Twenty-four islands
The archipelago is 24 hand-crafted islands across misty swamps, sun-bleached beaches, ancient cemeteries and forgotten ruins. Hunting Island and Swamp Island are named in patch notes.
Twenty-four islands, four biomes the store page names, and two islands the patch notes name. That is the whole public record, and it is enough to plan by.
Every figure below is checked against Pequi studios announcements or Steam's own endpoints on 2026-11-09.
Twenty-four hand-crafted islands, four named biomes, and two islands the patch notes name outright. The complete public record of the archipelago, and worth knowing what it holds before planning a route.
Seven biomes, four of them official
The store page and the launch announcement both use the same phrasing: twenty-four hand-crafted islands, from misty swamps and bleached beaches to old cemeteries and forgotten ruins. Hand-crafted is the operative word. Not a procedural archipelago: each island was authored.
| Biome | Named where | What it implies |
|---|---|---|
| Misty swamps | Store page, launch announcement | Low visibility, water hazards |
| Sun-bleached beaches | Store page | The starting environment |
| Ancient cemeteries | Store page, soundtrack announcement | The Graveyard Guardian's territory |
| Forgotten ruins | Store page | Puzzle and story locations |
| Caves | 9 November patch | Underground areas with their own spawns |
| Desert | Soundtrack announcement, 9 November patch | A distinct region with a puzzle |
| Prairie | Soundtrack announcement | Open grassland |
The last three rows come from material other than the store blurb, which tells you the marketing description is not exhaustive. The soundtrack announcement breaks the archipelago down into cave, cemetery, desert, prairie, swamp and temple themes, which is a more complete list of environments than the store page gives.
Hunting and Swamp
Patch notes from 4 November reference a travel bug: selecting Swamp Island would put the player on Hunting Island instead. That single fix confirms two island names and one interaction between them.
| Island | Evidence | Notes |
|---|---|---|
| Hunting Island | 4 Nov patch, travel map bug | Adjacent to Swamp Island in the travel list |
| Swamp Island | 4 Nov patch, travel map bug | Its own biome |
That is the entire named-island list. There are twenty-two others and no public name for any of them.
No map, no coordinates
No map. No coordinates. No per-island resource table. No list of island names. No indication of how the islands are gated, whether by food cost, by story progress, or by nothing at all.
This matters because the temptation for a guide site is to produce a map graphic with numbered pins. Nothing exists to build that from. The game does not display a world map with island coordinates, the developer has not published one, and any pin placement would be invented. A fake map is worse than no map, because it sends players to the wrong place with confidence.
Routing without a map
Three things are known and they are enough to work with.
Travel costs food. The raft will not cross without it. That means the practical limit on your range is not distance, it is how much cooked food you can carry. A player producing 240-value meals has a smaller map than a player producing 1,800-value meals.
Islands are distinct. Hand-crafted means each one was designed. No "generic island number fourteen" exists; land somewhere new and something on it is specific to that island.
Some islands are story-gated. The crystal chain runs Power at 19.4%, Wisdom at 8.4%, Spirituality at 2.8%, and those crystals are on islands. Whatever the gating mechanism is, three of the twenty-four are on the critical path.
Explorer, 4.0%
Visit all islands, 4.0% of players. For context, that is more than the 2.8% who obtained the Spirituality Crystal, which means a real group of players explored the whole archipelago without finishing the story.
Twenty-four landings plus the provisioning for each is a multi-session project, not an afternoon. The achievement does not require you to do anything on the islands, only to reach them, which makes it the most tractable of the six rarest achievements in the game.
Why the island count is the game
The store page's promise is not that the game is hard or that the combat is deep. The pitch is twenty-four places to go, all different, with something watching you across every one. The island count is the content, in the way that the map is the content in an exploration game.
Which is why the absence of a published map is not a defect. Twenty-four authored islands with no guide is a design choice; twenty-four islands with a walkthrough is a checklist.
Biomes as route hints
The store page names four environments and two patch notes add three more. Planning a trip means knowing which is which, because they are not interchangeable places to land.
| Biome | Named where | Practical read |
|---|---|---|
| Sun-bleached beaches | Store page | The starting environment, easiest provisioning |
| Misty swamps | Store page | Swamp Island is named in the 4 November patch |
| Ancient cemeteries | Store page | The Guardian's territory, per the soundtrack list |
| Forgotten ruins | Store page | Puzzle and story locations |
| Caves | 9 November patch | The alchemist's machine ends up in one |
| Desert | 9 November patch | Has a timed puzzle, whose limit was doubled |
| Prairie | Soundtrack announcement | Open ground, its own theme |
Two of those rows have mechanical consequences in the patch notes. The desert puzzle's timer was doubled on 9 November, which means the puzzle exists, it is timed, and the studio judged the original limit too tight. The cave is where the alchemist's machine can now be found, which means caves are not just scenery: they hold stations.
A route built on that would start on the beach, provision, then push toward whichever biome the crystal chain wants next. What it cannot do is tell you which island holds which crystal, because that is the game's content and nobody has published it.

One sailing note
The travel map is where you pick destinations, and it had a bug until 4 November where selecting Swamp Island put you on Hunting Island. Fixed. Landing somewhere you did not choose on an older build is a version problem before it is a reading problem.
For what to carry on a crossing, the raft page has the packing list. For how much food each hop costs, no figure is published anywhere, and the safe approach is to overpack.