No man is an island.

But most games take place on one.

So what happens with all the stuff that gets wiped? What if it went in the sea? That would certainly make the sea angry and it would send it back up. Our island is just one of many, there are other islands out there and the sea between all of them. Poetic ecology, but with consequences. The sea, fed up with our asset management skills, got kind of angry and now we have disasters.

You wash up on a beach, how original. But resilience is a top quality - for humans and sausages, so go talk to Walt and he'll give you the details.

Harvest, craft, fetch, build, harvest some more, recycle, produce, sell. Then dismantle, harvest, hunt, tranquilize and tame animals, build them a pen, tend to them and watch the miracle of life happen. If you fence off your property, they'll protect it, hopefully.

The sea washing over the island (yes, there are tsunamis) has its ups and downs, so explore the island and dismantle scrap for materials and recipes. Deconstruct items, fabricate them. Mining's tough, but it's honest work. Smelt ores and use the ingots to craft yourself some bling. It's not merely cosmetic. Trophies might be meaningless, but you can still fabricate your own and stick them everywhere, for everyone to see.

When you get tired of walking, build yourself a car. They all have mirrors that are working most of the time and you can hang pendants on them. Paint and clean your car, it gets dirty and the salt air corrodes stuff pretty quickly, so hold onto that repair hammer!

Solo or team up. You can fight your peers if you want, but environmental danger affects all, so cooperation is always a choice.

Electricity generation and pipe transfer system between deployables - definitely try that.

Equip and interact with stuff and see what it does.

You can definitely have fun, but be warned: almost everything is ephemeral on the island. Disasters will ruin stuff that isn't maintained and you might not find everything where you left it. One thing is certain, though: you'll always be able to spawn on a beach and the important things - they stay with you.

Expect more updates and expect more disasters. They keep coming.

We're still working on the game every day. To say it's unpolished is an understatement, but with your help, we'll do that too. Hope you like it!

CREDITS

Built on s&box by Facepunch Studios. Includes assets from the s&box asset
library and Rust assets released for s&box use by Facepunch.

NPC framework and RocketProjectile adapted from Facepunch's open-source
sandbox game.
  MIT License, Copyright (c) 2026 Facepunch

Water, waves and buoyancy: WaterTool by K3rhos (redsnail.watertool)
  MIT License, Copyright (c) 2026 K3rhos

Engine audio synthesised with enginesound by DasEtwas (MIT)
  https://github.com/DasEtwas/enginesound

Models: "Bolt Cutters 01" by Antanas Kep and Yann Kervran, and
"Propane Torch 02" by Divine - both Poly Haven, CC0.

UI sounds by Kenney (CC0). Thunder from a CC0 pack.

Community assets from sbox.game by: jammie, microfivetwotwo, mrvorana,
ducksworkshop, igorr, ma1.

Built with Claude Code (Anthropic) as a programming assistant. No generative
AI was used for any art, models, textures or audio in this game - the meshes
are procedurally generated by our own Python tools, and the engine audio is
synthesised with enginesound.


Everything else - models, code, textures and all other audio - is our own.