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A member registered Apr 19, 2016 · View creator page →

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Glad you enjoyed the game. Story wise, there's actually not much story there, but I have been thinking about doing more lore into the game eventually! 

It's awesome to hear that you were inspired to make a DnD campaign from this!



You can enter sandbox mode by holding down the spacebar while creating a new game. You can also open the console by pressing ` and then give yourself modified items.

Hope this helps!


You can use tech by infusing it into other items in the forge. Basically put the tech into one of the left item slots and the item you want to upgrade on the right slot. Then infuse them together and voila, your tech has been added. 

Hope this helps with some of the confusion.

Yeah, by having the little mini game it automatically marks the game as browser playable. Wish I could change that as well.


I apologise for the updates taking way too long. I've been busy with school and it was a very technical rework. That being said, I have completed the update and will probably be releasing it within the next day. I'm hoping to get updates out faster over this summer period as well.

Personally, I am not handing out or supporting any of the previous (buggy) versions of the game. However, a few members of the Discord server have kept a rather comprehensive collection of all the previous releases, and I can't stop you from getting it from them (I just won't be handing it out myself).

I actually make test versions available to ANYONE who joins the discord server. Normally, there is a new version every Friday for people to play around with. In fact, since the next update is pretty much complete, you can download it pretty much right now if you want (except you won't get a a comprehensive change log).

Thanks for your patience and continued support! 

In version 3.02, the save files are located here:

Windows: %localappdata%/IIslands_Of_War
Mac: ~/Library/Application Support/com.jwiggs.iislandsofwar
Linux: ~/.config/IIslands_Of_War

In the next update coming soon, I figured that once people have had their fill playing normally, they would want to try and mess around with the game, so I have added some nice tools to let the player do that. 


PS. (shameless plug): You can also join the discord server here: to get test versions of the game.


Permadeath is still a thing, however game saves have been implemented since the first game jam version of the game. 


You can enter sandbox mode by holding down the space bar while making a new game. Keep holding the spacebar through the cloud animations and you should be given all of the items to play around with!


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I am very pleased to tell you that I am in the final stage of testing and bug fixing. As a one man team, adding in new features can be a little bit slow at times, especially when I have to massively rework core elements of the game that I am unhappy with. EDIT: The game is still in its alpha phase of development, so I'm working on the core gameplay loop and making sure that it is well designed.

I have been watching the clock as well, and I am surprised at how long it is taking. I didn't actually think this update would take this long, but I also would not want to release an update that crashed every 5 minutes.

If you wanna see the development progress, do join the discord here: You can test out the next (broken) version of the game and also stay updated with the development progress!

I'm glad you enjoyed the game and am so glad for your support!


Multiplayer would be awesome and this suggestion has come up many many times. However, I still have so so many core features that are changing and I have plans to change even more of them. Since the last major update, I have spent my time reworking a single core feature, items. changes like these massively modify the internal code structure, so it only makes sense that all the big changes are out of the way first before attempting to implement something as grand as multiplayer.

Online multiplayer with a matchmaking system is a very very long way off and is most likely to not ever be happening. A local multiplayer would be reasonable, but is also a long way off (I have about a year's worth of core changes planned).

So that being said, there are a lot of ways a multiplayer could be done, and I am looking forward to working on it when the time comes. Thanks so much for your suggestions! I'm glad you enjoyed the game!


Linux support is planned, but it is probably not going to be anytime soon. The game is still in its early alpha phase so unfortunately the only target platforms right now are Windows and Mac. When I release the full game, I will be looking into a linux port as well.

Thanks for playing! Glad you enjoyed it!

Hey man! 

Sorry for the late reply and sorry about those bugs. I'm not sure what would have caused that. 

Since the game is still in its earlier stages, I'm not going back to any legacy versions to fix previous bugs. This is because most of the time these bugs get fixed in a future version, so to go back and make sure every legacy version is 100% stable would be tedious.


Hello Galaxy,

Sorry for getting back to you a little bit late. The notifications on don't always come through for posts. Also, I'm sorry that you ran into this problem where it is unable to find the game. I've had issues with it before and thought I previously fixed it.

Here are a few solutions I found (not sure if they work) for a variety of Mac related issues just in case (and also for other people to see).

No Mountable File Systems:

Try running the following command in terminal. It simply allows apps downloaded from everywhere. Please tell me if you still have needed to use this command, since I have attempted to code sign most of the versions.

    sudo spctl --master-disable

Unable to find game:

This could be due to a few reasons. Firstly, if your MacOS is too old or outdated, consider updating your software. I am confident that it runs on High Sierra (10.14), but cannot yet confirm anything before this. I think there might have been a previous issue where the macOS was out of date and created this error.

Another reason might be your browser choice. Try downloading the file from a different browser.

If all else fails, then try using this mirror link from dropbox: Mirror Link Mac. This is the link to v3.02 and will most likely be removed once a new version comes out (at which point I hope this problem has been resolved).

On a smaller note I read somewhere that moving the file to your desktop might help, but I read it in an older thread, so it might not help anymore.

I would love to know the outcome of this issue, since this is not the first time I have encountered it and have tried to ix this before. You can always join the Discord server if you need more help. You can also DM me from discord at anytime and I will get back to you as soon as I can.

Hope one of these solutions help!


I am terribly sorry for the inconvenience that this game hasn't yet been translated into Chinese. However, the game has only been in development for 6 months and is still in the alpha phase of the game, so getting a Chinese translation out anytime soon is not a top priority.

That being said, I have considered support for multiple languages when this game is closer to completion. This could be another year or so depending on how I feel about the game.

However at this stage in the game development I cannot make any promises regarding something so far down the line. I will do my best to try and see what I can do when the time comes.

Once again, sorry for the inconvenience.


I'm really glad you enjoyed the game and the next update is gonna really be awesome.

  • Backtracking is not something I had initially planned for (kind of like most rogue-likes where once you finish a level you just move on). I'm not to sure about implementing this, but I'm also not gonna dismiss it to soon. I will be having this in the back of my mind and thinking over it.
  • Thanks for this bug report about the shield tech. I have heard some reports similar to this however the cause was unknown. It seems that I must have not added the tech back into your inventory. I would say that this is gonna be fixed in the next update, but the entire old tech system was removed, so I guess the problem is gonna go away.
  • It was only a matter of time before someone found it. Yes, its a bug and I totally forgot about it (just recently rediscovered it while doing a close cleanup). It was just supposed to be a one off thing to make things easier to test.
  • That is an interesting idea. The question mark choice can certainly be improved as well to not give you 2 of the same things in a row (especially the shop and forge).

Thanks for your feedback and support!

Hey man!

Firstly and fore mostly, I am so sorry that you feel this way. Games should feel fun and I apologise for any stress of frustration this game has caused.

I was quite surprised when I read your post when you mentioned how the game works. I think it is really interesting to see how sometimes RNG can mess with us. Truth is, there is really nothing under the hood. The value of your island displayed in the stats is simply for aesthetic purposes and it really does not affect the enemy generation. It is the same thing for item drops. Item drops don't have access to view your island and determine if you need a certain item or not. 

The one thing that exists to try and minimise the RNG in the game are the forge and shop, though the forge does a poor job of it right now and feels very random. The shop will always contain certain types of items so that if you are lacking in a certain item like floatrons or shields, you can fully rely that the shop will have them.

That being said, I have future plans to make the player feel less frustrated, since I am certain you are not the only player who feels this way. One thing that significantly hurts the game in terms of replay-ability is the lack of persistence between runs. I have plans in the next few months to add this basic feature and was actually gonna have some sort of permanence in the next big update. However there were some core changes that needed to be made that will significantly affect the game in the long term, so I have delayed it until those changes are complete, but it is still scheduled for being up next.

Thank you so much for sharing your feedback again! 


Thank you so much for your feedback! Yeah, when both players lose their drifters it very easily ends in a stalemate. 

There are a few solutions I have been considering. The first thing I want to get rid of is the enemy teleporting/map looping. Of course, there would need to be an out of bounds area on the sides as well but I would make the play area a whole lot larger so the size doesn't feel to small. 

That doesn't exactly directly address this issue, but this next idea might. I have been thinking about a surrender system, not only for enemies but for the player as well. Enemies might surrender when you are completely annihilating them or when maybe they have lost all horizontal or vertical thrust. The player would also have the option to surrender, though it would be more likely a "tactical retreat". They wouldn't lose a life but maybe they would lose some money and the player wouldn't advance and have to retry the enemy again.

Another change that might help is with weapon range. I have been thinking of removing the range for a damage drop-off system instead. That way if it ever comes down to only vertical thrust, you can still poke each other.

I could also make the warp core start with some vertical and horizontal thrust. Another simple solution would be to make a small game rule where you lose if you no longer have drifters (like the floatron rule).

While not all of these solutions will be implemented immediately in the next upcoming update, I will make sure to do my best and fix this infinite nothing gameplay. Thanks once again for this feedback! It really helps during these early stages of development.

With regards to Islands of War (outdated), in order to gain access to cheats (to my knowledge what the cheats are), put "Beta Tester" as your username. Word for word and letter for letter. It took me a while to go through my old source code to find what the codes were.

I am also aware that the game is left unfinished. It kind of died as time progressed and I lost interest in it. 

Now with respect to IIslands of War, you can find hints to the secret code in the previous devlog. Its hidden in a gif and it will be pretty obvious what you need to do once you see the word hidden in the clouds. It does NOT add any game content and simply unlocks my developer tools for further debugging (there's not much more that you need once you have the sandbox mode).

Hope this clarifies things up.

Sorry, could you elaborate what you mean by "starter"?

When you download each update, it is NOT a patch that gets added on to your current game. The downloaded file is the new version of the game. Treat each update as if you were downloading the game for the first time, so you will still need to unzip the files.

Hope this helps!


The secret code from the last devlog can be inputted anywhere in the game (preferably the menu so it won't mess anything else up). After you type in the code, press enter and you should gain access to a secret. After it has been activated, use ` to open and close it.

With regards to the "Beta Tester" code for the first game, I haven't touched the code in over 2 years so nothing should have changed and it should still work.

Hope this helps!

Hello! The game files have been updated here. In order to get the updated version, simply download the game update again(v3.02 is the latest as of writing this post). Then run the game like you normally would. You can also delete the old version at this point, since it is no longer going to be needed. Through most of the updates, I try not to change a lot with the save files so that you don't have to start the game all over again every update. I believe that all versions after 2.6 are compatible with the latest update (so you don't need to worry about starting over).

Alternatively, you can also use the app and it should keep the game automatically up to date.

TLDR; you need to re-download the full game every time there is an update.

Hope this helps!

Wow! Congratulations, the boss is supposed to be almost impossible to defeat. The reason he is so unbalanced is actually because I haven't developed anything for after the final boss. 

That being said, you have raised some excellent points. 

Firstly: attack patterns. Right now enemies might seem like they are firing all of their weapons simultaneously and it just gets chaotic. I could implement attack patterns so that similar weapon types fire around the same time, thus creating an "attack" that the player must learn to counter or avoid.

Secondly: specialty bosses. I am currently working on a series of updates that can greatly help with this so that enemies can take on a more niche role to test the players skill and ability.

Lastly: a ramming final boss. I have some plans to make the final boss more interesting and challenging without just stacking his health and damage. I'm thinking of a multi-staged boss whose behaviour changes as he loses health or even a few powerful but smaller bosses to fight simultaneously. If the player did have to fight multiple enemies then I could have three different classes (trireme-ramming, interceptor-fast, dreadnought-tank/damage).

Thank you so much for your feedback! I'm very glad you enjoyed the game.


Since I haven't worked on anything after the final boss (no cutscenes and stuff), the final bosses have currently been almost impossible to defeat. In the current version, if you simply get to the final boss you are doing very well already.

In the next update, which is sadly a far ways off, I will be making major reworks. Hopefully in this process, it will smoothen out most of the enemies, even though I will be keeping a close eye out for enemy balance.

Just wondering, what do you think is the cause of the enemies being too easy? Is it their island design or their behaviour that is messing them up most of the time? 

Thanks for your feedback!


I haven't heard of this before, but I shall take a look into it.

Thanks for the report!


Thanks for reporting this. Someone has previously reported that leaving the game after the defeat screen does not refund your life. I have fixed this for the next update coming in the next 24 hours.

Thanks again for the report!

Hi there,

It appears for a small amount of time and blends very nicely. Don't worry if you can't find it. It doesn't add any new content to the game at all.

Good luck (if you're still looking).


The color is a slight change from the background. Don't worry if you can't find it, it doesn't add anything to the game. 

Good luck hunting!

Possibly :)

Hey there!

Creative mode hasn't been publicly announced mainly due to the fact that creative mode takes away from the thrill of finding all the items yourself.

That being said, simply hold space while creating a new game to enable creative mode.

Have fun!

Hello! Thanks for the report! Yeah, that can be a problem now. I shall have that fixed for the next update.

Thanks again!

Another hint? One of the first three gifs. The pause isn't a gif btw.


The secret code doesn't unlock any extra game content, but it does give you a special tool that you can play around with. It's not really for entertainment as it is a developer tool, but you can still mess around with it a bit. 

Its hidden in a gif,  visible for a very short time and is written in massive letters. Good luck!

Hi there!

Multiple people have asked for previous versions of the game and I have told them all the same thing. I am not distributing previous versions of the game since the game is still in its alpha phase. The reason for this is that some of the older versions are incredibly buggy and crash (a lot). I also wouldn't want to receive bug reports from older versions that may have been fixed in a newer version. Feel free to personally keep all the versions you have downloaded, I can't stop you there, but as the developer I am not going to be handing out the previous version downloads just yet.

That being said, I have left v1.0 up which was the game jam version. Also, when the game gets a full release, I might also release a full release of every single version I have worked on (I have a large archive by now and its only gonna get larger).

Thanks for asking!


From what I have found, in v2.7 movement was a little slow. In v2.93 movement is a little too fast. I am actively working now to find a good balance where you don't feel slow, but you don't travel at light speed either (same for enemies).

With regards to the difficulty of the game, I think I might have a small solution to that in the next update. Yes, the game is meant to be hard, but so hard that you will never ever beat the final boss. So I'm gonna work on balancing the difficulty out.

Thanks for your feedback!


An endless mode is being planned and is the next big set of updates once I finish everything I need to do with movement (could be another month or two). It's gonna be massive and have a lot of cool things and will probably be coming in different parts like the movement updates have been.

I personally can't wait for it, but one thing at a time is what I keep having to tell myself to stay on track with what is best for the game.


Just start typing in the code (or whatever the code might mean). It should be mostly self explanatory if you have the correct code. After you have finished entering the code, press enter and then you will unlock a super special secret.

Congratulations on figuring it out! Hope it wasn't too difficult but not a walk in the park either!

*Typo in the last message, i meant there will be something extra after the final boss, not main menu.

Either way, the something extra is a surprise (I do love surprises) and so you are gonna trust me when I add some "super special secret changes".

Thanks for following this game! There is so much I have in store!

Hmm. That strategy does seem to be a bit overpowered. Let me see what I can do to tweak that.

Hi there!

The servo motor is a legendary tech that increases the rotation speed of weapons.