Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Lost Isle DemoNewsDevlog #8 - We Hear You
Community

Devlog #8 - We Hear You

Lost Isle Demo · published 31 Jan 2026, 00:27 UTC

All newsPlayers around this dateRead on Steam

You Submitted Feedback - We Hear You

Earlier this month we ran a weekend-long public playtest and had more participation than ever! Here's a quick summary:

  • 738 new participants

  • 383 peak concurrent players (new record)

  • 2 hours 43 minutes average play time

  • 187 playtest review forms submitted plus many addition submissions through Discord

We spent a significant portion of the week following the playtest organizing each feedback submission into a bucket so that we could see which parts of the game need the most immediate attention. The top 5 were:

  • Resources and Loot: 60 mentions

  • Combat: 47 mentions

  • Player Controller: 32 mentions

  • Performance: 23 mentions

  • Scaling and Stat Balance: 20 mentions

It's been a few weeks since then, and we wanted to share with you the progress we're making on systems and overall gameplay experience based on the feedback we received.

Resource Balance

The main driver for these mentions was the general scarcity of both harvestable and pickup-able stone nodes. One of the very first steps in the tutorial asks you to craft a stone hatchet or pickaxe which requires a small amount of stone, quickly leading to justifiable frustration because there's no stone on or near the beaches where players spawn. As ubiquitous as this complaint was, it's actually a very easy fix to increase the spawn rate and density of stone nodes in our procedural open world.

In addition to the stone scarcity, there were also several other specific resource related imbalances brought to our attention. Here's the experience one player shared of gathering heartwood and refining it into polished heartwood:

This type of balancing is much more involved. What may seem at first like a simple tweak of values actually led to a full reconsideration of resource types and crafting progression. As mentioned in the suggestions section at the bottom of this feedback submission, we could have taken the route of any combination of allowing crafting heartwood from regular wood, increasing refinement conversion output, increasing heartwood drop rate, decreasing quantities in crafting recipes, removing oil as a requirement, or even all of the above.

Instead, raw resources have been consolidated and simplified, and many no longer require refinement before use in crafting recipes. All mid-tier raw resources and their refined version have been removed: silkfrond fibers and silk, heartwood and finished heartwood, large hide and heavy leather, pristine crystals and polished crystals, coal and brightsteel bars. Crafting recipes have been adjusted to reflect these changes. Any mid-tier recipe that previously called for refined mid-tier resources now calls for a higher quantity of low-tier raw resources.

We're confident that this will be a three-birds-one-stone adjustment. Low-tier raw resources will remain relevant for longer, removing the extra step of refining every resource will free up more time for players, and hopefully we'll avoid cases like crafting a simple rowboat unintentionally requiring the harvesting of 700,000 wood.

Combat and Player Controller

We don't have anything to show here quite yet, but wanted to reiterate that a massive overhaul is still actively underway. As the second and third most mentioned feedback categories, we recognize the importance of getting this to feel great and we won't be satisfied until we've achieved that.

This isn't an all-inclusive list of what we've been cooking over the last few weeks, but we wanted to address the most commonly mentioned feedback, let you know that we hear you, and we're working hard to deliver an awesome experience with Lost Isle. We have many more bug fixes, system and gameplay improvements, and performance improvements on the way. Thanks in large part to your playtest participation and feedback we know which directions to continue moving in.

Stay in the loop! Join our Discord server and follow our socials (links below) to be the first to know about Lost Isle’s latest news.

More from Lost Isle Demo

Other announcements

All news
Esports2 Sep 2026Now broadcasting: Watch the developers playWatch the developers playGame update28 Aug 2026Development Log #28 - Bounties, Boards, & CoweringHello Survivors. This week we're rolling out the Community Board: a single stop for NPC quests, player bounties, and mob bounties. We've reworked how rewards flow through the system, and given NPCs the sense to be afraid when the Isle turns hostile. The Community Board The NPCs on the Lost Isle have always needed a bit of help here and there. Whether it was a major problem like one of Mauroth's…Game update21 Aug 2026Development Log #27 - More to MotesHello Survivors. Motes are the essence of life; the fifth element that alchemists on the mainland have chased for centuries. Every living thing carries them, and when a life ends, they linger. This week we cover changes to how you gather them, and a new way to spend them. Relic Reduction Relics used to be a dime a dozen. That has changed. We've lowered their drop rate and cut the total number o…