
The Shrouded Isle is a cult village management simulator. Your people look to you for leadership. Five families vie for power as the storms roll in and things beneath the waves threaten to wake. Feed and house your village while ensuring the ancient, dark traditions are followed and the appropriate sacrifices are made.




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| Sprache | Oberfläche | Ton | Untertitel |
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| Russisch | |||
| Englisch | |||
| Deutsch | |||
| Französisch | |||
| Spanisch | |||
| Italienisch |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
I'll leave a quick review after getting this from Humble Bundle, never having heard of this game before. The Shrouded Isle is a bit like a board game where you have an Xcom style rules foundation beneath a strongly Cthulhu-themed kind of CLUE spin on top. That's honestly the best way I would describe it. You are leader of a cult town, and the game has 12 seasons over 3 years. In those 3 years, you have to keep the town running successfully while also sacrificing a person every season. Depending on how well you do at this, you will get one of 6 endings, some good and some bad. I got one best ending and one worst ending after about 7 different false starts, all while this game having no tutorial whatsoever; I was able to figure it out just from the choices you can make while playing normally. By the end of it I had learned the key part of victory: if you want the best ending, you need
In my ongoing and likely futile effort to write a Steam review for every game in my library (#486 out of 639)... it's time for The Shrouded Isle. Or: creepy cult simulator. The Shrouded Isle is a simple management simulator with the unique hook of managing a Lovecraftian cult in a Northeastern village. You assign villagers specific duties in the community, try to ferret out specific personality traits, and determine who to sacrifice to your dread gods each week in order to maintain the stability of the village and--more importantly--your authority as their leader. It's a fun premise and there's some great dark humor to be found due to how messed up the randomly-generated (I assume?) villagers can be. These management games, however, typically aren't my thing and without much in the way of directly authored content I found little in Shrouded Isle to command my attention beyond the first
I find this game a bit shallow, at the very least at this point on release. Basically you have several meters all running down based on who you choose during the three turns / months per season. The game is fundamentally one very similar to concentration, with villager virtue / vice instead of number / icon matching cards. Layered on top of that though is two states of unknown, the first is where you haven't seen a virture or vice, and the second when you know which meter the virtue or vice affects. Kind of like learning what suite a card belongs to in a memory game, then next time learning what the number of that card actually is. The various kinds of virtue and vice are cosmetic really, primarily there are three increments of value per virtue or vice, with the greatest value having the most impact. Which is to say for virtues they are the best villager for increasing the related mete
A very simplistic hidden identity game. Each villager has a Vice and a Virtue. A Vice is a detriment to your village's resources, and a Virtue is a buff in addition to the villager's House action. So, you might have someone whose House rewards Penitence, with a Virtue that rewards Ignorance, and a Vice that penalizes Devotion. As you assign villagers to actions, you slowly uncover what their Vice or Virtue is. You also increase their House's approval rating, which provides another means of discovering Vices and Virtues. The payoff of discovering the hidden Vices and Virtues is twofold: You can make more efficient resource gathering decisions, and you can also figure out the best villagers to sacrifice to your god, who wants to root out particular Vices over the course of the game. I had a rough but quick first game, then won perfectly on my second playthrough. I'll probably give it a f
Soft "do not recommend". I love the game's aesthetic, I love the idea of a cult resource management game, but - once you've made it through all five years once, you're done. You'll notice in the game's achievement stats that the good ending is the most accessible, and that most of the game's other "endings" are that ending but having slightly failed in some way. Generally, once you're good enough at the management to get to the ending, you're good enough to avoid the other-ending failure pitfalls. While the barebones writing works with the low-fi aesthetic, the idea of spending another 6+ playthroughs going back through the game for a few lines of flavour text and a steam achievement made me feel actively exhausted. If you like the vibe, get it to mess around with for a couple hours, but don't expect a lot of depth.
Management games aren't usually my cup of tea, but The Shrouded Isle had enough style and presentation to peak my interest. Managing a football team? I couldn't care less. Managing an Lovecraftian sacrifice cult? Alright, I'm listening... While there is fun to be had here (especially if Management games ARE your cup of tea) it's almost impossible to recommend in its current state. While "Sunken Sins," the last major free update provided a much needed facelift and some interesting side mechanics - it caused nearly as many issues as it addressed. It almost doubles the required playtime (which was already quite long in the original version) for a single attempt at summoning the Dark Lord™ and in the process makes a lot of the gameplay seem needlessly grindy. Since villagers become afflicted with some kind of illness every single turn, sending people off to the rehabilitation tower seems
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