Taflarium

Early prototype · 2D

Isle

Our first 2D game, and our first that is not a board game. A ship's crew are stranded on a small island after their ship strikes a reef. The first ship to call offers them passage home, and they say no: they would rather mend her. Isle is a working title, and this is an early prototype.

The story

A holed ship and a crew who stay

The Kittiwake struck a reef in the dark and lies half in the shallows, holed amidships. Nobody was lost, though most of the cargo was. The island has fruit, fresh water and an old jetty, and ships call often enough that leaving would be easy.

The crew stay anyway. There is no marooning, no rationing and nobody to escape from. The game is about a project: gathering what the island gives, trading it with whoever ties up at the jetty, and getting the ship to float again.

The opening of Isle: a pixel-art beach with palms and a wooden jetty, and a story panel reading that the Kittiwake struck the reef in the dark, nobody was lost, and most of the cargo was.
Day one, six in the morning
A steam trader moored at the island's wooden jetty at first light, with palms, pineapples and forage scattered on the sand.
The steam trader, alongside from first light until dusk

The island

Gather, sell, build

You walk the island picking fruit. A banana palm gives seven bananas and a mango tree three, and a picked tree comes back into fruit a few days later. Ships on a long voyage will buy anything fresh, and the basket shows what your haul is worth before you sell it.

Five ships work the island run, and one is at the jetty about one day in four. Their schedule is set in advance, so you can learn when they will come. Between sails you gather stone, driftwood and palm fronds to build a well, then a fire pit, then a cold store, which raises what you can carry from 45 items to 135.

The fire is also a workbench. Weave a net, set it in the shallows, and it fishes while you sleep. Whittle a rod and you can fish by hand at the water's edge, pressing at the moment the float dips.

Day and night

A day lasts 24 minutes

One real minute is one hour on the island, and the light moves through dawn, day, dusk and night. The crew sleep in four canvas tents round a hearth. Step into yours, lie down, and the clock runs forward to first light, so sleeping is how you wait for the next ship.

The music is composed as you play by Bloom, our music engine, and it changes at nightfall.

The crew's camp at six in the evening: canvas ridge tents on the sand, a crate, a cooking pot on the hearth and two crewmates standing nearby.
The camp at dusk

The crew

Three shipmates, three board games

Three of the Kittiwake's crew are ashore with you. Talk to them and they tell you one thing at a time: what they did aboard, what they liked about the life, what they have heard of the other islands, and what they hope to find. Then each one offers to teach you a game.

Maud Tarrow

The ship's carpenter, who laid or argued about every plank in her. She wants one good tree, tall enough for a new mainmast. She plays Nine Men's Morris.

Jessa Wick

Second mate, who kept the ship's reckoning, and says the reef was on no chart she had. She plays the Royal Game of Ur.

Orrin Skell

The cook, who fed sixty off one stove. He wants pepper, nutmeg, anything with a smell to it. He plays Hnefatafl.

Maud Tarrow in the camp, with a dialogue panel in which she says she was the chippy aboard the Kittiwake and laid or argued about every plank.
Maud, on the Kittiwake's planking
A Nine Men's Morris board drawn in scribed timber, with pale shell and dark pitch counters and the prompt Place a counter, 3 still in hand.
Nine Men's Morris against Maud

The rules engines are ported whole from our own versions of these games, so they play by the rules we tested there. The boards are drawn again in the island's pixel art, and the crew play one level below each game's strongest opponent, because they are teaching you.

Chapter one

Getting the Kittiwake to swim

The first chapter runs in seven steps. The bosun, Nan Fettle, went round the headland on the first day and has not come back, and a fallen palm blocks the only way to the far shore. With the whole crew you can shift it. Nan is alive but needs medicine from a passing ship, and once she is on her feet she surveys the ship's launch and writes a list of what mending it takes. Maud does the work.

24Real minutes in an island day
5Ships on the island run
3Board games the crew brought ashore
482Coins to mend the launch

We measured the economy. Stripping the island of everything once is worth 112 coins, and more grows back each day. Mending the launch takes about a fortnight of picking, and in testing the chapter ends somewhere between day 22 and day 32, depending on which ships the schedule sends. Nothing in the chapter can be missed, and it cannot reach a dead end.

Status

Where it stands

Isle is an experiment. The art is placeholder from asset packs we bought, the name may change, and it is not ready for testers yet. There is no release date.

  1. Done

    The island

    A generated island that checks its own map, day and night, gathering, the basket, and five ships calling on a schedule.

  2. Done

    The crew and their games

    Three crewmates with their own conversations, each teaching and playing one of our board games.

  3. Done

    Chapter one

    The missing bosun, the blocked shore, the first purchase and the mending of the launch. The crew follow you by walking your own trail, so they never get stuck on a palm.

  4. Now

    Things to do between ships

    The well, the fire pit and the cold store, the net and the rod, and the music. This is the build the screenshots on this page come from.

  5. Next

    Seasons, tents and villagers

    Turning the calendar through the seasons, tents the crew pitch themselves as new people arrive, and villagers with needs of their own.