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Watch trailer on Steam ↗Idyll Isle
Future Soil Media · Published by Future Soil Media
Very Positive — 92% positive (108 reviews) · 75 achievements
Last updated 28 Sept 2026
A cozy idle island sim that lives on your desktop, just above the taskbar. Five islanders — a Farmer, Woodcutter, Fisherman, Miner, and Chef — farm, fish, mine, cook, and craft on their own. You just make the calls. Glance down between emails and a meal is ready. It never steals your screen.
£2.87
£3.59Lowest price we've ever recorded
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Price history
Indie, Simulation, Casual · 2026 · More under £5 games
Idyll Isle offers a serene idle simulation where you oversee a group of hardworking islanders. With just a glance between tasks, meals are prepared and resources gathered in this peaceful desktop game.
About this game

A cozy idle island sim that lives on your taskbar. Five islanders — a Farmer, Woodcutter, Fisherman, Miner, and Chef — farm, chop wood, fish, mine, cook, and build on their own while you work, browse, or take a break. It never steals your screen.
Idyll Isle runs in a slim, transparent window docked above your taskbar. The Farmer harvests wheat, the Fisherman casts a line, the Miner hauls ore — they know what to do. You just make the calls: what to plant, what to craft, where to build. Everything else runs on its own. Glance down between emails and a meal is ready; come back from a meeting and the Storage is fuller. The island never rushes you.
Welcome to Idyll Isle.
The mainland is no longer a place to live. When the Veil Tide swept the old sea routes away, the few who made it through washed ashore in the Veil Archipelago — once the granary and seed vault of these waters. The island under your feet still holds a little life. Stay, and tend the last patch of green still breathing here; and when the time comes, set sail to find the next shore where drifters like you can make a home.
Run a Self-Sustaining Island
Recruit a Farmer, Woodcutter, Fisherman, Miner, and Chef, and put them to work. Start with one wheat field and grow it into a full production chain: crops feed the Kitchen, ore becomes tools at the Blacksmith Shop, and animal products turn into feed for even more output. With 30+ crops, dozens of recipes, and a web of tools, ores, and catches, every supply line is one you set up yourself.
Build, Restore, and Expand
Lay out more than a dozen building types — Farm Plots, Water Wells, Storage, Kitchens, Animal Pens, Blacksmith Shops, Gem Workshops, Trading Posts, and more. Repair the broken bridges, abandoned railways, and ruins scattered across the island, and new land rises from the mist: more fields to farm, more waters to fish, and more ore veins to mine.
Upgrade Tools for Every Islander
A sharper sickle harvests faster. A better fishing rod lands bigger catches. A stronger hammer breaks tougher ore. Add boots, gloves, and cutting blades, then upgrade from crude starter gear to refined alloy tools — and watch your team grow steadily faster and more efficient.
Tame Animals and Trade Afar
Wild animals wander onto the island; feed and tame them, and they settle into pens to lay eggs, give milk, and grow wool — breeding across generations and passing their quality down the line. Repair the lighthouse to light up trade routes, and pack animals haul goods to distant shores — sending out what others need, bringing back what you're after.
Form an Expedition, Chart Unknown Waters
Recruit warriors, archers, and mages at the tavern, form them into an expedition party, and follow the lighthouse's routes out across the near, mid, far, and extreme seas. Every voyage is a gamble — weigh your party's strength against the dangers ahead, and come back laden with spoils, or empty-handed. The deeper the sea, the rarer the find: tide-worn seashells, weathered compasses, abyssal coral, lodestones born of storms — each one a treasure for your collection.
Beyond the Lighthouse, a Wider Sea
When the island grows prosperous enough, the shipyard on the shore rings with hammers once more. Gather timber, canvas, and sea charts to build a ship that can sail far — out past the Veil Tides, toward routes that have lain silent for years. Something waits out there. You'll have to go and see for yourself.
A Quiet Story in Stone and Letters
Ancient stones line the shore, holding the island's past — and the untold story of each companion who lives here. Merchants from distant isles arrive along the lighthouse's beam, and letter by letter, their tales quietly weave together the forgotten history of these waters. There's no rush; uncover it slowly, and the island's buried memory surfaces at its own pace.
【Perfect For You If…】
• You like idle games that never feel like a chore
• You want a peaceful little world of your own between tasks
• You enjoy building something from nothing, piece by piece
• You find quiet satisfaction in watching efficiency grow
• You sometimes want to stumble on a gentle story in pixel art
Join our community on Discord!
It's not Idle. It's Idyll.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS *: Windows 7 / 8 / 10 / 11 (64-bit)
- Processor: Intel Core i3-2100 / AMD FX-6300 or equivalent
- Memory: 2 GB RAM
- Graphics: Intel HD Graphics 4000 / AMD Radeon HD 5450 / NVIDIA GeForce GT 630 or equivalent
- DirectX: Version 11
- Storage: 500 MB available space
- Sound Card: DirectX compatible sound card
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 10 / 11 (64-bit)
- Processor: Intel Core i5-4460 / AMD Ryzen 3 1200 or better
- Memory: 4 GB RAM
- Graphics: Intel HD Graphics 630 / AMD Radeon RX 550 / NVIDIA GeForce GTX 750 or better
- DirectX: Version 11
- Storage: 1 GB available space
- Sound Card: DirectX compatible sound card
Supported Languages
Latest news
Patch NotesOfficial
Idyll Isle 1.0.7.5 Patch Notes
Highlights: The Filtering Basin and Gravel Pit now raise a bubble above the building when their yard fills up and work stops—no need to open the panel to find out; Mail now pulses and carries an unread badge when a new letter arrives, matching how Quests does it; the Album icon no longer keeps a permanent count in its corner; and echoes are numbered independently, starting at I. Also fixed Royce jittering in place on his way to pick up wood. New Content Filtering Basin / Gravel Pit · Yard-full bubble: Both facilities produce on their own once repaired and stop when the yard fills up—a bubble now appears above the building at that point, reading "Storage full - collect first" on hover, and clears once you collect. Until now that state lived only inside the building panel, so an idle session often ended with both long since stopped. Gameplay Improvements Mail · New-letter cue: A new letter makes the top-left Mail icon pulse and show an unread badge, the same cue the Quests panel uses; both clear once you read the last one. Arriving mail previously carried no visual cue at all. Album · Count badge removed: The permanent "not yet collected" number in the corner of the Album icon is gone—collection progress now comes from the hover tooltip (owned / total), so the icon column is no longer taken up by a figure that rarely changes. Echoes · Numbered from I: The original villager shows only their real name and takes no number, so echoes are now numbered independently—the first echo reads I, the second II (they used to start at II, which looked like a missing number). Bug Fixes Royce · Jitter while picking up: Fixed Royce sometimes jittering in place just short of the wood and going no further after helping with the felling.Read full article on Community Announcements (Future Soil Media)AnnouncementsOfficial
45 Days In — 20% Off
A cozy idle island sim that lives on your desktop, just above the taskbar. Five islanders — a Farmer, Woodcutter, Fisherman, Miner, and Chef — farm, fish, mine, cook, and craft on their own. You just make the calls: what to plant, what to craft, where to build. Glance down between emails and a meal is ready. It never steals your screen. -20%, through September 4, 10:00 AM Pacific 45 days since launch 90% positive on Steam 32 updates — roughly one every day and a half Median playtime 8 hours 39 minutes What changed across those 45 days, and what Chapter 2 will bring, is all written up in "45 Days In: A Report, and a Thank-You".Read full article on Community Announcements (Future Soil Media)AnnouncementsOfficial
45 Days In: A Report, and a Thank-You
I opened the Steam backend today and found a new line item: Idyll Isle: Recouped Steam Direct Fee $97.39 A quick explanation: putting a game on Steam costs a $100 entry fee up front. It isn't gone for good — Valve returns it once the game has earned $1,000. So that line means this little island crossed the line. And it settles the July books — which is to say, the first half-month after launch was already enough. None of August is in that figure yet. Honestly, my first reaction was to laugh. But it's also a very solid kind of happy. Today is exactly 45 days since the full version launched, so let me use the occasion to tell you how things have gone. The One Number I Care About Most Average playtime: 25 hours 17 minutes Median: 8 hours 39 minutes The median means half of you have spent more than eight and a half hours on this island. Back during the demo, that number was once 8 minutes. I stared at the dashboard asking myself the same things over and over: is the opening too slow? Do the first ten minutes fail to show what this game actually is? From 8 minutes to 8 hours 39 — half of what sits in between is what I changed over these 45 days. The other half is you deciding to stay, and telling me what felt wrong. As for that 25-hour average… I have a fair idea of who pulled it up there. Please do get some sleep. 45 Days, 32 Updates Since July 15 I've shipped 32 versions — roughly one every day and a half. Rather than list every line, here is the shape of them: 1 · Automation and idling This is what people asked for most. Royce grew from "runs one trade and comes back" into someone who fells trees on his own, handles Auto-sell, and keeps your spare tools and Bait topped up. The Gravel Pit moved earlier into the game — a Woodcutter on site is enough to repair it, so passive stone starts coming in not long after you begin. Standing Orders at the Kitchen and the Blacksmith Shop can hold a target count and restock on their own. The Expedition Tavern gained the Expedition L...Read full article on Community Announcements (Future Soil Media)Patch NotesOfficial
Idyll Isle 1.0.7.4 Patch Notes
Highlights: The animal economy has been rebalanced across the board—every livestock production interval is now 1.6× its previous value, Daily Feed intervals drop from 75 / 90 minutes to 30 / 40 minutes, and Manure drop rates are halved. Alongside that, animal drops stay on the ground for 120 seconds, Wild Offerings asks for 8 drops instead of 15, and Farmer Amelia's order pool now takes eggs, milk, meat, wool and duck eggs. The wild-animal taming panel also reworks how interval, quality and gender are shown. Gameplay Improvements Animals · Production intervals rebalanced: Chicken 96s, Duck 120s, Cow 144s, Sheep 160s, Pig 192s—1.6× their previous values; wild individuals multiply that by a further 1.8× (was 1.5×). A full pen used to turn out far more eggs, milk and meat than cooking and orders could consume, so the surplus simply piled up in storage. Animals · Daily Feed consumption: Feed intervals shorten from 75 / 90 minutes to 30 / 40 minutes (Vegetable Feed / Protein Feed)—one ration used to last well over an hour, so a pen cost almost nothing to run. A full pen now takes about a quarter of one Kitchen's working time, or under a tenth spread across three. Animals · Manure drop rate: 30% → 15% for tamed animals, with wild animals on a separate 8%. Manure has exactly one use—Fertilizer at the Compost Bin—so a high drop rate only silts up your storage. Wild animals are an occasional pickup; volume still means an Animal Pen. Drops · Ground lifetime raised to 120 seconds: Animal drops now stay on the ground for 120 seconds instead of 60—with output thinned out each drop counts for more, and villagers often could not reach one inside a minute. Wild Offerings · Lower requirement: The quest now asks for 8 animal drops instead of 15, in line with the thinner wild output. Farmer Amelia · Livestock orders: Her order pool now includes Egg / Milk early, Meat / Wool mid-game and Wool / Duck Egg / Milk late—livestock goods previously appeared only in Royce's earliest orders, le...Read full article on Community Announcements (Future Soil Media)Patch NotesOfficial
Idyll Isle 1.0.7.3 Patch Notes
Highlights: Auto Trade at the Trading Post now waits for a full load before departing, and still ships whatever is on hand when coins run low; caravans no longer fail to depart because a transport horse has not reached the post, and swapping transporters no longer drops you out of the loop; the Farmer now waters by how dry a field is and harvests by how long it has been ripe, so distant fields are no longer held back by nearer ones; endgame tutorials now trigger on quest completion. Gameplay Improvements Trading Post · Auto Trade waits for a full load: Looped trading now departs only once the caravan is full instead of sending out half-empty runs; when coins fall below the threshold it switches to shipping whatever is on hand to bring cash back in. The panel states which of the two it is currently doing, and the first run follows the same rule as every run after it. Farmer · Watering and harvest order: Watering now gives absolute priority to fields with no water left, falling back to distance when water levels are close; harvesting is ordered by how long a field has been ripe, so the longest-waiting field is picked first—previously distant ripe crops were continuously held back by nearer ones. Tutorials · Endgame guides trigger on quest completion: The trigger moved from claiming a reward to completing the quest—previously, if you reinforced the Lighthouse yourself but left the reward unclaimed, the Lightkeeper would only step in to explain it after some later claim. Guides the world has already moved past no longer play. Mail · Two redundant letters removed: Royce's introduction letter and farewell letter have been retired—you already know Royce from the opening, so the introduction contradicted it. Unread remnants in older saves are cleaned up automatically on update. Bug Fixes Trading Post · Departure failed while a horse was still en route: Fixed caravans failing to trade when a transport horse had not yet reached the post; swapping transporters no longer knocks...Read full article on Community Announcements (Future Soil Media)






