trigger satisfying card combos. Technologies don’t just improve your deck – they twist the core rules, changing how tiles interact, how you score and what kind of strategies you can build. Buy new technologies or sell old ones to adapt to special challenges and pivot your strategy.

Every island is unique, and no two runs are the same. Master the art of cozy efficiency and grow your settlements to glory!
A unique blend of city puzzler and deck builder
Cozy but compelling roguelike gameplay
Develop and refine different strategies
Six different difficulty settings
100 hand-crafted islands to develop
More than 100 technologies, each with unique rules
Highscores & Leaderboards
Roguelite progression: no two runs are the same

Genres
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Fantastic game. It takes a quick bit to grok what is going on, but this is one addicting deck builder / board game-ish game. I bought it last night and already have almost eight hours on it. And I still really suck, but I'm having a blast sucking and trying to get better scores. Something is wrong with the high score not submitting to the leader boards, but hopefully the developers will figure that out. [Update] After much persistence on their and my parts, the developers have fixed the high score bug. It works fine now. Mordek also made a nice two hour long video of himself playing the game on the hardest difficulty level, to help show us newbies how to play well. Huzzah!
細かい不満が積み重なってなので説明しづらいです。一言で表すと作り込み適当だなぁと感じました。 本ゲームにはシナリオモードが存在していて、シナリオに対応するカードデッキが存在します。 そのカードは建物を表し、カードをマップ上に置きマップの地形・資源とカード同士のシナジーをうまく使ってポイントを稼ぐゲームです。 ・カードの説明の日本語の翻訳が不適切かつそもそもの説明がわかりづらい。 ・最初のシナリオはちゃんと考えられているっぽいのですが、それ以外のシナリオのデッキはシナジーが限定的すぎてプレイヤーに選択肢がない。 ・シナリオにおいて順にマップをクリアしていきます。各マップの最後にクリア報酬を使って買い物ができ、自身を強化します。この買える物は進めていくと新しいのが解放されていきます。その数が結構多いので沼ガチャになります。 説明がムズイので長文になりますね。。。海外ゲーによくある、作りました!楽しみはプレイヤー自身が見つけてくださいってノリを感じました。
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, French, Spanish - Spain, Polish, Portuguese - Brazil, Japanese, Korean, Simplified Chinese
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I like this game, but I think right now, I wouldn't recommend it. I think it needs some major polishing. It feels like the rules are not explained well in the scoring system. I feel like I am often trying to figure out how to reach season goals and find myself often having questions of how things interact with a lack of a explanation. I also wish there was a back button and ways to make other save files. I think there is a lot to iron out in this game, with some really cool potential to get better as time goes on. It kind of reminds me of a much less polished resus2
기대했던 것보다 훨씬 더 만족스러움 얼마 전에 플레이했던 TerraScape(Dorfromantik, Terra Nil)과 비슷한 '자연환경에 건물/타일을 배치해 점수를 획득'하는 게임 류임 다만 위 레퍼런스 게임들은 순수하게 타일 및 자원만을 고려한 점수 획득 시뮬레이션에 가깝지만 이 게임은 각종 퍽/특전 및 '점수 배수'가 존재해 아케이드성이 훨씬 더 짙음(발라트로라이크) 카드 업그레이드 및 다양한 점수 배율 시스템이 있는데 여기서 '사치품' 시스템의 독창성에 정말 감탄을 보내고 싶다. (고전 보드게임에 있는 시스템일지도 모르겠지만 암튼 난 처음봄) 예시로 들었던 TerraScape, Dorfromantik, Terra Nil을 재밌게 했다면 강추 외에도 걍 육각형 자연환경에 타일을 배치하는 게임을 좋아하기만 해도 손맛이랑 시스템이 좋은 편이니 추천 발라트로라이크를 좋아하는 사람들에게도 추천하고 싶으나, 게임이 비교적 차분한 타입이라 이건 좀 감안해야 할 것 같다.
Just finished the game on max difficulty with the starting civ, gonna play the next ones soon. It's a pretty nice game, and it has plenty of replay value (at least so far, ~30ish hours in). I do see the slight Balatro influences the creator talked about, but they are really really slight. This is a "building placement" game through and through. One criticism I have is: whenever I'd go to a new island, I always click 'risky island' from the three choices it gives you because it usually has the best rewards (kind of like choosing the path with more elites in Slay the Spire). Problem is, there are fewer "island configurations" than it appears at first sight. The game clearly doesn't randomly generate the islands, which is good, but that does mean that the number of island "shapes" you will get is limited. I think there need to be more island "shapes". And it doesn't feel like it'd be crazily difficult to implement. Anyway cool game.
It sounds like the core concept is strong ("cool"), but the execution needs to be re-balanced to bridge the gap between "impossible" and "understandable."
I really like the unlock progression being spread across different civilizations and difficulty levels. I find this game to be emergently complex and teaches you along the way.
[h1]《拼岛航线Islantiles》-“岛上居民”+“小丑牌”,有没有搞头?[/h1] 《拼岛航线Islantiles》并不是一款走硬核路线的建造类游戏,虽然也给了玩家强制性的目标,但玩起来却十分轻松惬意。它的基础玩法类似于“岛上居民”,通过放置各类建筑,结合地形和资源的影响收获分数,并设定有金、银、铜的分级目标。同时它又颇具创新的融入了“小丑牌”基础分+生产倍率的得分机制,还可以通过特定建筑以及各类技术对得分进行增益加成。游戏有登岛定居闯关模式,也有无尽模式,可满足不同需求的玩家游玩。 [h1]四季变迁,我要上岛定居[/h1] 游戏虽然引导不多,但也几乎没有什么上手难度,随便玩个几回合就基本上能理解游戏的机制。我们的目标非常明确,就是在春夏秋冬四个季节结束前达到目标分数即可在岛上定居,并获得阶段性结算与商店购物。完成该难度下全部岛屿的登岛定居便可以进入下一个难度。 得分的方式也很简单,就是在面积不一但区域也十分有限的岛屿上放置各类建筑。建筑会根据周边的资源与其他建筑获得分数。当然也不是随便放的,还是要遵循一定的自然逻辑,如伐木场需要放在丛林中,渔场需要放在海边,金矿则必然要放在矿区。不过虽然是直观的系统自动计算得分,但其实比较建议多试几个点位,因为可能就相差个几格,却在得分上会有几十分的差距,考虑到本作还有以人头为标识的生产力倍率方面的加成,也是不容小觑的。而在“奢侈品机制”解锁后,还要考虑对特定资源的有意收集,因为这也直接影响倍率。 放置建筑也需要进行取舍,因为它会消耗锤子。在没有任何科技加成的情况下,每个季节(回合)默认为5个锤子,玩家需要尽可能地利用这些锤子在单个回合获得更多的分数。玩家至少要获得铜牌的目标分数方可获得过关,若是达成银牌或金牌,则在结算时可以获得更多的金币。当然如果能在冬季还没开始前就达到金牌挑战,则能获得额外的金币。 [h1]科技才是第一生产力[/h1] 单纯依靠建筑本身的放置想要获得高分是很难的,必须要借用科技的力量,每一个小岛结算后便可以购买。你可以理解为《小丑牌》中的小丑牌、星球牌之类的结合体。他们五花八门,可以增加建筑的收集范围、通过各种方式提升生产力倍率、生成类似于“大市场”般的BUFF型建筑,甚至还能提升每回合锤子的上限等等。 不过技术槽位默认只有5个,需要进行取舍。虽然也有额外的科技槽可以提升上限,但是想要购买多个那还是很贵的。 另外除了一些常规建筑外,还有一些大有作用的特殊建筑。如可以升级建筑卡牌的神殿,变换为高等级建筑的学校以及能增加倍率的图书馆等等,还是十分具备构筑性的。 总的来说,本作无论是作为一款建造类游戏还是肉鸽游戏都比较有趣,走的轻量化的路线,非常适合随时打开来上一局。但是由于本作并不支持手柄,在Steamdeck之类的设备上游玩时,只能通过触摸板模拟鼠标拖动卡牌来实现操作,并不是很精准,希望能适配一下。还有,本作在游戏中是有中译名的,给商店页面给加上吧! [quote]关注「 [url=https://store.steampowered.com/curator/42276832//]鸿源鉴游组」 [/url] [/quote] [u][b] 会当逢佳游,始可见鸿源。 [/b][/u]
Ein sehr coziges und leicht verständliches Spiel :) Perfekt zum Abschalten und entspannen. Neben den detailreichen und liebevoll gestalteten Inseln, ist die Musik während des Spiels auch sehr gut gewählt und entspannt. Ich hätte nicht gedacht, dass mich das Spiel so catched :D
sure
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Players by region
Where this game's players are, estimated from review languages.
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