Flatbert Games - Forsaken Island Is Back!
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Hi guys!
It’s been a little while since my last proper update, so I think it’s definitely time to give you a full rundown of where things currently stand with Forsaken Island.
The past couple of months have been pretty hectic on my side between work, moving, and various real-life things, so I haven’t been able to dedicate as much time to the game as I would have liked.
Development never completely stopped, though, and I’m definitely not coming back empty-handed:
A new update is available today!
In my last development post, I mentioned that I was working on a mostly technical update before moving fully into Chapter 5.
Well, this is it.
Today I’m finally releasing that update (v0.5.3), focused mainly on technical improvements, bug fixes, and quality-of-life features.
This version doesn’t add a new chapter, but it includes a fairly major engine update and a lot of work under the hood to make the game more stable, easier to maintain, and a bit more comfortable to play but most importantly, to lay much stronger foundations for everything that comes next.
Main changes include:
Improved overall stability.
Better compatibility on Windows and macOS.
Added early support for Linux builds.
Added Replay Mode for unlocked scenes, accessible from the Achievements menu.
Improved save/profile loading, with hopefully better handling of older saves.
Added Russian localization support.
Added new map hints to make progression clearer, depending on your selected guidance level.
Added a new hint dream sequence at the end of Day 4.
Improved fallback behavior when a translated line is missing.
Improved fullscreen, window resizing, and display scaling behavior.
Fixed several crashes and UI issues.
Fixed various Chapter 4 progression, hint, and localization issues.
Fixed some scenes that were bugged or unnecessarily difficult to access, such as Gigi’s snorkeling scene.
And… I may also have added a hidden Sasha scene…
You can grab the new version HERE.
There are still a few smaller things I’d like to improve eventually, but as far as the big programming work goes, I’m finally reaching the point where I can put most of it behind me and shift my attention back where I really want it to be:
Working on Chapter 5!
Chapter 5 marks, in my mind, the beginning of what I consider the second act of Forsaken Island. And because of that, I’ve actually been spending quite a bit of time thinking beyond Chapter 5 itself.
One thing I’ve realized while going back through my original plans is just how much the game has naturally grown since I first outlined the story.
Some smaller plotlines have gradually become much more interesting than I initially expected. Certain character dynamics have opened up possibilities I hadn’t originally considered. And while revisiting and refining the structure I already had in place, I’ve also come up with quite a few new scenes, situations, and even entire plot ideas that I’d really like to weave into the story.
So lately I’ve been doing a fairly deep pass over the long-term structure of the game, not only planning Chapter 5 but also mapping out much of what comes after it.
The main direction of the story hasn’t changed. I know where I want it to go, what the major milestones are, and where I ultimately want these characters to end up.
What has naturally evolved over time is the road that gets us there.
Rather than simply writing one chapter at a time and figuring out how everything connects later, I want to use the beginning of Act II as an opportunity to take a broader look at the game and make sure all of those ideas, relationships, and story threads fit together into something solid and cohesive.
The destination is still the same, I just want to make sure the road there is as interesting as possible.
The downside is that this kind of work isn't particularly exciting to show in screenshots . A lot of my recent progress has consisted of outlines, notes, moving scenes around, connecting plot threads, and planning several chapters ahead rather than producing a mountain of finished renders.
But the upside is that Chapter 5 should now emerge much more naturally from that larger structure, allowing me to combine many of the ideas I’ve had from the beginning with all the new ones that have appeared along the way.
And if everything comes together the way I want it to, that should mean plenty of adventures, surprises, character development and, of course, more than a few hot and steamy situations along the way .
That last part is actually pretty important to how I approach Forsaken Island.
One of the things I enjoy most about AVNs is that, to me, a good erotic scene is about much more than simply putting a series of sexy renders on screen (although, believe me, I know those are important too ).
What really makes a scene work is the situation around it: knowing the characters, understanding what brought them there, anticipating something for a while, making choices along the way, and eventually reaching a moment that feels believable and rewarding.
That's a big part of why I care so much about all this planning. The stronger the characters, relationships, and situations surrounding those scenes are, the more satisfying I think the payoff can be when things finally get... interesting.
And since I’m right in the middle of shaping all of this, now is also probably one of the best times to send ideas my way. I’m always genuinely curious to hear what you imagine happening next. So if there’s a particular situation you’d love to see, a character dynamic you’d like explored further, or even a plot idea that’s been sitting in the back of your mind, feel free to send me a private message here on Patreon or come talk about it on Discord.
I can’t promise every suggestion will find its way into the game, obviously, but you never know when something might spark an idea .
There’s still plenty of work ahead, of course, but with most of the big technical overhaul now behind me and the larger story structure taking shape, I should finally be able to spend much more of my development time on Chapter 5 itself: writing scenes, building sequences, and getting back to serious rendering.
Thanks again for sticking with the project and sorry again for the radio silence these past couple of months.
See you soon with more news!
Hi guys!
It’s been a little while since my last proper update, so I think it’s definitely time to give you a full rundown of where things currently stand with Forsaken Island.
The past couple of months have been pretty hectic on my side between work, moving, and various real-life things, so I haven’t been able to dedicate as much time to the game as I would have liked.
Development never completely stopped, though, and I’m definitely not coming back empty-handed:
A new update is available today!
In my last development post, I mentioned that I was working on a mostly technical update before moving fully into Chapter 5.
Well, this is it.
Today I’m finally releasing that update (v0.5.3), focused mainly on technical improvements, bug fixes, and quality-of-life features.
This version doesn’t add a new chapter, but it includes a fairly major engine update and a lot of work under the hood to make the game more stable, easier to maintain, and a bit more comfortable to play but most importantly, to lay much stronger foundations for everything that comes next.
Main changes include:
Improved overall stability.
Better compatibility on Windows and macOS.
Added early support for Linux builds.
Added Replay Mode for unlocked scenes, accessible from the Achievements menu.
Improved save/profile loading, with hopefully better handling of older saves.
Added Russian localization support.
Added new map hints to make progression clearer, depending on your selected guidance level.
Added a new hint dream sequence at the end of Day 4.
Improved fallback behavior when a translated line is missing.
Improved fullscreen, window resizing, and display scaling behavior.
Fixed several crashes and UI issues.
Fixed various Chapter 4 progression, hint, and localization issues.
Fixed some scenes that were bugged or unnecessarily difficult to access, such as Gigi’s snorkeling scene.
And… I may also have added a hidden Sasha scene…
You can grab the new version HERE.
There are still a few smaller things I’d like to improve eventually, but as far as the big programming work goes, I’m finally reaching the point where I can put most of it behind me and shift my attention back where I really want it to be:
Working on Chapter 5!
Chapter 5 marks, in my mind, the beginning of what I consider the second act of Forsaken Island. And because of that, I’ve actually been spending quite a bit of time thinking beyond Chapter 5 itself.
One thing I’ve realized while going back through my original plans is just how much the game has naturally grown since I first outlined the story.
Some smaller plotlines have gradually become much more interesting than I initially expected. Certain character dynamics have opened up possibilities I hadn’t originally considered. And while revisiting and refining the structure I already had in place, I’ve also come up with quite a few new scenes, situations, and even entire plot ideas that I’d really like to weave into the story.
So lately I’ve been doing a fairly deep pass over the long-term structure of the game, not only planning Chapter 5 but also mapping out much of what comes after it.
The main direction of the story hasn’t changed. I know where I want it to go, what the major milestones are, and where I ultimately want these characters to end up.
What has naturally evolved over time is the road that gets us there.
Rather than simply writing one chapter at a time and figuring out how everything connects later, I want to use the beginning of Act II as an opportunity to take a broader look at the game and make sure all of those ideas, relationships, and story threads fit together into something solid and cohesive.
The destination is still the same, I just want to make sure the road there is as interesting as possible.
The downside is that this kind of work isn't particularly exciting to show in screenshots . A lot of my recent progress has consisted of outlines, notes, moving scenes around, connecting plot threads, and planning several chapters ahead rather than producing a mountain of finished renders.
But the upside is that Chapter 5 should now emerge much more naturally from that larger structure, allowing me to combine many of the ideas I’ve had from the beginning with all the new ones that have appeared along the way.
And if everything comes together the way I want it to, that should mean plenty of adventures, surprises, character development and, of course, more than a few hot and steamy situations along the way .
That last part is actually pretty important to how I approach Forsaken Island.
One of the things I enjoy most about AVNs is that, to me, a good erotic scene is about much more than simply putting a series of sexy renders on screen (although, believe me, I know those are important too ).
What really makes a scene work is the situation around it: knowing the characters, understanding what brought them there, anticipating something for a while, making choices along the way, and eventually reaching a moment that feels believable and rewarding.
That's a big part of why I care so much about all this planning. The stronger the characters, relationships, and situations surrounding those scenes are, the more satisfying I think the payoff can be when things finally get... interesting.
And since I’m right in the middle of shaping all of this, now is also probably one of the best times to send ideas my way. I’m always genuinely curious to hear what you imagine happening next. So if there’s a particular situation you’d love to see, a character dynamic you’d like explored further, or even a plot idea that’s been sitting in the back of your mind, feel free to send me a private message here on Patreon or come talk about it on Discord.
I can’t promise every suggestion will find its way into the game, obviously, but you never know when something might spark an idea .
There’s still plenty of work ahead, of course, but with most of the big technical overhaul now behind me and the larger story structure taking shape, I should finally be able to spend much more of my development time on Chapter 5 itself: writing scenes, building sequences, and getting back to serious rendering.
Thanks again for sticking with the project and sorry again for the radio silence these past couple of months.
See you soon with more news!
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