Compara los precios de ISLANDERS en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Coatsink. Publicado por Coatsink. Lanzado el 4/4/2019. Disponible en PC, Mac. Géneros: Casual, Indie, Strategy. Puntuación Metacritic: 82/100.

A proximity-scoring puzzle wrapped in a city-builder skin: every placement decision either chains into a high-scoring combo or quietly kills your run three islands later.

I have a spreadsheet open right now tracking optimal building adjacency for ISLANDERS, and I am not embarrassed about it. That should tell you something about a game that looks, at first glance, like a screensaver. The core loop is deceptively tight: you start each session on a small procedurally generated island, draw a hand of buildings from one of two available construction sets, then place them to score points through proximity. Lumberjacks want trees nearby. Taverns want houses. Breweries want grain farms. Get the placement right and your score multiplies fast; get it wrong and you run dry of buildings before you can unlock the next island and move on. The session ends the moment you exhaust your inventory without hitting the threshold to progress, and there is no way to demolish what you have placed, only a single-undo button added in a post-launch update. For strategy players, the real interest here is not the relaxed aesthetic but the compounding decision tree underneath it. Each time you score enough points, you restock your inventory and unlock progressively more demanding building types: seaweed farms, gold mines, circuses, monuments, and resorts all arrive later in a run, each with placement rules that are stricter but score higher. The question of whether to move to the next island the moment the gauge fills, or stay and squeeze every last point out of your current terrain, is genuinely interesting. Staying too long can burn valuable buildings in a cramped layout; leaving too early banks fewer points for the cumulative leaderboard score. That island-hopping tension is where ISLANDERS earns its Metacritic 82 rather than being dismissed as a toy. The game does strip out virtually everything else you expect from the genre. There is no resource accumulation, no traffic management, no tech tree, no population simulation. Critics who wanted more complexity were not wrong to want it, and if you are the kind of player who needs a city to actually function, ISLANDERS will feel like a demo. The procedural islands vary in biome, from lush grasslands to arid desert terrain, which changes which building types score well and forces you to adapt your strategy each run, but the variety has a ceiling you will hit after a dozen hours. A sandbox mode, added post-launch, removes scoring entirely and gives you unlimited buildings, which is the right pressure valve for players who want to build aesthetically rather than optimally. Where this game genuinely shines as a purchase recommendation is in session flexibility. A run can take twenty minutes or two hours, and the loop resets cleanly. That roguelike quality, start again, chain a better combo, learn a new island layout, is well-suited to the kind of player who wants something strategic but not demanding of contiguous hours. The mod community has produced tools like creative-mode extensions that push beyond the base sandbox, and a small but active leaderboard scene exists for players chasing high island counts. If you are between heavier strategy titles and want something that rewards spatial reasoning without punishing your schedule, this is a reliable pick. If you want the full depth of a city-builder with interlocking systems, go play something else and come back to ISLANDERS for a palate cleanser. Diego, Scout Team

ISLANDERS

ISLANDERS

4 abr 2019Coatsink
GamerScout opina

A proximity-scoring puzzle wrapped in a city-builder skin: every placement decision either chains into a high-scoring combo or quietly kills your run three islands later.

PCMac
Steam Deck PlayableProtonDB Platinum
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I have a spreadsheet open right now tracking optimal building adjacency for ISLANDERS, and I am not embarrassed about it. That should tell you something about a game that looks, at first glance, like a screensaver. The core loop is deceptively tight: you start each session on a small procedurally generated island, draw a hand of buildings from one of two available construction sets, then place them to score points through proximity. Lumberjacks want trees nearby. Taverns want houses. Breweries want grain farms. Get the placement right and your score multiplies fast; get it wrong and you run dry of buildings before you can unlock the next island and move on. The session ends the moment you exhaust your inventory without hitting the threshold to progress, and there is no way to demolish what you have placed, only a single-undo button added in a post-launch update. For strategy players, the real interest here is not the relaxed aesthetic but the compounding decision tree underneath it. Each time you score enough points, you restock your inventory and unlock progressively more demanding building types: seaweed farms, gold mines, circuses, monuments, and resorts all arrive later in a run, each with placement rules that are stricter but score higher. The question of whether to move to the next island the moment the gauge fills, or stay and squeeze every last point out of your current terrain, is genuinely interesting. Staying too long can burn valuable buildings in a cramped layout; leaving too early banks fewer points for the cumulative leaderboard score. That island-hopping tension is where ISLANDERS earns its Metacritic 82 rather than being dismissed as a toy. The game does strip out virtually everything else you expect from the genre. There is no resource accumulation, no traffic management, no tech tree, no population simulation. Critics who wanted more complexity were not wrong to want it, and if you are the kind of player who needs a city to actually function, ISLANDERS will feel like a demo. The procedural islands vary in biome, from lush grasslands to arid desert terrain, which changes which building types score well and forces you to adapt your strategy each run, but the variety has a ceiling you will hit after a dozen hours. A sandbox mode, added post-launch, removes scoring entirely and gives you unlimited buildings, which is the right pressure valve for players who want to build aesthetically rather than optimally. Where this game genuinely shines as a purchase recommendation is in session flexibility. A run can take twenty minutes or two hours, and the loop resets cleanly. That roguelike quality, start again, chain a better combo, learn a new island layout, is well-suited to the kind of player who wants something strategic but not demanding of contiguous hours. The mod community has produced tools like creative-mode extensions that push beyond the base sandbox, and a small but active leaderboard scene exists for players chasing high island counts. If you are between heavier strategy titles and want something that rewards spatial reasoning without punishing your schedule, this is a reliable pick. If you want the full depth of a city-builder with interlocking systems, go play something else and come back to ISLANDERS for a palate cleanser.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscloud-savestier:aaaProximity ScoringRoguelike Run StructureProcedural IslandsSandbox ModeScore ChasingCozy StrategyLow-PolyShort Sessions

Requisitos del sistema

Mínimos

OS
Windows 7, 8 or 10
Memory
2 GB RAM
Storage
200 MB available space
Graphics
Nvidia GeForce GTX950 or higher
Processor
Intel Core i3 2.00 GHz or AMD equivalent
Sound Card
We don't really think you need one. Just humming your favorite tune while playing is perfectly fine.

Recomendados

OS
Windows 10
Memory
4 GB RAM
Graphics
Nvidia GeForce GTX970
Processor
Intel Core i5 3.00GHz or AMD equivalent
Sound Card
Have one.

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Reseñas y valoraciones

Metacritic
82

Información del juego

Desarrolladora
Coatsink
Distribuidora
Coatsink
Fecha de lanzamiento
4 abr 2019

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¿En qué plataformas está disponible ISLANDERS?

ISLANDERS está disponible en PC, Mac.

¿Cuándo se lanzó ISLANDERS?

ISLANDERS se lanzó el 4 de abril de 2019.

¿Quién desarrolló ISLANDERS?

ISLANDERS fue desarrollado por Coatsink.

¿Merece la pena comprar ISLANDERS?

ISLANDERS tiene una puntuación Metacritic de 82/100, lo que lo convierte en uno de los títulos destacados de Casual. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.