
A year ago today, Wicked Island launched into Early Access. I genuinely didn't know what to expect back then, and a year later, well over 100,000 of you have washed up on that shore. This started almost 5 years ago as a personal hobby and learning project, and over time it grew into something much bigger. I still have trouble grasping the reality of it. From the bottom of my heart, thank you!
Looking back at everything that shipped since launch, it's honestly a longer list than I remembered writing, but to mention just a few:
A complete rewrite of the Servant System, plus the Bonding Ritual that turned taming into a survival test
Reworked armor tiers and several new armor models
A complete rework of all building pieces, a huge amount of new ones, and shareable building presets
A full rework of food, ingredients, and crafting
New encounters, animations, and enemy balancing
Localization into 10 languages
Full Steam Achievements
Multiple new dungeons, locations, and bosses
New and rewritten questlines, dialogue, and story
A complete rework of the dragon into proper endgame content
Major improvements to visual quality
Tons of optimization work, including better Steam Deck performance
A huge slew of fixes and minor changes across the board
None of that direction happened in a vacuum. So much of what shipped this year came directly from your reports, your feedback, and your (occasionally unhinged) suggestions. This island is shaped by the people surviving on it.
Work continues; our small team is already deep in the next update, centered on something we've hinted at before: the Goddess questline, and the endgame armor that comes with it, alongside a wave of new building content and a batch of fixes and improvements. Beyond that, there's one milestone left on the horizon: Wicked Island leaves Early Access with its 1.0 release later this year. Year two starts with 1.0. See you on the island. — RawDarkness