Toby's Island cover
Toby's Island screenshot
Genre: Role-playing (RPG), Strategy, Adventure, Indie

Toby's Island

Still Working! Incoming New Zone

I just wanted to let everyone know that development is still going on! I know it's been a while since the game has gotten a big update, I've been working a lot of hours at my job due to Covid, but I've managed to reduce those hours pretty significantly now and we should be seeing a nice burst in development time.

The fall Zone will be a nice break from the action. It's going to be a pretty relaxing area, where you meet some new characters and rest. By this point you've fought some bosses, solved puzzles, and been drowned in game features to learn. Now its time to sit back, relax maybe try some fishing.

You will also get a chance to dive into some lore about your past. I believe a good game gives you hills and valleys in terms of action and pacing, and I'd like to treat this area as a valley. Calm music and story telling. Those are my objectives in terms of art and music direction, story telling and writing. You guys will have to tell me if i hit the mark.

Stay tuned!

Thanks everyone for all of your support and feedback over the course of early access <3

Patch 1.81

This is a small patch that does NOT add new content but addresses issues with existing content.

Please note that I goofed during the encryption and upload of this update and forgot to add the new version number to the title screen, so 1.81 is NOT reflected on launch.

It also lays the ground work for steam controller support, since I had to upload back end files in order to do in steam testing and implementation for steam controller support, so while it is not live for users, it is on the way. The Patch notes are as follows.

-A major issue was addressed, where it was not possible to enter a building in the swamp that starts a huge chain of events. This blocked off a lot of the swamp content that was supposed to become available. It's fixed now, so if you couldnt figure out what to do in the swamp to progress, this is probably why.

-experimenting with an auto save/auto load set up for retrying boss fights.

-fixed issue where food stopped counting down after using town crystal.

-fixed issue where you could get stuck by using the feathered egg instead of the mysterious egg due to incubation timer.

-fixed a bunch of pathing and collision issues on the crash site beach.

-fixed issue where Harbos disappears when you talk to him.

-fixed issue where plants were growing ontop of trees on the fight club map.

-fixed an issue where SOMETIMES the crashsite beach would show the wrong graphics for the upper layer.

-fixed an issue where build icons remained on bridge in beach cave AFTER you finished the construction of the bridge.

-fixed issue where new treasure chest in story puzzle room disappeared during interaction.

-fixed graphical issue with tree overlay in town farm.

-fixed issue where the wrong dialogue box was showing up behind the potion shop keepers dialogue.

-fixed issue where the lasers that trap the nature spirit, come back after solving the puzzle.

-fixed some overlay issues in the swamp (im sure there will be more).

-changed some "woa"s to "woah"s.

-added missing description to miracle flask item.

-added some action files to the backend for the purpose of implimenting steam controller support. (more on this soon.)


Early Access Patch 1.8

This patch features a complete rework of the swamp area and introduces 2 major plotlines and 1 flavor story that is context dependant on which spirit is in your party. You can expect new enemies including a pretty difficult boss encounter. As well as the introduction of a new fast travel item.

Some other small changes have been added.


-added autosave feature

-added treasure chests in various places

-fixed issue with exit/entrance to beach cave - both with the transfer event and the rocks that block it.

-replaced placeholder graphic for reward chest for water story puzzle

-introduced new fast travel item

-added multiple new enemy types

-did a big overhaul of what plants can spawn in the forest in order to streamline usefulness.

-added a graphical indicator to items that cannot be used in battle

-made it so low level potions heal for flat amounts instead of percentages, making them better early game and weaker late game.

You are all wonderful and thank you for reading <3

Patch 1.7 notes - 2/19/2020

This update took me a long time to deliver but it offers a ton of improvements.

First off - after many requests, I introduced WASD movement for those who don't like the arrow keys. If you are loading a saved game you will have to reset your controls to default and re customize. This way WASD doesn't compete with any of your control schemes.

You can now use a mouse to walk around, open the menu and engage with said menu. You will still need the keyboard though. I will expand on mouse support in the future!

I heavily reworked the start of the game to include a new fight that happens really early - it gives you your first creature, introduces a new main character and gets the game rolling much sooner. For those of you who are loading saved games - you won't feel much of a difference - of course you still benefit from all of the control upgrades. There are also several other bug fixes and QoL upgrades. Full patch notes as follows!


-made it so eggs can't be discarded or dropped when you die

-reworked the start of the game so the conversation with the snake in the tunnel goes VERY differently and you get a creature right away

-you are confronted with your first story oriented battle very early now

-you meet Mirai in a different way now

-events are very much streamlined in a completely new way

-added new acheivments

-fixed an issue where you could walk through some walls in the Frank's cave.

-fixed a graphical issue with some crates you can loot in that cave

-fixed game crash tied to fast traveling

-***Added "Bug Bunnie" to tobys house to fix issues caused by loading out dated saved files (im super proud of him from a development perspective and how he works.)

-Changed movement controls to WASD

-Added back in mouse support
both still need testing and may not be stable

-implemented a controls update check system for smoothly transitioning into WASD movement (makes sure your old preferences don't compete with new controls for buttons)

-removed a random wandering Shattered from the village that wasn't supposed to be there.

(also uploading a quick patch now to fix a crash I found caused by 1.7 when speaking to harbos at the center of town.)



ALMOST done.

Patch 1.7 is almost ready. My goal was to finish by Friday the 7th but that just simply didn't happen.

Doing animation has been a nice break from the tedium of bug fixing and back end work though and I'm excited to get back to regular development. Give me just a few more days and it will be ready, as well as some fixes to things people have noticed while I've been working. Then we will be back to frequent patches and new content like before.







it's been a dream of mine to have animated cutscenes in the game and I'm hoping this one turns out well. I'll be waiting until the game is finished to add more as this has taken too much time.

For more frequent updates and fun content check out the updates I post for my kickstarter backers:

https://www.kickstarter.com/projects/tobysisland/tobys-island-the-last-bloodline/description



Patch 1.7 Announcement.

I've been working hard on some fully animated scenes that introduce the character Harbos.

This patch will also re organize the starting events of the game to get you your first creature faster than before...much sooner. As well as some quality of life and bug fixes.

This patch has taken a long time because making this change has ripple effects on the rest of the game. dialogue has to change all over the place - some events have to be removed and others added. So small patches are not possible right now because the start of the game is in shambles. I'm wrapping it all up though and hoping to have it done by Friday the 7th. (that is the goal).

Patch 1.7 will be quickly followed by 1.8 You should only have to wait a few days for 1.8 which will open up some new areas to explore and add new enemies to fight. I'm excited to share it with you!

Sorry for the wait and thank you for the understanding.

If you have any questions, please feel free to ask - I'm usually pretty quick to respond.

You can find links to all of the games social media here:

https://linktr.ee/Mvisioning

Early Access Patch 1.6 - 1/4/2019

Sorry for the slow down in updates - The holidays and new years had me busy. As always, thank you for the patience and support! I want to have new content out by next friday. Stay tuned!

https://linktr.ee/Mvisioning


-disabled f12 and f1 buttons (f12 was conflicting with steams screenshot key) this one was a request.

-merged beach maps from crash site for more streamline experience - performance tests have gone well.

-figured out contextual key tips so now button instructions now match user mapped keys in places like alchemy shop etc

-added new mini game that is played as part of the franks quest similar to space invaders

-fixed description for kagra ability twin fang

-added 2 new tools: lighter and grappling hook

-fixed crashing that happened due to upgrading buildings

-removed the need to repair the tool shed door

-fixed another issue with the button instructions for alchemy

-it used to say defualt quick add was shift key, but it was supposed to say S key

-fixed an issue where if your inventory was full, toby did not get out of bed properly...I have no idea why I had the piece of code there that caused this...but I'm sure we will find out later...and I will have to fix something else

-adjusted rate that you get hungry slightly

-increased cave crabs health by 3hp so they don't get one shot by spirit thunder at lvl 1(can still one shot them once you've leveled up a bit.)

-fixed issue with peloo on the cliffs where dialogue box was doing strange things

-added continued franks quest as well as sneak peak of new biome



Patch 1.6 - Coming Soon

Check out the animated gif below for some upcoming features in patch 1.6 - coming soon.

(it might take a moment to start moving...imgure link is below if it decides to be weird)

https://imgur.com/zXh110G



For more details and for weekly posts click below!

https://www.kickstarter.com/projects/tobysisland/tobys-island-the-last-bloodline/posts/2715577

Sorry for the wait on the next patch - Family stuff for the holidays is coming up too ... Thanks in advance for your patience.

Early Access Patch 1.5 - 12/13/2019

So not this patch but next patch will be a "new content" patch. There will be a lot of cool new stuff to see and do so stay tuned. I wanted to have that out this week but it just took me longer to get ready than I would have liked, and you guys kept finding bugs I had to address :P which is awesome, I'm extremely grateful. The patch notes for the current update are as follows:

-fixed issue where blacksmith upgrade sign was disappearing

-fixed issue where trying to upgrade alchemy shop would crash the game

-fixed and cleaned a bunch of back end stuff related to building upgrades

-eliminated the map that's in-between the village, the farm and toby's home and moved toby's home right into the village

-fixed issue where notification on blacksmith wasn't going away after first visit.

-adjusted blacksmith teleport so that it's less likely you will accidentally leave as soon as you enter.

-reworked the scene where you meet peloo: You can now meet him on your first pass up the cliff and not just the egg he's sitting on

-item depot upgrade is no longer available until you have met peloo

-fixed bug where talking to the lost and found dog for the first time causes the screen to go black and stay black.

-game checks inventory space before trying to give you rocks from bucket in item depot

-removed conversation with Padu about where to find shells since the game now holds your hand through that part.

-game now checks players inventory space before Padu gives you anything from his searches

-fixed graphical overlay issue on cave entrance near the franks' beach

Early Access Patch 1.4 - 12/9/2019

-fixed issue with cauldron Marl conversation caused freezing

-game now checks for inventory space before Jaork in the swamp gives you Orb. Added conversational branches accordingly.

-fixed issue where battle music was playing after battles (thought i fixed this a long time ago. It's fixed now)

-fixed issue where you could receive infinite juice from the Peloo juice bar, also added inventory checks for this.

-removed random shellpup in juicebar

-fixed issue where alchemy shop could be upgraded infinitely

-made some performance tweaks to town events

-fixed issue where escaping was impossible

-added temporary fix to alchemy shop not showing correct input (it always showed gamepad even if you were using keyboard) It now shows correct defualt keys for keyboard AND gamepad depending on which one you are using, but until I can implement a more permanent fix it DOES NOT REACT TO USER MADE KEY BINDING CHANGES.

-added tutorial and notification for Lost and Found

-added icon to item descriptions to show if you cannot use the item in battle