Hello, Seekers! Here are some of the most frequently asked questions to help you know what to expect on Islands of Insight!
Frequently Asked Questions
Requirements
How do I add friends? In order to play in the same party, both players must have launched Islands of Insight once. This will ensure you can appear on each other's in-game friend lists.
Once this has been done and you re-launch the game, press 'Tab' or click on the Tab icon at the top right to see your in-game friend list. Press the 'Join' button next to your friend's name. This will allow you to join the server your friend is in.
Now that you are on the map, simply press 'ESC' to view the menu, and press the 'Join' button here to invite your friend to your party.
Once they have accepted your invitation, you will be able to see them in your 'Party'.
You will be able to spot them easily when you meet them on the map, even if they go behind a wall.
If I played the demo, will my progress carry over? Yes! Your progress from the February demo will carry over into the full version of the game.
Is there support for controllers? There is no support for the use of controllers for Islands of Insight at this time.
Is there Steam Deck support? Islands of Insight is currently only supported and best played on Windows, you can view our minimum requirements here. Steam Deck, Mac, and Linux are currently not supported for Islands of Insight but we appreciate the feedback players have provided us so far.
How do I change my name? Your in-game name is taken from your Steam profile name. If you update your Steam name, it will update in-game the next time you boot Islands of Insight.
Is there a cap to a puzzle's Mastery level? Yes, the highest level that you can achieve for the Mastery of any puzzle is level 99. Note: The bar may appear to move after you have hit level 99
How do I find more info about a specific puzzle? The Encyclopedia contains all the information regarding the puzzles you have discovered so far. Make sure to use it to your advantage!
I played the Early Playtest in September and/or the most recent demo during Steam Next Fest. What changes can I expect to find in the full game?
The complete experience: 4 new biomes filled with new puzzle types, Enclaves and challenges.
New daily quests - more quest types and the ability to cancel quests, giving the player greater agency.
Improved player progression: addition of puzzles awakening, which adds improved sense of progression in completing the campaign, and ensures players engage with tutorials at the right time.
Revisions on lore, map, costume art, user interface, puzzle collection, difficulty, and several Enclaves.
And we also did something special with the pyramid...
Grapple League Patch 1.2 Everything has changed. Patch 1.2 is the culmination of feedback on the game so far. New systems have been introduced, new hints, bug fixes galore, and so much more.
Game Balance Changes Everything has been sped up. The game should feel significanlty faster and less floaty. Especially at high speeds.
Boost Changes: With chargeable boosts some of the boosts needed changing. They all act similarly, but some, like Jump, got some much-needed balancing.
New Systems Boost Charging: Grapplers may now find their boost charging while swinging at high speeds. The boost device captures swing energy, directly depositing it into the Grappler's boost reservoir. Essentially, the faster you swing the more boost you get back. Gain even more by raising your style meter.
Style Meter: The style meter is a reflection of how well you are swinging through a level. Keep your speed high, keep grapplling, and you'll see this style increase as well. Further, the higher your style? The more boost you will charge during your swings.
Shunting: Grapplers may use a portion of their boost to shift their player right or left sharply. Air Brake Grapplers may activate a drag-system on their grapple suits to rapidly slow their mid-air speed.
Enhanced Player Trails: Player trails now show the paths you took on the runs that lasted the longest. Use those to follow your previous tracks if it was a good one! Or avoid them if it was a bad run.
Enhanced Range Reticule: The range indicator now dynamically shows how far your target is, how far out of range it is, or, if it is in range, how far in range it is. It is invaluable.
The Goal Boost Charge and Style Meter Boost Charging and Style Meter were designed with two priorities in mind. Number 1, to make the game more 'active'. Allowing the player a means to charge boost and consistently use boost gives more direct actions a player can take rather than being reliant entirely on their swings and finding boosts.
Shunting: There are some levels, especially in World 3, where you may fall just right or left of something. This makes those less punishing. Further, it allows for more decision making on other levels. Trust me, shunting is very, very effective once you reliably use it.
Air Brake: Air Control was somewhat lowered since the live version. It led to rather frustrating situations where you would be above a finish platform, but with too much momentum.... leading to a lovely splash into the water. With airbrake you are able to slow your speed preemptively, allowing you to not horribly overshoot platforms.
Enhanced Player Trails: Seeing every past path was interesting, but not all that useful. Now, only a couple runs are saved, ones that lasted the longest, which makes them a bit more useful to rely on. They also look way cooler.
Enhanced Range Reticule: Getting used to tether range was very difficult for some new players. With this it is much, much easier to reliably predict if you will hit a target. Gaining a feel for tether range is still useful, but this makes it much, much less punishing when you have yet to gain that feel.
Level Changes Nearly every level from World 1 Level 1 to World 3 Level 6 has been largely revamped. While some previous levels were good, these have all been largely expanded upon, tutorials enhanced, and in my opinion, look much, much better than their counterparts. New Obstacles are also prominent throughout the worlds, new artstyles, and more that should help each world feel unique and interesting.
UI Changes Main Menu: The main menu has been redesigned from the ground up to be more sleek and quick. Less clicks to get places, and more indication of what level you're clicking on and more.
HUD: To give the UI a bit more style, the UI has been changed to embrace a low-res look. Things like the boost meter and the range indicator are especially noticeable. The boost meter has been given more animation to indicator when the boost is charging. The style meter has been added to the top right.
Hints and Tips Hints have been added to the level start screen. They are selected at random, but should give useful help and information on how to play and more.
Other Changes Enabled full controller support in menus. Significantly reduced download size.
View and analyze previous games! Compatible with Circular, Hexagonal, and Triangular Chess! (currently requires the new "automatically saved replays" setting to be enabled, which it is by default)
New Settings Menu:
A new, cleaner settings menu, with music and sfx volume settings. Now also accessible from the Escape menu.
Asymmetrical Clocks:
In private lobbies, players can now check the "Separate Clocks" box to adjust each color's clocks separately.
Lag Compensation:
The in-game clock now accounts for server latency to make sure both players are on an even playing-field anywhere in the world.
Bug Fixes:
Fixed a rare bug that would allow a player to make 3 moves in a row. (finally)
The "Game Disbanded" prompt will no longer show up when the user starts a bot game while also searching for a public/private match.
When a match is disbanded, the other player no longer be booted back to the main menu.
Other Changes:
Added an initial entry to the Move Log, so that the starting position can be viewed (in-game and in replays)
Note: I am currently working on overhauling the game's netcode. Some of these changes have already been partially implemented, but they will cause occasional visual bugs and hiccups on the main menu. If anything unusual occurs - such as being placed in an empty, non-functioning Private Lobby - hitting the Escape key, then pressing "Main Menu" (even while already in the main menu) should reset the menu.
Hi everyone! Here are the latest patch notes for Poppy Playtime: Chapter 3!
Patch 4 - 2/29/2024
Major Gameplay Changes:
Objective Tracker
Added a new feature that will track objectives to help further guide the player
Final Encounter
Updated the text on the monitor
Added Poppy voice lines during the tutorial
Added a feature that allows players to skip dialogue or tutorial steps
Controller Support
Added a feature that allows players to change their UI in the settings menu under “Gamepad Layout”
Minor Gameplay Changes:
Updated the credits
Added a visual indicator to show the flashlight breaks in the School
Updated the sound effect when the flashlight breaks in the School
Added sound effects for physics objects
Refined the sound effect for the battery traveling through the pipe in the Intro Tunnels
Updated the Final Encounter tutorial to be more intuitive
Bugs Fixes:
Fixed an issue that caused lights to have collision in the Dome
Fixed an issue that caused CatNap’s paws to be white in the Cave Bridge
Fixed an issue that caused inconsistent collisions in the Gas Production Zone
Fixed an issue that caused the final gate in School to remain open after the Teacher killed the player
Fixed an issue that caused all doors to have the locked UI even when they were unlocked
Fixed an issue that caused the Final Encounter tutorial to not replay properly on death
Fixed an issue that caused the trash compactor in the Intro Tunnels to trigger twice
Fixed an issue that caused a soft lock if the player pulled the lever at the end of school while getting killed by the Teacher
Fixed an issue that caused an Ollie voice line to trigger twice in the Dome
Fixed an issue that caused a crash when loading into levels using the Replay Encounter feature
Fixed an issue that caused physics objects to not be pullable
Fixed an issue that caused the door to the plug on Home Sweet Home to be open before triggering the Poppy and Kissy Cutscene
Fixed an issue that caused VHS audio to cutoff in languages other than English
Fixed an issue that caused a decal to be flipped in the School
Fixed an issue that caused fake and real CatNaps to not appear in hallways after a battery was placed in a constant steam receiver in the Final Encounter
Fixed an issue that caused incorrect pathing for the Teacher
Fixed an issue that caused the jump pad to be incorrectly powered at the end of the Counselor's Office
Fixed an issue that caused the garage door at the end of the Counselor's Office to not open when placing the batteries in the receivers
Fixed an issue that caused lightmaps to be incorrect on cabinets
Fixed an issue that caused debug text to appear in Home Sweet Home
Fixed an issue that caused the player to lose their inventory when respawning or reloading after using the Replay Encounter feature
Fixed an issue that caused the Kissy and Poppy cutscene to break if the player entered the elevator before Kissy and Poppy
Fixed an issue where the M4A3 Sherman Easy 8 did not benefit from the Fast Deploy ability.
Fixed an issue that allowed players to get the same weapon upgrade twice on a squad.
MULTIPLAYER BALANCE
US Forces
M8 Greyhound Armored Car
Skirts have pushed the Greyhound to be too difficult to deal with for a variety of softer counters, leading to US Forces players gaining a significant advantage when these are on the field. We are gently rolling this back to make it more vulnerable to soft counters like Anti-Tank Rifles and snares.
Armored skirts health bonus decreased from 120 to 80
British Forces
Royal Engineers We are partially removing some of the changes to the Royal Engineer squad to make them more vulnerable to non-rifle weapons. We want to maintain the increase in capture speed, but also limit how fast Royal Engineers can arrive on the field to gain both map control and field presence.
Build time increased from 20 to 30 seconds
Reinforce cost increased from 24 to 26
Health change reverted from 95 to 85
Training Center Upgrades The Training Center upgrades are being locked behind the Platoon Command Post to require the British Forces to tech up to gain the powerful upgrades available to the faction. With the recent changes to both the British and Axis factions, the Training Center upgrades no longer need to be available from the start.
Now requires the Platoon Command Post to be constructed
Centaur Medium Tank With a stronger early game available to the British Forces, some mid game call-ins have become far too powerful and can often catch Axis players at a point where they cannot field a reasonable counter. The costs on the Centaur and AA are meant to slow down the acquisition of these units and force a deeper investment into them if the player wants a powerful midgame.
Fuel cost increased from 75 to 90
Crusader AA
Fuel cost increased from 70 to 80
Deutsche Afrikakorps
Panzerjager Squad This change was meant to be part of the rest of the Panzerbuchse changes as we wanted to improve the effectiveness of the Panzerjager against vehicles through its rate of fire, but not its infantry efficacy. By increasing both, the unit is far too efficient against all targets, which we are now toning down.
Panzerbuchse 39 AT Rifle now has a -25% accuracy penalty against infantry.
STABILITY
Fixed a crash when transitioning out of a match.
Fixed a crash when completing a daily or weekly objective.
Fixed 3 instability crashes.
We are still investigating reported lag and audio issues