
Explore strange and wonderful islands and dark labyrinths below in this narrative puzzle platformer. Guide young mechanic Mo on her quest to repair a world on the brink of collapse. The powerful Omni Switch at your disposal may not be enough to fix the damage that hides beneath the surface...
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/day in the week to Aug 23 → 0.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
Genres
Sums Steam only; PlayStation, Xbox, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 717reviews | 78% | — | $224.4K |
| $19.99 | 262ratings | 83% | — | not modelled | |
Engagement
Reviews
Themes across 72 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Great visuals and audio. Unfortunately the game itself is too irritating to play. Frequent narrated cutscenes is how this game tells a story so every time narrator speaks you'll have to put your controller down and wait until she finishes speaking. Add to that zero information cutscenes that show you the next place you're going to anyway. The amount of times controls are taken away from you is just criminal. The environments in this are such (and this seems by intention weirdly enough) that It's not intuitive what is traversable area and what is part of the background/foreground. Though to make this not annoying devs had to put white paint on every bit of climbable surface. So walking from one jizzed up edge to another and pressing jump+up/down is most of the what you would be doing in this game. Game description mentions puzzle platformer but they are so trivial it is more suitable to think of it as story-oriented walking sim. Speaking of story, while I didn't get impression that it's some deep psycho-analytical work, it is serviceable, some people might enjoy it. It is interesting tho that art of this game has lots of these small details spread throughout that it's sometimes overwhelming to look at, but they decided not to go a mysterious environmental storytelling route. At least letting narrator speak WHILE you walk around would be so much better. I didn't enjoy this one but still recommend trying(probably wait for sale tho) if you're just too curious about the game world from looking at screenshots and not turned off immediately by idea of frequent cutscene and loading screen interruptions.
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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*, French, Italian, German, Spanish - Spain, Japanese, Korean, Simplified Chinese*languages with full audio support
| $19.99 |
| 62ratings |
| 84% |
| — |
| not modelled |
| $1.99−90% | 42ratings | 70% | — | not modelled |
| $1.99−90% | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 72 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[b]spores[/b] [hr][/hr] 2/4 great visual but SLOW and tedious
被美术吸引进来,一通玩下来也只有美术了,美术真的真的很强,但也救不回来哈哈。剧情是酣畅淋漓的依托打分,不管是主角还是其家人的角色塑造都让人喜欢不起来,即使从其他地方得知了动机,也依然让人有一股吃了苍蝇不得不咽下去的恶心感。人物走得慢得要死,不让快进动画不让快进对话,只能享受旁白的娓娓道来真是慢玩神器一枚呀。旁白不知道是主角内心还是什么,讲的话也很mean,到后面更是让人鬼火冒。还有很无语的一点是主角手上都拿万能钥匙了,碰到移动的电球竟然直接熄灭了哈哈又得慢悠悠地跑回去重新启动机关。。。
👍
3/10,3分都是美术和音乐的。游戏性一坨,剧情一坨。痛苦不是伤害他人的理由。
Occasionally I'll remember an indie game I enjoyed, and I'll visit the games Steam page to see if the team behind it ever did anything after that. Oftentimes I find out that the team fizzled out after that, or released a pandering game that didn't really make sense with their skill set or pedigree. It's rare that I find a follow up that actually interests me. I really enjoyed the Inner Worlds games, which combined an interesting whimsical story with just a bit of darkness, and actually had puzzles that felt satisfying to figure out without resorting to a walkthrough. I feel like there's a lot of insecurity in the narrative indie game space about how much of a game you're actually making, and it seems like Studio Fizbin didn't feel confident about the point-and-click genre, so we end up with a game that's mostly walking simulator but breaks that up periodically with sections it almost feels too generous to call puzzles. They're really just tasks that add a slight bit of friction and movement, and I don't honestly know how much they add to the experience. And that's a shame, because the experience itself is rather impactful. Minute of Island revolves around the idea of a chosen one whose been failing over time. It doesn't take long in the narrative to appreciate that Mo's efforts aren't really amounting to much. She was given a task of great importance, but it doesn't seem like she's made anything better, even for her small cluster of islands, and the mission we're given at the start seems like a bandage on a bullet wound. The art definitely does a lot of the heavy lifting here. Fizbin makes a decaying world of biological horror look surprisingly gorgeous through the bright color palette given to the deadly fungus and the ruined seaside environment. There's a pervasive sense of dread and defeat throughout. Not many games really deal with failure despite often having routine fail conditions, so it was a nice break from the usual Hero's Journey formula. Beyond the needless game play mechanics, there's a few quality of life things that were hard to get over. In general I almost never find video game characters fast enough. The speed you get with the run button should probably just be the standard speed, and run should be nearly too much. Almost any unique action, like crawling through tunnels, takes an agonizing amount of time, involving a laborious animation that you can't speed up or skip. The game regularly screeches you to a halt for the narrator to say her peace, which feels unnecessary because I'm capable of moving and listening at the same time. I don't know if it was an attempt to pad out the game length, or if Fizbin felt that every word said was so important we shouldn't be multitasking. Beyond anything else, for me completing a game usually means its at least solid, and I left Minute of Islands genuinely moved by the experience. Maybe the themes of failure and not giving in to sunken costs were too biographical for the studio, because it doesn't seem like they've shown an interest in making games like this sense. It looks like they've taken the path I described at the beginning, making a dull-looking roguelike that mostly just seems like a reskinned Hades. But maybe I'll check back in another 5 years. EDIT: I should really google the studio before making statements like that. They got shut down by their publisher a few weeks before their Hades-like even came out. It just adds another layer of sadness to the whole thing.
——记录:24/11/30入。 ——支持中文,支持手柄。 ——画面和剧情都挺意识流...26/05/30
good game with a well crafted story, you can see Mo's slow fall into desperation. It made m very attached to her
游戏要一直听对话,不能快进,不能跳过,画面很美,语言很好,但是可玩性太低了,就是一直跑图,既不需要智力解谜,也不需要操作
旁白不能快进拖拖沓沓的 一定要过一些很长的动画 我这种急性子真玩不了一点,故事我觉得有很多不合逻辑的地方,游戏情感目的是啥。第二旁白说的话太pua我了 我接受不了 想回怼了 反正就是性价比不值得。我玩游戏是为了开心 满足 成就感,这些我一点没感受到
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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