After playing both Islanders and Islanders: New Shores, I can’t help but think the former almost feels like a tech demo for the latter. It felt like a very pleasant strategic simulation about placing elements and buildings in situations that led to optimal point totals and moving forward. However, in almost every way Islanders: New Shores offersmore, introducing elements that make each run feel both strategic and roguelike. At the same time, the game maintains its a low-pressure, enjoyable atmosphere.
Each Islanders: New Shores run that doesn’t involve either a free play situation or loading up a past save from a traditional run to play around with it follows the same sense of progression. You come to an empty island in the ocean. You place different elements, such as resources like hops, seaweed farms, or fields and the buildings tied to them, buildings commonly associated with crafting, more religious ones like a mountain temple or a shaman, or city elements like a town center, homes, mansions, markets, and circuses. Depending on how you place them, there can be different reactions and you can earn (or lose) points. The updated UI makes it very easy to see how buildings and items affect each other, and it clearly shows the sphere of influence and point changes for each placement. To keep playing, you need to constantly fill an ever-growing circle to hit new point tiers. You also need to reach certain hallmarks to move onto new islands in each run.
All of that should sound familiar, as it builds on concepts from the original Islanders, but Islanders: New Shores expands on the formula in every way. For example, there are far more buildings this time around. Some of these are more special items that might only start showing up in a run if you select them as a Boon or direction after completing an island and moving on to the next. Cliff houses are one example, as they are the standard versions of homes that can be built on vertical landmasses and ruin elements. An aviary with pigeons that continues to accumulate points between islands is another. So is a sort of pyre, with the points you get for the flame’s placement being tied to things like city structures. It makes it feel a lot more strategic, as some elements like the mountain-top temple, shaman, parks, fountains, and jewelers pretty much require you to think ahead and know “okay, this will come if I select this upgrade pack of new buildings after I get enough points to level up this island.” There are even different cosmetic options for some buildings, which is fun when you’re in the free-build mode.
Another roguelike element I love comes up as you accrue enough points to head to a new, fresh island in a run. There will be certain milestones as you wait to reach that point that allows you to choose between one of two kinds of rewards. These can grant you buffs, such as a structure will be smaller in size than usual for easier placement or won’t trigger negative points from being too close to a similar type of structure, buildings, immediate level ups, and other bonuses that make it easier to reach the level up and point milestones to progress.



Once you do head to a new island in the same run, you also get to make another choice. You can always choose between two options, with each one offering two guaranteed changes. These tend to each offer a different type of biome for the new area and a new structure unlock. So if you want to move away from fishing and seaweed farm-based runs, you can choose one where water is replaced by lava. You can opt for the “fantasy” islands, which can offer bonuses for basically activating certain ruins. It adds more control to everything, which I love.
And if it goes awry, it genuinely feels like it is no big deal. You can save an island in any point during your run to access in the free-build mode. (It’s also possible to start fresh there.) Free-build offers no restriction or limits dictated by points. Winning just means getting to build more, so needing to stop means you get to start fresh.



The only downside I found is that RNG played a big part in exactly how well you might do in Islanders: New Shores. With your first two islands in a run during the campaign, you’re practically guaranteed to succeed and be able to continue on. However by the third one in pretty much every run, I noticed that the odds of failure were higher both due to higher point requirements and smaller landmasses. Granted, the more you play, the more accustomed you’ll get to these kinds of curveballs, but it might disappoint someone who played the original and was more accustomed to its gentler nature.
Islanders: New Shores is, in every way, an improvement from the original Islanders. I found myself continually coming back to it due to the Boons, new array of buildings, and ability to select my “path” in each run. I would sometimes, instead of stepping away after a run, instead save and then immediately go into the free-play sandbox to add more to the island that tripped me up to make it look exactly how I wanted. It’s an incredibly pleasant strategy game.
Islanders: New Shores will be available on the Switch, Xbox Series X, PS5, and PC on July 10, 2025.
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Islanders: New Shores
Welcome to Islanders: New Shores. Build your island retreat in a calm, minimalist world with exciting new features that keep the classic charm while inspiring fresh creativity. Switch version reviewed. Review copy provided by company for testing purposes.
Islanders: New Shores is, in every way, an improvement from the original Islanders game due to new buildings and gameplay elements.