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Version 2.8 Completes Jagged Earth: Growth Begets Growth

Jagged Earth is now complete with the final phase of content and features: Growth Begets Growth. A build-your-own-Spirit of Starlight completes the roster as it Seeks its Form, and now teams of up to 6 Spirits can fight the Invaders on a massive scale.

To celebrate the completion of Jagged Earth, we're having a sale! The core game is 60% off, Jagged Earth is 20% off, and other expansions are up to 70% off, until June 9th. There hasn't been a better time to get into Spirit Island!

https://store.steampowered.com/app/2419041/Spirit_Island__Jagged_Earth
We've been working on Jagged Earth for just over 2 years, and we couldn't have done it without your support - including great feedback and bug reports. Keep them coming!

[h2]Starlight Seeks Its Form[/h2]

Every once and again, where starlight falls to ground there arises a new Spirit. Its essence is initially that of the stars and nighttime sky, but from the moment it touches the island it begins to change, adapting and reimagining itself for its new home. This one arrived shortly after the Invaders started to spread, and fights the Invaders even as it seeks to define itself.

[h2]6 Player Support[/h2]

With Jagged Earth, you can now play with 5 or 6 Spirits (and up to 7 Island Boards). Up to 6 players are supported in online multiplayer.

No additional purchase is required; you will gain access to the new content and features with your existing purchase of Jagged Earth.

[h2]Rearrange Spirit Panels[/h2]

Drag and drop Spirit summary panels to rearrange them on the screen at any time.

[h2]New Achievements[/h2]

8 new challenges await for you to test your skills and explore new content.

[h2]Other Improvements and Fixes[/h2]
  • Three new Playmat options are now included with Jagged Earth.
  • England's loss condition is now triggered properly in lands combined by Weave Together the Fabric of Place.
  • Clever Cooperation now works properly with Isolate and Russia 2+.
  • On Board F, Spirit Presence will no longer block the display of a City in land #4 on the 2D map.
  • While No Bravery Without Numbers is in play, Call to Guard no longer replaces the ravage with a build without a choice; instead it now offers the choice to either have Call to Guard or No Bravery Without Numbers take effect during the ravage.
  • Fixed an issue where if Overenthusiastic Arson causes the blight card to flip, undoing the flip may lead to effects repeating and a game freeze.
  • The Habsburg Monarchy's Stage II Escalation now adds the correct number of towns.
  • Event Cards no longer get stuck on screen, when using Undo without the Event Section Prompt option enabled.
  • If a Fear card causes the last City to be destroyed, generating enough Fear to reach Terror Level III, the game now ends immediately as it should.
  • If Life's Balance Tilts adds Blight that causes the Blight card to flip, using Undo will no longer cause the Blight to be incorrectly added again.
  • Fixed an issue in which during Ritual of the Destroying Flame, if you Forget a card in hand, the prompt "Warning: You Can Play More Cards" could incorrectly appear when no cards are left in hand to play.
  • Fixed issue where Fractured Days Split the Sky's Innate Power Visions of a Shifting Future could shuffle a revealed event out of the top 2 cards.
  • Keeper of the Forbidden Wild's presence placement from the 3rd Growth option will no longer remain in a land it shouldn't after undoing placement for the 4th growth option.
  • Fixed an issue with Cast Down into the Briny Deep not resulting in a Sacrifice Victory.
  • Thriving Communities no longer allows you to select a land under the effect of Absolute Stasis.
  • Forests of Living Obsidian no longer gets stuck in multiplayer when used as a set-aside Power in Second Wave.
  • When Sweden and Habsburg are combined, Heavy Mining will no longer cause too many Blight to count against the Habsburg loss condition.
  • Forests of Living Obsidian no longer gets stuck in multiplayer when used as a set-aside Power in Second Wave.
  • Fixed an issue where Scour the Land could incorrectly be used Fast by Shifting Memory of Ages without spending the required Element Markers.
  • Presence added by Skies Herald the Season of Return now properly counts as Badlands with Settle into Hunting-Grounds.
  • If Slip the Flow of Time allows Shifting Memory of Ages to use a slow power in the fast phase, spending Element Markers to activate elemental thresholds will now work properly.
  • Melt Earth Into Quicksand now interacts correctly with Bringer of Dreams and Nightmares.
  • Fixed an issue where the extra damage from Devouring Teeth Lurk Underfoot’s innate ability can sometimes be applied anywhere on the island when using Storm Swath.
  • Sleep and Never Waken no longer gets stuck in multiplayer against Russia 5+ if the generated Fear would reveal an Invader card.
  • Fixed an issue in which Sky Stretches to Shore could cause an incorrect interaction with Bargains of Power and Protection.
  • New Species Spread (Let the Invasive Species Bloom) no longer behaves incorrectly if you used undo.
  • Spirit Foresight now assumes that Isolate will be used to prevent Builds with England 1+.
  • Discord at Terror Level 3 no longer allows you to assign too much Damage to individual Invaders if there are multiple Invaders with Strife in a land.


[h2]What's Next: More Expansions![/h2]
As we previously announced, Promo Pack 2 and Nature Incarnate are in development this year, so there will be a lot more content coming soon.

Promo Pack 2 has 2 Spirits, 1 Adversary, 2 Scenarios, 5 Aspects, and 5 Fear Cards. On the tabletop it's now part of Feather & Flame, but in digital we already have Promo Pack 1, so Promo Pack 2 will be its own DLC.

Nature Incarnate is a major expansion that will bring 8 Spirits, 1 Adversary, 2 Scenarios, 20 Aspects, and 38 more cards, along with new mechanics like Incarna, Vitality tokens, and more. We expect to release Nature Incarnate with a phased approach similar to Jagged Earth.

Tune in to Handelabra Live every Tuesday at 3 PM Eastern on Twitch to catch previews of upcoming content!

What's New in Version 2.7.1

This update has a number of improvements and bug fixes, including:
  • A supporting Adversary can now be selected or randomized in Story-Based New Game if you have Jagged Earth.
  • When reporting feedback in a multiplayer game, the game state information from other players will now also be automatically sent and attached to your feedback (so other players do not have to also report feedback).
  • Thematic map selection now works properly in multiplayer.
  • Fixed issue in which Why Don't You and Them Fight could incorrectly generate extra Fear when destroying a Town/City.
  • Right clicking now shows the full card for a card gained by Let's See What Happens.
  • When Grinning Trickster Stirs Up Trouble is under the effect of Gift of Twinned Days, adding Strife now properly triggers A Real Flair for Discord.
  • If Overenthusiastic Arson is used on a land under the effect of Portents of Disaster, using undo in some situations can no longer cause unbounded Fear generation.
  • Fixed issue where Grinning Trickster Stirs Up Trouble could undo its Gain Energy growth after using the Energy to pay for its Reclaim growth.
  • Undoing during Let’s See What Happens second threshold no longer causes the power used to linger on screen.
  • Fixed an issue where Quick Play could generate a setup with difficulty 1 higher than desired.
  • Discord at Terror Level III now deals the right amount of damage in all situations.
  • Incite the Mob now interacts properly with Isolate and Russia 2+.
  • Using Visions of a Shifting Future fast by means of Slip the Flow of Time, then using Undo, can no longer lead to an Invader card going missing and preventing a Power Card gain later on.
  • Repeating Forsake Society to Chase After Dreams will now allow you to Gather all of the Explorers properly.
  • Using Undo after cascading from a Ravage that flipped the Blight Card no longer causes the Ravage to happen again in the same land.
  • Fixed an issue in which Ward the Shore's Stage III Surge would not add towns correctly while under the effects of the Fear card Explorers Are Reluctant.
  • When playing with an extra Island Board, if you destroy a board during the game, the end of game difficulty and score will now be calculated correctly based on the starting boards.
  • Invaders Surge Inland now correctly sees a land set to adjacent when the source land is isolated, and allows oceans to be marked adjacent or not.
  • Removing an East or West board from a 5-Board Thematic Map will no longer cause a board to overlap when it tries to reshape.
  • Fixed an issue in The Great River where you could be incorrectly prompted to pay for an Isolate effect that is not actually affecting a Town's movement.
  • Dream of the Untouched Land can now properly add a new board in the spot another board was destroyed by Cast Down Into the Briny Deep.
  • Fixed an issue where Russia 3+ would not consider a land under the effect of Voice of Command to match the Ravage Card when it should.
  • Dahan Insurrection now interacts correctly with the Hard-Working Settlers event.
  • Undoing Boon of Growing Power after repeating it with Gift of Twinned Days now works correctly.
  • The game no longer gets stuck in the Spirit Phase if you have a Spirit-targeting Power Card from Aid From Lesser Spirits in an Archipelago game.

Version 2.7 Now Available: Let's See What Happens

Ready to mix things up a bit? A Spirit with a knack for stirring up trouble arrives on the scene, and Adversary nations join with one another to challenge you in unpredictable ways. Let's see what happens! The eighth phase of Jagged Earth content is now available with a new Spirit and Play Option.

[h2]Grinning Trickster Stirs Up Trouble[/h2]

There are many trickster Spirits, but this one is the most infamous. It wears any form it pleases, but can always be distinguished by its multitude of eyes, though they may be subtle or concealed. It has a driving curiosity to see what will happen when it messes around with things. Of course, this may involve putting Spirits, people, and animals alike into suddenly precarious situations, so the Dahan appreciate its shenanigans best at a healthy distance.

[h2]Combining Two Adversaries[/h2]

Through conquest or marriage, one Adversary nation joins with another, shifting their society and how they approch colonization. You can combine two Adversaries for a hybrid challenge, incorporating aspects of both.

No additional purchase is required; you will gain access to the new content and features with your existing purchase of Jagged Earth. You can learn more about the new features and associated rules in the How to Play screen.

https://store.steampowered.com/app/2419041/Spirit_Island__Jagged_Earth

[h2]Other Improvements and Fixes[/h2]
  • Innate Powers are now usable in Elemental Invocation if they could only be reached by using Element Markers on the island.
  • When Shifting Memory of Ages spends Element Markers for a threshold that repeats a Power, you will no longer be prompted to spend them again.
  • When Sweden's Escalation and Call to Guard both affect an Explored land, you now get to choose the order in which they occur.
  • If Bringer of Dreams and Nightmares uses a Power that would destroy Explorers, it now gets to choose whether to get the bonus Fear from Russia 2+.
  • In multiplayer, Words of Warning will no longer cause some players to experience a soft-lock either through an unmoving, floating card or undetectable power options.
  • While Powerstorm is in effect, the power Trees Radiate Celestial Brilliance will no longer disappear.
  • The Ignore Their Contact With The Dahan option on Missionaries Arrive now works properly with Isolate.
  • Fixed issue where undoing Powerstorm could cause a power to be playable from the hand.
  • Forsake Society to Chase Dreams now correctly interacts with a land affected by Melt Earth Into Quicksand.
  • Fixed an issue in which Russia's Escalation effect would not resolve correctly when a board has no Beasts tokens, but a Many Minds Move as One sacred site.
  • The Casualties of Fang and Sting event now allows you to select a board that becomes applicable against Russia 2+ and its protected explorers.
  • Fixed a problem that could occur with power targeting after the effect of Weave Together the Fabric of Place expired.
  • Bureaucrats Adjust Funding now fully resolves during the turn it is flipped.
  • Irresistible Call now allows you to consider adjacent Isolated lands non-adjacent and avoid gathering those Invaders.

What's New in Version 2.6.2

This update has several bug fixes, including:
  • When Learn the Invaders' Tactics needs Element Markers to activate all three thresholds, you are now prompted for how many Element Markers to spend.
  • Multiplayer no longer gets out of sync when Shifting Memory of Ages could spend Element Markers to use an elemental threshold on a Power but chooses not to do so.
  • Fixed an issue in which Guide the Way on Feathered Wings can get stuck in multiplayer when used to move Beasts through a land with the presence of Sharp Fangs Behind the Leaves.
  • If Powerstorm and Gift of Strength are both in effect, you will no longer be able to incorrectly repeat a Power with Powerstorm without paying Energy.
  • Fixed an issue where in certain situations, the Discard option would not be initially available during a Choice Event.
  • The threshold effect of Instruments of Their Own Ruin now works properly in a land under the effect of Weave Together the Fabric of Place.
  • Fixed an issue in which the game could get stuck when using Suffocating Shroud at maximum threshold with no Presence in adjacent lands.

What's New in Version 2.6.1

This update has a number of improvements and bug fixes, including:
  • Reaching an Elemental Threshold via spending Element Markers or Elemental Invocation now counts for the related achievements.
  • Innate Powers now work properly in Second Wave games.
  • Lands conjoined via Weave Together the Fabric of Place now successfully trigger the effects of Observe the Ever-Changing World.
  • Dream of the Untouched Land will no longer get stuck in multiplayer if Shifting Memory of Ages uses Element Markers to reach the threshold.
  • Observe the Ever-Changing World now always triggers when a disease token is removed.
  • Adding a Town from France's Level 4 effect now properly triggers Observe the Ever-Changing World.
  • Fixed a problem where Population Rises and other events did not trigger Observe the Ever-Changing World more than once when they should.
  • When focused on a Spirit using a Power to cause Shifting Memory of Ages to gain a Power Card, if you gain a Major Power Card and forget it, the focus no longer shifts away before you can decide whether to discard or forget it.
  • If Shifting Memory of Ages begins to Reclaim 1 but does not select a card, then gains a Major Power and discards a card from hand instead of forgetting, you are now able to Reclaim that card.
  • Fixed issues where long range (3 or 4) Presence moving/adding did not reach the proper full range in Archipelago setups.
  • Fixed an issue where if you had a Spirit-targeting Power Card from Aid From Lesser Spirits in an archipelago game, you could get stuck and unable to finish the Spirit Phase.
  • Fixed an issue when starting a solo game with Sweden 4+ and an Extra Island Board, if you used Undo at the start of the game, the Invaders could Explore the extra board.
  • Grant Hatred a Ravenous Form no longer incorrectly adds Beasts when Invaders are pushed from the land instead of being destroyed.
  • If Serpent Wakes in Power uncovers an Element by placing Presence with the second threshold that now allows the third threshold, you will now be able to use the third threshold.
  • Sweden Level 5 can no longer add a Town if the Ravaged land is Isolated.
  • It is no longer possible to start a game with no Spirits on the Island.
  • Fixed Power tooltips incorrectly showing "This power has already been used" during the Spirit Phase.