
A fantastic, oceanic, open world puzzle adventure. Solve innovative block puzzles while unearthing a mystifying story, gaining new friends that change the puzzle landscape, and unlocking powers that provide more options for how you choose to progress through the enigmatic Isles of Sea and Sky.
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): 0.57/day in the week to Aug 7 → 1.57/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
You awaken as a castaway on an untouched, unfamiliar island with no memory of how you arrived and unsure what to do next. Explore ancient islands, forging your own path as you uncover hidden secrets, solve compelling block-pushing puzzles, and unearth a mystifying narrative in this puzzle adventure game. With no set path or order, you determine your fate and decide which puzzles you want to solve first.
Get stuck on a specific puzzle? Isles of Sea and Sky is open world and nonlinear, giving you the freedom to come and go as you please to specific puzzles, new areas, or return to old areas with a new perspective, allowing you to progress further in the game.
Immerse yourself in the vibrant, serene, and retro-inspired atmosphere while discovering and unleashing extraordinary powers, gathering collectables, and awakening delightful new friends along the way. Stay on your toes because unexpected elements spring to life or offer assistance when you least expect it. Discover a rich, memorable and universal narrative centered around the myth of creation, told only through imagery with no text.

Think outside the box and challenge yourself with innovative and rewarding puzzles that will often surprise you and subvert your expectations while piquing your curiosity. With directional movement only, intuitive mechanics, and flexibility in puzzling, Isles of Sea and Sky is accessible and approachable for all skill levels.
With novel puzzle design, a meditative environment, and a meaningful story, Isles of Sea and Sky invites you to indulge in an oceanic world of fantastical puzzling while getting lost uncovering the unexpected.
Solve open world puzzles: Complete puzzles and explore in whatever order you choose. Get stuck? Feel free to leave a puzzle and return to it later with a new perspective.
Intuitive and accessible puzzling: Controls are simple and directional only; designed so that people of most physical abilities can enjoy.
For puzzle novices and experts: Isles of Sea and Sky is designed for all skill levels making sure there’s plenty to do, collect, and challenge yourself with if you’re a puzzle expert, but that the game is also approachable for puzzling beginners.
Immerse yourself in a serene, vibrant world: This vibrant, retro, and atmospheric environment is captivating and offers a chill and ambient soundtrack for deeper gameplay immersion.
Uncover a rich, meaningful story: Isles of Sea and Sky tells a meaningful and memorable story utilizing only images and no text.
Discover hidden secrets: The game is chock full of hidden items and areas. Collecting every star is no easy task!
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 129 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I do actually recommend this game to sokoban fanatics, but I'm leaving this review as Not Recommended to highlight an issue I have with its endgame puzzles. Many puzzle games suffer from this type of issue, and IoSaS is sadly not an exception. For clarity, I have reached a total of 111 stars and achieved the ending credits before finally getting stuck on the postgame puzzles (and one midgame "puzzle") for good and finally looking up guides for the first time just to start understanding them. At the beginning, this puzzle game does very well to introduce mechanics and interactions to you slowly over time. Navigating the tutorial island and the first real island felt great, and that's what initially drew me to the game: Navigating through and unlocking a Sokoban puzzle world, which is definitely the best part, too. Secret areas to push yourself into, weird tiles to step on to eventually unlock more stars, cheeky screen transitions. It was really juicy and sweet. Then, sadly, by the time I reached the endgame (and the postgame too) that was when the puzzles became less about "have you mastered these interactions between puzzle elements?" to becoming "do you want to jump through hoops just to even begin experimenting with puzzle element interactions?" Yes, once the lategame puzzles begin mixing together mechanics from the previous worlds, you eventually have to start figuring out how all the unique gimmicks start interacting with each other... all with an entire puzzle that's hindering you from actually making these gimmicks interact. Note that there are no "experimentation rooms" in this game. Easy rooms exist, sure, but no rooms where you can freely interact with multiple elements without hinderance. You MUST force interactions in the middle of pre-existing puzzles and just pray that something works out. Sliding ice that keeps you from interacting with the 4 different elementals, a combination that you may have just encountered for the first time... Cloud blocks which I am STILL unsure of how the developers intended for them to be used in their respective puzzles... Hey, did you know that the ONLY way to make a rock elemental move a single tile - without rolling at all - is by hitting him with a fire elemental's bolt? Oh, and to make it even funnier, the fire elemental's bolt will act like the player's push in almost every other instance, such as when it hits an air elemental or a box. So the "ranged push" gimmick stops being a push only when it fake-pushes an earth elemental... Yeah, you better have bet on green and spun the roulette like I did by even bothering to try that in the middle of one of the final areas you unlock in the first place, because that's one of the only 4-5 screens where this interaction is even possible at all. In fact, I actually turned away from the water and fire islands at first because I didn't understand how their gimmicks were supposed to work, and so I got stuck wandering across all the small islands for a while before coming back to the big islands. Compared to the tutorial island and rock beach island, the gimmick objects and their consequences are generally quite opaque. You aren't naturally encouraged to take actions that would trigger intended mechanics. The "tutorials" meant to introduce them are so weak that you might even think you're "not strong enough" to get through them yet. In a game where you can unlock new powers and puzzle elements, I was thinking that I had to come back later because these puzzles might have been unsolvable without new unlocks. Turns out I just had to experiment harder, effectively doing the work of a tutorial all by myself. Which does sound really stupid when I write it out like that, yes. What's the difference between a puzzle tutorial, a tutorial, and a puzzle? Is experimenting the fun part, am I being tutored, or am I puzzling out puzzles? Apparently those specific lines and boundaries can be really thin. In the end I got through the majority of the game without a guide and plowed through all 4 main islands as soon as I understood their gimmicks. But I still don't like that I failed to see those boundaries at these early moments - multiple times. In the current version of the fire island, you have to push an obsidian box across three hot tiles that aren't necessarily in your path. The only way you would know to do this is if you suspect that pushing it 3 tiles will do... SOMETHING. You aren't encouraged to actually do so by anything except sheer gamer intuition. Without solid tutorials like that, you might think that their ONLY gimmick is to make platforms on lava, which you absolutely can encounter before learning that they can detonate. (Seriously, why would obsidian boxes float endlessly in lava, but violently detonate over some hot tiles? Why would I think they'd do anything except quietly get destroyed when their heat meter fills in the same way as a wooden box?) The worst example of "the items really interact like that??? nobody told me!" frustration I can recall - the clearest instance of actual ♥♥♥♥♥♥♥♥ staining this game, if you don't count the other instances of needing to experiment on overloaded screens - is that one small water-themed island near the fire island, which has only about five puzzle elements: Two portal entrances and their exits, a wooden box, a blue box, and a water elemental. (An elemental which you have to unlock, yet you can encounter this "puzzle" before unlocking it!! Just imagine encountering this island without knowing that you can unlock entire puzzle elements across the whole game. Insane.) The solution to this is completely asinine and arbitrary: Use the water elemental on the blue box to get an extra blue box. You drop the original blue box onto the portal exit via water streams, then shove the copied blue box into the portal entrance from the left going right. For no discernible reason at all, a teleported blue box is the ONLY way to break the original blue box that blocks you from teleporting. You can't even shove two blue boxes into each other normally to destroy either one of them! So where's the logic here?? How are you supposed to know that this blue box-blue box-portal interaction exists?? Well, I think you AREN'T. This is genuinely, actually, without a doubt, the only spot in the entire game where this interaction is necessary, maybe even possible in the first place. I can't understand this puzzle game design decision at all. The developers realized that they programmed in some dumb interaction, and then they made a "puzzle" to show off this interaction... without considering that making a "puzzle" based on "think up the most arbitrary interaction you can smash together in your head" isn't fun to work out. This may genuinely only be solvable for most people via bruteforce, and I have better standards for myself than resorting to bruteforce. Hell, I think I was locked out of the all gems ending because of this specific awful "puzzle." But I took my L, even though there were so few moves to potentially bruteforce. And rather than resort to bruteforcing, eventually I decided to look up the solution, Couldn't believe the interaction when I saw it. How pitiful that such a tiny "puzzle" felt so awful. It doesn't seem like it should be that bad for how quick the solution is, yet the more I think about it, the worse my opinion of it grows. tl;dr Lots of fun puzzles all around, but the tutorialization for gimmicks sucks after the rock beach island (first level). Many endgame puzzles rely on having to experiment with gimmicks upon gimmicks. However these gimmick combos are so rare that these dense screens are the only places in the game where you can even find these different gimmicks together, so you have to experiment in crowded spaces. The initial relaxing vibe gets muddied up as the difficulty creeps into bruteforce/moon logic territory. 8.8/10 too much water, pokemon company pls nerf irelia
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, French, German, Dutch, Japanese, Korean, Portuguese - Brazil, Russian, Ukrainian, Italian, Polish +3 more
Hours played at review time, across 129 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
类塞+推箱,隐藏非常多,非常符合我的口味,只喜欢探索或者只喜欢逻辑解谜的慎入
TL;DR: Had the game stopped after about 80% of it, it would have received a warm recommendation. Instead, it decided to keep going and turn everything into an obscure meta-puzzle, which quickly went from "not so fun anymore" to pure grinding. When I started, I thought that the combination of Sokoban and Metroidvania was very refreshing! The puzzles were tricky, but each solution gave a very satisfying feeling. The Metroidvania aspect also directly made clear that there would be some revisiting, which seemed like a challenge to look forward to. What I liked the most was that the Sokoban aspect was there merely for the mechanic and not for the difficulty - most puzzles were ultimately about "what is the solution" rather than "how to move the tiles into that particular configuration". Towards the end, the creators seemed to remember that the second aspect should be more pronounced, which was already a setback, but still ok-ish. What broke the enjoyment for me in particular was the Mysterious Update. First, it introduced meta-puzzles beyond meta-puzzles. Everything started being about tiny, barely visible symbols somewhere (well, technically [i]everywhere[/i]) and exact movement patterns in some unclear locations. The connections were utterly obscure both in the sense of "how to make the connection" as well as to "what does it mean". At one point, the game required me to read microscopic symbols (on the Steam Deck) in the game menu, which are barely recognizable in the first place, but to add insult to injury, looking at them for longer than a few seconds also just made the menu go away for the game to start automatically. The second aspect that was beyond annoying about the big update was the puzzle redesign - many rooms were changed, thereby changing the puzzle solutions in particular. The issue with that is that there was a lot of community effort (discussions, guides, videos) before the update and the update rendered many of them obsolete and wrong. Unfortunately, there was much less community effort after the update, so finding hints became an additional level of meta-gaming, where you needed to pay constant attention to when a particular guide was published, lest it may be outdated. Overall, it feels like an excellent game idea was ultimately overloaded with too much content and the focus on "the more obscure the better".
I just can't. It's a really fun game and an absolutely fantastic puzzler, but staring at a puzzle for 20 minutes only to youtube it and realize you're missing some obscure item to complete it ruins the fun. Would rather them make unlocks for certain areas instead of the constant guessing of "Am I stupid" or "Oh now that I came back half the rocks are unlocked and usable to complete the puzzle."
One of my transcendental Sokobans, this is an incredible game to play, so much that I played two times from 0, one when the game first released, a second one when the DLC got released, and both of them were fantastic. Also, the game has multiple layers, so you can complete the base game with no great difficulties, and you can do a lot before you start seeing some ridiculous solutions on the last collectables... But if you want to complete the DLC, it starts getting too loose and you have to make massive logic jumps. I don't like to say that, but by the end of the DLC, I started searching for some hints for some collectables. Back to the positives, the game has a really calming soundtrack that I am sad does not exist in Spotify, but I could hear some songs from this game for hours, they have an unique vibe which I always appreciate to listen to.
前期真的非常非常有意思,在推箱子的游戏机制上增添了许多有趣的巧思,玩的很开心 结果到了中后期关卡难度突然指数级上升,已经到了无法从关卡中获得正反馈的程度了。有些关卡简直就是在为难而难,还有一些完全没有任何指引的设计非常失败的谜题,不查攻略根本不知道怎么过。每天打开此游戏就是坐在电脑面前试各种路径试的头疼,打完雪山后果断弃掉了 且此游戏发行于2024年5月,我是26年7月玩的,至今作者还在不断更新地图,不断在地图上添加原本不必要出现的新难关(关于我为什么会知道是因为后期卡关卡吐了上网找攻略发现不同时间段的攻略地图完全不一样)不太能理解这个不断增加难度的行为,有种把玩家当M拿鞭子抽着走不顾玩家死活只想炫技的优越感。体验非常差。
112星,打到最后一个岛了还没打完。 表层的推箱子解谜很好,只做表层推箱子也可以打到我这个收集度。深层那些不喜欢,经典的做阅读理解,有些要靠猜,有些要考验观察力,还要截图,这种局外操作很讨厌。 提供两个不算剧透的攻略给新手玩家 [spoiler] 每个岛屿只有1-2颗星星是需要其他岛屿的能力才能收集的,最好当前岛屿都收集完再去下个岛屿[/spoiler] [spoiler] 大地图合理的探索路线是一个逆时针的蚊香路线 [/spoiler]
Awful nonlinear sokoban ripoff shovelware.
Gorgeous game, beautiful score that really fits the vibe, and great secrets/puzzle progression. I've read the reviews of end-game puzzle difficulty. I haven't made it that far yet, but for my 15 hours of playtime to reach the credits, I thought the difficulty was perfect and did not look up any solutions. I had no trouble walking away from a puzzle I could not complete, and l think figuring out which puzzles you are currently able to complete is sort of part of the puzzle.
I enjoyed the game for the first 40 stars, but then when I got to the snowy island, the difficulty spiked, and screens took a lot longer and needed much more tricky movement than I'd like. The game wears you down with screens that can only be solved once you have a secret item, despite appearing as though you could conceivably solve them now. By 70 stars, I was very frustrated, and I dropped it after looking up hints for the A1 snow puzzle. I had misinterpreted a part of the puzzle, and that led to a very bad experience of fruitlessly staring at something I thought was part of the solution, but was actually just an assist tool. It also suffers from the classic metroidvania problem of spending more and more time just looking around for what the hell to do next.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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