Locked items will not be sold even if manually clicked. You were right—this helps prevent accidental sales.
After starting the slot machine, pulling the lever again will immediately stop the animation and show the result. This speeds things up a bit, especially since you have so many dice.
The teleportation butterfly in the upper right of the sphere is now more noticeable. I don’t want you to miss this important button.
Quests received at the beginning will no longer require submitting minerals or fish, which are resources only available later in the game. But later quests will become harder
When the warehouse is full, characters' rest time has been reduced, allowing them to return to work more quickly.
Cat will no longer play outside in the rain. Unless it are sleeping in a tree, it will go to seek shelter.
added costumes!! they are hidden around the dungeon
game now will expand to fit the width/height of your device a little better. this helps it fill out the entire screen on the steam deck, for instance!
if you beat the game, you can get access to the advanced ???, lets you teleport to any room previously traversed
other minor bug fixes, and probably other minor bugs introduced

In case you missed it, several weeks ago we announced a significant delay for Lost Isle's early access launch to allow for additional development time. After carefully reviewing feedback submitted by hundreds of players during the playtests leading up to our previous launch date, the consensus was clear: Lost Isle is so close to being great - it just needs to stay in the oven and cook a little longer.
To that end, our small yet mighty team has donned fresh aprons and are hard at work in the kitchen! We're examining each and every system and making improvements - some major and some minor - across the board. In this dev log we're highlighting our progress on one of the major systems currently undergoing an overhaul: base building.
One common point of feedback regarding base building was that it wasn't always clear if you could place a part and where you could place it. The first step of many has been modifying the shader effect on the pieces as you're trying to place them to have dynamic color (green when you can place, red when you cannot), better snapping mechanics, and higher visibility. Below you can see a before and after comparison between the old static effect and the new dynamic effect.
Before

After

You'll also notice an added swinging hammer animation that plays each time you place a part, whereas before the hammer always remained still. The functionality of the building hammer itself while equipped was another common point of feedback that will receive both juice and quality of life improvements in the coming weeks.
Speaking of juice, we're injecting as much as possible into everything we can. Again referring to the before video above, you'll notice that previously when placing a building part it would appear instantly with a subtle particle effect. It was functional, but didn't feel great. Now we've got piece-by-piece construction for all plank building parts with an updated particle effect which feels and sounds (sorry you can't hear GIFs) suuuper juicy.
New

Base building is a major system in Lost Isle and we want it to be fun, functional, and intuitive for every player that builds a base for the first or 1000th time. This system's overhaul is still currently underway, with some really exciting things coming soon in next month's dev log "Base Building Juice: Part 2". By that time, we'll have finished development on piece-by-piece upgrading for wood, stone, adobe, and glass tiers, as well as improved demolishing mechanics and effects.
We have so many awesome changes in the works that we can't wait to show you. A massive open-world environment overhaul with better procedural roads and trails, new rivers and streams, new mine-cart tracks, and new fantasy-themed vegetation. Many more varieties of wildlife with unique nighttime behaviors that encourage players to venture out of the safety of their base at night. A group system to seamlessly play with old friends and newfound allies. Improvements to the UI and player combat mechanics, and much more.
Stay in the loop! Join our Discord server and follow our socials (links below) to be the first to know about Lost Isle’s latest news.
- Fixed a bug where the first-person camera would automatically switch back to third-person during certain actions. The camera will no longer switch to third-person during the following actions: taking damage, using a first aid kit and adrenaline, fast kills, picking up items, swinging weapon, reloading, throwing grenades.
When aiming and shooting, the camera will automatically switch to third-person, as this is how the gameplay was originally intended.
- Fixed a bug that caused some subtitles to be too small.
I will keep an eye on further feedback and continue to fix any bugs or gameplay issues that are found. Thank you for your feedback!
Now, the long wait is over, and your dreams of becoming my eternally-bound escape room captive can finally be fulfilled.
After years that were meant to be months of twisted puzzles, dark humor, and handcrafted horror, my cool game is finally live!
It is horror. It is comedy. It is fully voice-acted. It is weird. It is done.
I know. I am the best. You can thank me later.
Kind regards,
The Game Master
CEO of Escapen't
Hi everyone,
You may have seen a bunch of updates the last few days, this is because when someone reports a bug , I tend to patch in a solution that can be tested right away.
I did today upload a build that was less performant, so that also got patched out earlier tonight with a build that should be a little bit more performant, especially if you go to high shadows instead of ultra.
bugfix for the dreadnot mission that refocuses if you lose the item
attempted some performance improvements for steamdeck
added a 85% downsample option to AA, this basically allows steamdeck users to have a lower gameplay resolution but keep the UI readable at native resolution.
added a few fishing boats and fish
upgraded the nodbomb cutscene
improved cloud performance, better spread
added window mode settings
reduced the ridiculous aim assist values for easy mode
reduced the shadow quality in high to accommodate steamdeck better
New weapon: Flail
Heavy and hard to master (accuracy/parry penalty for the wielder) and nastier to defend against (harder to parry/block).

Crowd may throw you a weapon
If your weapon breaks, the crowd can toss a crude replacement — if they like you. Build that popularity!
Balance & bug fixes
Crossbows now deal impaling damage as intended
More opponents carry blunt weapons
Dwarf head overlays display correctly in Opponent Selection
Armor stops protecting when broken
Tell us what you think
Please post suggestions and bug reports in Discussions, and if you’re enjoying the game, leave a review — it helps a lot!
Sneak peek
Next boss will drop a unique bow. 🏹