One More Island cover
One More Island screenshot
Genre: Simulator

One More Island

One More Island is part Freedom Games Publisher Sale!

One More Island is part of the Steam Winter Sale!

Hi everyone! If you were thinking about getting the game, now is a great time to do so as we are part of the Steam Winter Sale through our publisher Freedom Games!

From December 21st until January 8th, the game will be on sale for 55% off!

Make sure to check out Freedom Games' Winter Sale 2023 page to pick up some great games to play over the holiday season. Whether you like to play alone or with friends, there are some great deals you won't want to miss out on!


https://store.steampowered.com/app/1454160/One_More_Island/

Patch v1.8.1

Hi all!

Quick patch with a small quality of life feature requested by Nintendo Switch players, as a lot more clicks are required on console to learn about next month's taxes. Thank you for your feedback! :)

Enjoy!
- Tom

Quality of life:



  • The Queen is now so kind to tell you about next month’s taxes right away, when the dialogue shows for ‘taxes succeeded/failed’.

Bug fixes:



  • Removed incorrect tooltip 'load ship' when hovering an inventory slot while viewing an harbor's inventory.

Patch v1.8.0

We've released one year ago, in May 2022, and what a ride it has been! Since the release tens of thousands of players have enjoyed One More Island, both on PC as well as on Nintendo Switch! It's safe to say we never expected this, when starting development of a hobby-project back in October 2020!

This anniversary updates brings a variety of changes, ranging from new research (to stimulate usage of irrigation and dedicated workers), balancing (coal, right?!) to quality of life improvements (stockpile colors!) and a ton of bug fixes.

After this major update we intend to focus a bit on our next project - that doesn't even have a Steam page yet... - called "One More Airport". You can follow us on Twitter, Instagram or join the Discord server.

Thank you all for playing One More Island! And I hope you enjoy this anniversary patch!

Cheers,
Tom


Gameplay changes:



  • The new research ‘Effective pumps’ extends the period your irrigation pumps keep working after a worker has left. Whether a worker is just visiting the market, or something more unfortunate has happened, with this research unlocked your pumps stay active for 5 days instead of 3.
  • The new research ‘You can ration’ changes the upkeep requirements for dedicated builders/carriers, making it more attractive to specialize your workers. The bonus increases with higher tiers.

    • Tier I: -25% monthly upkeep requirements
    • Tier II: -35%
    • Tier III: -45%
    • Tier IV: -60%
  • Animal farms will keep getting supplied with wheat, regardless of their maintenance status. This prevents animals from starving en masse if you’re having maintenance issues on your island. However, animals will stop growing if your zone is broken.
  • Coal mines and Large coal mines now produce 15% more coal.
  • Brewing tea now requires 20% less coal.
  • Active irrigation pumps now provide 30 pressure instead of 25. With 20% extra pressure this basically means needing 20% less workers in your irrigation zone, making irrigation a more attractive option to water fields.

Audio:



  • Added a newly composed background music track to celebrate the 1-year anniversary of One More Island!

Bug fixes:



  • Planned build jobs for which materials couldn’t be found, like planning Brick foundations without bricks on your island, could clog up the job-queue. This resulted in other jobs, like resupplying the market, being ignored indefinitely.
  • Although not reported often, this was a very obscure bug that player’s couldn’t figure out themselves in any way, so finally pinpointing the root cause felt good!
  • Jobs that have been canceled just a short time before saving, are no longer incorrectly written to the save file. Previously this could cause canceled jobs to reappear when loading a save game.
  • Creating a new Farm zone (wheat, hops, etc.) on top of planned objects, no longer cancels those build jobs.
  • This was caused because new Farm zones check whether there are any crops of another type planned for that tile, but the check simply canceled all build jobs.
  • Pasting a stockpile configuration from another stockpile now instantly refreshes the UI checkboxes, so it's correctly displaying which advanced settings have been pasted.
  • The “new building options” notification no longer incorrectly opens at the start of the game.
  • The camera no longer moves when using WASD or the arrow keys while adjusting the quantity input field for trade route goods.
  • Workers will no longer walk a couple of extra tiles to follow a mud/stone/brick path if there is a bridge available to shorten the total distance.
  • Building the required number of 'Grape vine trellis' in the Vineyard now correctly validates the zone.
  • The completion cross/check on the tier button of a zone in the selection panel, now correctly changes when the zone is (in)validated while the panel is open.

Quality of life:



  • Stockpiles with advanced settings (limit pickups to ships, limit deliveries to ships, request goods from other stockpiles) now have a different color and/or an icon, so it’s much easier to quickly see how stockpiles are configured.
  • No type configured: gray
  • Type configured: blue
  • Type configured + limit pickups to ships: green
  • Type configured + limit deliveries to ships: brown
  • Type configured + limit pickups and deliveries to ships: purple
  • Allow requesting from other stockpiles: additional icon on the stockpile.
  • Selecting a harbor now shows all stockpile inventories, similar to the menu shown when a ship is approaching a harbor.
  • When hovering the ‘upgrade to tier’ button on a worker, the tooltip now shows a different message for when no market of the correct tier exists, compared to when a market exists but doesn’t have the required goods.
  • Building an Irrigation Pump now also toggles ‘underground mode’, showing you where (planned) pipes are.
  • The visual when building a Sprinkler, which toggles ‘underground mode’, is now slightly clearer.

Other improvements:



  • The height of the building menu is increased so it's better visible that there is a Tier II section in the Zone menu.

Performance:



  • Improved reuse of pooled game objects when planning large building projects. In practice this means that a longer playing session should result in less of a slow down of the game (although it was already hardly noticeable before).

Patch v1.7.3

Hi all!

Well, this is one of the patches that cost us the most blood, sweat and tears! Over the course of the past six months we've received a dozen or so reports of an issue where workers seemed to be starving because the market "somehow didn't work".

We quickly figured out the issue didn't occur after reloading the game, but since we never observed the issue ourselves, it was hard to confirm whether there was actually a bug - or whether players jumped to incorrect conclusions while they simply overlooked something on their islands.

After spending a day or two on figuring it out, we stumbled upon a very obscure bug that prevented the market from being supplied (fix planned for 1.8.0 mid-May). Basically: if you had a lot of build jobs for which you didn't have the materials, the job-queue could get stuck, and the market wouldn't be supplied anymore. That led us to the preliminary conclusion there was no 'consumption' bug - this supply issue simply had to be it.

And then it happened. While playing an 1.8.0-preview build we encountered the 'consumption' bug ourselves. Workers somehow didn't visit the market, while it was full and all. When did this happen? Oh, somewhere after 5 hours of playing. So definitely no reproduction recipe yet!

We added tons of debug info in the game and after another 7 hours of playtime we observed the issue again. With more info we got closer to the root cause, but it was still a big mystery.

As reproducing cost our tester so much time, we wanted to ensure we had all the debug info in place for the next time the issue happened. And that's the point where we finally figured it out. Instead of copying a list somewhere we directly referenced it, which basically meant we changed the wrong list somewhere, leading the game to believe the market didn't exist anymore.
Whoops..

So, in hindsight, how was this bug reproducable for players?
1. Play on a game where maintenance is unlocked (so on Tier 2 and up)
2. Wait until an earthquake happens. There is like a 1/6 chance for an earthquake to happen, every 60-90 days or something (based on difficulty).
3. The earthquake should randomly select a Market zone to be affected
4. At this point the market would become dysfunctional
As steps 2 and 3 are huge random factors with waiting times, you can understand how this was extremely annoying to reproduce/find.

At this point we also figured out that not only Markets were affected, but Harbors/Farms/Mines (all zones that aren't affected by Maintenance) could break, which explains some mysterious other signals we received from players as well.

Phew, it's done. It's fixed! Enjoy 1.7.3 and stay tuned for the 1.8.0 anniversary patch mid-May!

Happy gaming!
- Tom

Bugs:



  • Earthquakes can no longer trigger an invalid code path, causing Markets (and some other zones) to break without explaining the player why that happened

Patch v1.7.2

Hi all!

Based on player feedback we've received quite a few times, we've decided to let the Earthquake disaster no longer destroy random objects on your island for 'broken zones'. The maintenance level of your zones will still drop, which can result in zones temporarily not working, but you won't have to manually rebuild things.

Happy gaming!
- Tom

Gameplay changes:



  • Earthquakes now only affect your zones' maintenance level and no longer destroy random objects on your island

Patch v1.7.1

Hi all!

Just a quick patch to address some remarks that popped up on the Steam discussion forum! Thank you for your feedback :)

Enjoy!
- Tom

Quality of life:



  • Suggestions about 'low building materials', 'low idle workers', 'upgrade your market' and the monthly 'tax reminder' can now be muted.

Bug fixes:



  • When playing on a custom difficulty without Maintenance enabled, the entire gameplay mechanic will now correctly be disabled.

Patch v1.7.0

Hey everyone!

Today is an amazing day for One More Island, as we've just announced the Nintendo Switch version that will be released on the 20th of October! What better way to celebrate that than with a nice juicy patch?!
The brand new v1.7 patch contains a bunch of new features! New governors, disasters, decorative items, larger maps, ... and of course some bug fixes and quality of life improvements.

Enjoy the new content!
- Tom


New features:



  • Enjoy 3 brand new governors to further customize the game to your playstyle! Please welcome Flashy Fiona (increased worker movement speed), Sailor Samuel (increased ship movement speed) and Gardener Gavin (crops require water less often).
  • New disasters further challenge you to build a resilient colony. Beware of earthquakes and hurricanes...!
  • To further beautify your settlement we’ve added plenty of decorative items. Build hedges, statues, plants, ponds, and more!
  • As a custom difficulty setting you can now opt to generate a larger world, which also includes more (and larger) islands. Large maps are 44% larger, and Huge maps are 89% larger!
  • Note that larger maps can have an effect on performance.

Gameplay changes:



  • Higher-tiered zones now get a more substantial production bonus, making it more rewarding to upgrade a zone.

Quality of life:



  • Adding a harbor to a trade route, while a previous harbor already has goods configured for Pickup, will now copy those goods into the Deliver slots for the new harbor.
  • You can now zoom using Page up and Page down, making the game better suitable for playing on a laptop without a separate mouse.

Bug fixes:



  • Fixed text alignment issue for inventory slots.
  • Objects that don't have a rotated-version of a sprite and that don't make sense rotating (like the Fishing Barrel) no longer show 'Rotate' in the tooltip when placing them.

Patch v1.6.0

Hey everyone!

We've got another big update for you all today! We've added an overview of the production chains, that for the first time also shows cycle times so you can really optimize your colony! You'll also find additional updates, such as workers no longer showing that they're starving while already on their way to get food, and some updates to the tutorial. Hopefully you all find these updates useful and enhancing to your gameplay experience!
Please don't forget to leave us a review if you haven't already. We love getting to read your feedback, plus it really helps us out. Also join our Discord to join the community and talk with our dev team!

- Tom

New features:



  • The management panel now contains a new tab “Production chains” that shows detailed numbers (including job times and expected walking overhead) for each step in the production chain.
  • For example, when selecting “Bread” you will see that you need a Wheat Farm, Mill and Bakery, and how much goods every step requires/produces per time interval.
  • This can help players balance their production.

Gameplay changes:



  • Workers that are already on their way to the market will no longer show a 'starving' alert. They can still die if they don’t reach the market in time, but the ‘starving’ alert was just too annoying in most cases.

Bug fixes:



  • Fixed incorrect ledger issue, where even for a positive surplus the number would appear in bold and red color.
  • Opening the main menu while the tutorial is displaying the “Go to [market]” button, no longer shows that button on top of the main menu.
  • Closing the menu while the game was already paused, will no longer unpause the game.
  • It’s once again possible to build a Pig pen in a tier III Slaughterhouse. This broke in v1.5.0 when Pig pens were made optional in tier III.
  • Tooltips when hovering for example the Zone-menu button no longer disappear while you’re still hovering the button.
  • On Hard difficulty disasters will now trigger more frequently. Due to a typo they triggered very infrequently compared to Medium difficulty.
  • Trying to zone a Vineyard on an island without the Grapes fertility now shows an error while zoning.
  • Creating a new trade route no longer briefly shows a notification that 'trade route has no ships'.
  • Stockpiles that have the advanced setting 'limit pickups to ships' enabled will no longer allow workers that happen to stand on the same tile to pick up the goods regardless of the setting.
  • A disaster (such as fire) destroying a wall no longer triggers the ‘auto-zone-expand’ feature. Players typically want to rebuild the zone as it was and having the zone auto-expanded makes it more difficult since the ‘foundation-quick-build’ feature can no longer be used in that case.
  • Grape vine trellises are now correctly treated with respect to their cooldowns, meaning that they'll reset their cooldown after being harvested, which wasn't happening properly.
  • Sprinklers that are already built before the connecting pipes to a functioning irrigation network are laid, will now correctly inform the crops within range of their watered status.
  • Resolved the ‘job’ section in the contextual panel sometimes showing incorrect information. Previously a single script was used for different types of jobs (character with a job, zone repair job, construction job), which led to some bugs where the panel was incorrectly updated.
  • While building a sprinkler in a farm the tooltip no longer shows 'Sprinkler not needed in Wheat Farm'.
  • Fire no longer destroys underground pipes.

Look & feel:



  • Expected research duration is no longer shown, since it was very inaccurate and not really being used by players.
  • The ‘Remove floor’ button now shows a floor, instead of a door. Let’s just say that’s a remnant from a long time ago…
  • Going back to the main menu now shows a quick loading indicator.
  • The tutorial now contains an extra step to explain how stockpiles can be used to strategically make resource deposits across your island.
  • If a harbor zone has multiple piers, ships on a trade route will now choose one randomly. Since ships don’t block each other this can be considered a purely aesthetic change.
  • Sprite artifacts (especially when zooming out) should now display a lot less frequently.
  • Fixed translation issue in Dutch where the ‘costs pressure’ text wasn’t displayed correctly.
  • Animals will now also walk to tiles that have objects on them during idle movement.

Quality of life:



  • Farms will now show a suggestion that they should be split to maintain worker efficiency when players make a huge farm. Walking distances become a lot larger, which significantly decreases worker efficiency.

Performance:



  • Slightly optimized save game file size after all islands have been discovered.
  • Improved the performance of the User Interface, specifically the Management panels and the contextual panel when opening a Zone/Worker/Object/…

    Although this is on a millisecond scale, we’ve seen changes of 30-70% in opening the panel that all players will benefit from.

    A lot of the opening time is spent on calculating the size of layout components so we decided to decrease the usage of those a lot. Sadly it isn’t possible to calculate these layout components asynchronously (or at least we didn’t figure it out.. ;-)). That means that when you open for example the Research panel, you could notice a slight frame freeze.

    Since this was especially annoying for players with less powerful hardware we decided to address this.
  • Squeezed out a performance improvement of roughly 10% purely on the simulation (so whatever the CPU is handling). Staring at the CPU profiler paid off: we’ve reduced garbage being created and optimized some heavy operations such as ‘cleaning up random goods from the zone’.

Patch v1.5.0

Hi all,

We've launched v1.0 just over a month ago and it seems we haven't really found any urgent issues the past weeks. That meant we could spend a lot of time on... quality-of-life features! What are "quality-of-life" features? Typically small things such as hotkeys, convenience, or removing unlogical things, so make your session more enjoyable overall.

This time you'll find new features such as 'quick build' for foundations and walls, where holding CTRL will allow you to fill the zone with one click! We've also added a new 'cancel jobs' mode to cancel multiple jobs at once from the Construction menu, and you can quickly plan removing withered crops directly from the notifications panel.

Well, check out the list below for yourself, and have fun with the new patch!
- Tom

Gameplay changes:



  • The Queen is a bit less lenient when it comes to failed taxes, depending on how large your colony is. ‘Abduction’ is no longer limited to 1 worker, ‘Ship sunk’ is no longer limited to 1 ship, and fire intensity... well...
  • Growing grapes now takes a bit longer and harvesting them now yields a slightly lower amount.
  • The Vineyard is now marked as a ‘complete zone’ with 6 trellises instead of 10.
  • You can now build a Tier III cow-only Slaughterhouse, since you’re no longer required to build a Pig pen. If you build both Pig and Cow pens nothing changes.
  • Repair jobs now get a 15% bonus for the same material cost. This increases the frequency that buildings will be fully repaired, even if it takes some time for the repair job to be picked up, or for the materials to be brought.
  • Newly generated worlds now always have at least 2 islands with Gold and 2 islands with Diamonds, to prevent the lack of ore nodes in the world becoming a bottleneck late game.


Quality of life:



  • Inventory slots in the harbor now show grouped-per-type for goods on stockpiles, instead of one-slot-per-stockpile. This means that instead of potentially 150+ slots you now have a maximum of about 45, if all types of goods are in that harbor.
  • When building foundations or enclosure for a zone, you can now hold CTRL to automatically build floors or walls for the entire zone.
  • Clicking on the goods-slot on a stockpile now allows you to directly set the allowed type of goods, or to clear the allowed type of goods.
  • Clicking on the 'harbor missing stockpile of type' notification now jumps to the harbor.
  • Clicking on the fertility or ore deposit indicators near the minimap now starts build mode (if the correct zone has been unlocked), allowing you to quickly build a mine or farm zone.
  • The most recent save can now directly be opened by clicking 'Continue' in the main menu when the game starts.
  • Goods lying on the floor in a harbor will no longer be 'cleaned up' and moved out of the zone, allowing the player to always reload onto a ship whatever has been unloaded to the floor.
  • With ‘Cancel jobs’ in the Construction menu you can now cancel all build/deconstruct jobs in a dragged area.
  • Pressing T while having a zone selected now triggers the zone’s action, such as ‘Hire worker’ or ‘Remove withered crops’.
  • Range of a new Sprinkler is now visible while building one.
  • You can now plan 'remove withered crops' directly from the notifications panel.
  • Zone maintenance jobs can now be prioritized in the zone panel when a maintenance job is already planned.


Bug fixes:



  • Moving a Door or Gate to a new location where furniture has to be replaced (such as a wall or fence) no longer makes the object you're moving disappear.
  • Fixed issue where Cows or Pigs kept walking back-and-forth between Slaughterhouse and their zone.
  • Deconstructing a Fence Gate that's adjacent to a zone that needs enclosure, now automatically adds both tiles of the gate to that zone, instead of just one tile.
  • The ‘Animal plague’ disaster no longer kills animals on different islands than the island where the plague occurs.
  • Upgrading a wall from Wood to Brick no longer triggers a notification that was instantly resolved about the zone being incomplete.


Look & feel:



  • All supported languages have received another update round. All content up to v1.4.0 has now been fully translated.
  • Tooltip for downgrading a worker now shows that 'previously paid upgrade costs will be reset'.
  • Workers in the ‘Irrigation’ and ‘Silk Treatment Factory’ zones now have a custom zone outfit.
  • Sheep now have 4 visually distinctive growth stages so there is more variation and it's easy to spot when a sheep is ready for shearing.
  • When clicking on the harbor it no longer shows the inventory in the harbor.


Performance:



  • The looks of a planned object being built have been changed for Floors and objects that link to neighbors (paths, walls, pipes, ...).
  • Instead of a transparent sprite being ‘colored in’ bottom-to-top as the job progresses, there is now just one transparent sprite slowly fading to non-transparent as the job progresses.
  • The previous method resulted in a significant number of additional draw calls slowing down the game rendering, which was especially noticeable when building large areas with floors/walls.