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Toby's Island News

Patch 1.9

(Main Menu Still Will Show 1.8 -> ill be changing it to 1.9 in a week when I upload the boss fight that leads to the next zone.


-Fixed issue where the first Roxlar you encounter spawns infinitely

-Increased EXP given from Roxlar

-Added tree modules for inserting orbs to open swamp gate giving access to Autumn Zone

-Added Autumn Zone Maps
-Added logs to the village for the player to chop for the first few logs needed.

-Added tutorial for log cutting/general tool use.

-Adjusted stats of bee enemies in forest (reduced HP and ATK)

-Removed Heal ability from Mage Bee

-Buffed the stats of the first Shattered encounter so he one shots you no matter what

-Fixed an issue where you could wander into the Trogus temple after beating Trogus and then be unable to leave.

-Made it so all NPC's in the swamp temple disappear after defeating Trogus.
(will soon be replaced with new NPC's doing different things.)

-Fixed issue where injured creatures still showed up around the swamp after Trogus was defeated.

-Reworked how enemies spawn in the swamp.

-Added Piff Merge feature, similar to spirits but now gain new abilities by merging with different Piffs.

Still Working! Incoming New Zone

I just wanted to let everyone know that development is still going on! I know it's been a while since the game has gotten a big update, I've been working a lot of hours at my job due to Covid, but I've managed to reduce those hours pretty significantly now and we should be seeing a nice burst in development time.

The fall Zone will be a nice break from the action. It's going to be a pretty relaxing area, where you meet some new characters and rest. By this point you've fought some bosses, solved puzzles, and been drowned in game features to learn. Now its time to sit back, relax maybe try some fishing.

You will also get a chance to dive into some lore about your past. I believe a good game gives you hills and valleys in terms of action and pacing, and I'd like to treat this area as a valley. Calm music and story telling. Those are my objectives in terms of art and music direction, story telling and writing. You guys will have to tell me if i hit the mark.

Stay tuned!

Thanks everyone for all of your support and feedback over the course of early access

Patch 1.81

This is a small patch that does NOT add new content but addresses issues with existing content.

Please note that I goofed during the encryption and upload of this update and forgot to add the new version number to the title screen, so 1.81 is NOT reflected on launch.

It also lays the ground work for steam controller support, since I had to upload back end files in order to do in steam testing and implementation for steam controller support, so while it is not live for users, it is on the way. The Patch notes are as follows.

-A major issue was addressed, where it was not possible to enter a building in the swamp that starts a huge chain of events. This blocked off a lot of the swamp content that was supposed to become available. It's fixed now, so if you couldnt figure out what to do in the swamp to progress, this is probably why.

-experimenting with an auto save/auto load set up for retrying boss fights.

-fixed issue where food stopped counting down after using town crystal.

-fixed issue where you could get stuck by using the feathered egg instead of the mysterious egg due to incubation timer.

-fixed a bunch of pathing and collision issues on the crash site beach.

-fixed issue where Harbos disappears when you talk to him.

-fixed issue where plants were growing ontop of trees on the fight club map.

-fixed an issue where SOMETIMES the crashsite beach would show the wrong graphics for the upper layer.

-fixed an issue where build icons remained on bridge in beach cave AFTER you finished the construction of the bridge.

-fixed issue where new treasure chest in story puzzle room disappeared during interaction.

-fixed graphical issue with tree overlay in town farm.

-fixed issue where the wrong dialogue box was showing up behind the potion shop keepers dialogue.

-fixed issue where the lasers that trap the nature spirit, come back after solving the puzzle.

-fixed some overlay issues in the swamp (im sure there will be more).

-changed some "woa"s to "woah"s.

-added missing description to miracle flask item.

-added some action files to the backend for the purpose of implimenting steam controller support. (more on this soon.)


Early Access Patch 1.8

This patch features a complete rework of the swamp area and introduces 2 major plotlines and 1 flavor story that is context dependant on which spirit is in your party. You can expect new enemies including a pretty difficult boss encounter. As well as the introduction of a new fast travel item.

Some other small changes have been added.


-added autosave feature

-added treasure chests in various places

-fixed issue with exit/entrance to beach cave - both with the transfer event and the rocks that block it.

-replaced placeholder graphic for reward chest for water story puzzle

-introduced new fast travel item

-added multiple new enemy types

-did a big overhaul of what plants can spawn in the forest in order to streamline usefulness.

-added a graphical indicator to items that cannot be used in battle

-made it so low level potions heal for flat amounts instead of percentages, making them better early game and weaker late game.

You are all wonderful and thank you for reading

Patch 1.7 notes - 2/19/2020

This update took me a long time to deliver but it offers a ton of improvements.

First off - after many requests, I introduced WASD movement for those who don't like the arrow keys. If you are loading a saved game you will have to reset your controls to default and re customize. This way WASD doesn't compete with any of your control schemes.

You can now use a mouse to walk around, open the menu and engage with said menu. You will still need the keyboard though. I will expand on mouse support in the future!

I heavily reworked the start of the game to include a new fight that happens really early - it gives you your first creature, introduces a new main character and gets the game rolling much sooner. For those of you who are loading saved games - you won't feel much of a difference - of course you still benefit from all of the control upgrades. There are also several other bug fixes and QoL upgrades. Full patch notes as follows!


-made it so eggs can't be discarded or dropped when you die

-reworked the start of the game so the conversation with the snake in the tunnel goes VERY differently and you get a creature right away

-you are confronted with your first story oriented battle very early now

-you meet Mirai in a different way now

-events are very much streamlined in a completely new way

-added new acheivments

-fixed an issue where you could walk through some walls in the Frank's cave.

-fixed a graphical issue with some crates you can loot in that cave

-fixed game crash tied to fast traveling

-***Added "Bug Bunnie" to tobys house to fix issues caused by loading out dated saved files (im super proud of him from a development perspective and how he works.)

-Changed movement controls to WASD

-Added back in mouse support
both still need testing and may not be stable

-implemented a controls update check system for smoothly transitioning into WASD movement (makes sure your old preferences don't compete with new controls for buttons)

-removed a random wandering Shattered from the village that wasn't supposed to be there.

(also uploading a quick patch now to fix a crash I found caused by 1.7 when speaking to harbos at the center of town.)