Game review
Exipelago
6.5 / 10
- Developer
- reiti.net
- Publisher
- reiti.net
- Released
- 2 August 2026
- Platforms
- Windows
- Genre
- Colony Sim, City Builder, Simulation, Survival, Crafting
- Monetisation
- One-time purchase, no DLC listed on the storefront, no in-game store or premium currency
- Players
- Single-player only — no co-op, competitive or online modes; Steam Workshop is supported for sharing custom trees, materials, plants and items made in the game's editors
The short version
Exipelago spent three and a half years in Early Access teaching a small, patient audience that every tree species and every seam of rock keeps its own identity all the way through to the furniture and tools made from it — a genuinely distinctive crafting chain wrapped around a fully diggable, fully buildable voxel island. It graduated to 1.0 on 2 August 2026 carrying real systems: shift-scheduled villagers, real-time plant growth, simulated water and light, and a set of in-game editors that let players build their own trees and materials and share them on Workshop. What it can't yet show is any evidence the graduation was worth NZ$38.49 rather than its Early Access price — the promotional screenshots are watermarked to a build from December 2024, the developer's own patch notes go silent for eleven months before launch, and not one user review has landed against the game actually being sold.
Biggest strengths
- Every tree species and rock type keeps a distinct look all the way through the crafting chain — a fir log becomes a fir plank becomes fir furniture, so a build reflects the specific materials it was made from rather than one generic "wood"
- Terrain is destructible and buildable in full voxel freedom, including digging multi-level underground rooms, with water and light simulated well enough to fill a dug-out basin or cast real shadows through a torch-lit tunnel
- In-game editors let players design their own trees, plants, materials and items and publish them to Steam Workshop, a genuine content-creation layer most colony sims at any price don't offer
Biggest weaknesses
- Every one of the nine official promotional screenshots is watermarked "Ingame Images v00.04.03," a build from December 2024 — the marketing material predates even the last Early Access patch, let alone the 1.0 release it's supposed to be selling
- The news feed goes silent for eleven months between the last Early Access update (18 September 2025) and the 1.0 release (2 August 2026), with no changelog or "leaving Early Access" post explaining what changed in between
- Zero user reviews have been posted against the 1.0 build; the entire lifetime review count (14, split 10 positive to 4 negative) predates the graduation, and Steam's own store badge says there aren't enough reviews yet to generate a score
Who it's for: Patient colony-sim and voxel-building fans who care more about material fidelity and hands-on world editing than about combat, threats or a driving narrative, and who don't mind being the first wave of reviews for a very quiet 1.0.
Our recommendation: The systems are real and the three-and-a-half-year Early Access run shows a developer who kept shipping. But at NZ$38.49 — well above what this library usually sees for a single-player voxel sim — with stale marketing art, an eleven-month pre-launch silence and zero reviews to check against, this is a purchase made on trust in the Early Access track record more than on anything verifiable about the build sold today. Wait for a handful of post-launch reviews or catch it on a sale if the price is the only thing giving you pause.
6.5 / 10
Chop down a fir on your island in Exipelago and the log you get is a fir log, not "wood." Mill it and the plank keeps the grain. Build a chair out of it and the chair looks like fir, distinct from the oak table next to it or the palmwood fence around the garden. That single piece of material honesty runs through nearly everything the game does — ore, stone, plants, all of it — and it's the clearest argument for what a solo developer spent three and a half years building before Exipelago left Early Access on 2 August 2026. Whether that argument is worth NZ$38.49 today is a much harder question, and one the game's own launch has made almost impossible to check.
A tribe, an island, and everything under it
The core loop is familiar colony-sim shape: land a small tribe on a procedurally generated island, gather food and shelter, and grow outward from there. What sets Exipelago apart is how literally it treats "everything you see." The island is a full voxel volume rather than a surface with a few dig sites bolted on — villagers can terrace hillsides, cut multi-room bunkers straight into a cliff face, or tunnel down for ore with the same tools they use to build a wall above ground. One official screenshot shows exactly this: a torch-lit underground barracks with bunk rows, a fireplace and a storage room, carved out of solid rock rather than placed in a pre-built basement. Water and light are simulated rather than painted on, so a dug-out pit fills from the water table and a torch actually lights the tunnel around it instead of just decorating it.
Villagers work a day/night shift system with tracked needs — sleep, food, light, and (added partway through Early Access) a social meter — and the player directs them the way most colony sims do: designate what to dig, queue what to craft, set a stockpile, and let the workforce sort out the order. The store's own screenshots describe this as letting players "set schedules, give orders and automate," which is accurate as far as it goes — it's job-queue delegation in the Dwarf Fortress mould, not a dedicated production-line automation layer with conveyor belts or logic gates. Anyone arriving expecting a factory-automation game will be looking at the wrong genre; anyone expecting a colony sim with real depth to its resource chain is closer to the mark, and the community tag votes back that reading up directly — Simulation, City Builder and Colony Sim are the three most-voted tags on the store page, with Automation nowhere in the top twenty.
Building without a script
Where Exipelago earns its distinctiveness is the editor suite sitting on top of the base game. Players can design their own trees, plants, materials and items and publish them through Steam Workshop, which is a genuine content-creation feature most games in this price bracket don't attempt at all. Combined with block-shape variety beyond plain cubes — ramps, pillars, walls — and a Creative Mode that strips out survival pressure entirely, the building half of the game is built for people who want to spend hours arranging a fortress rather than just surviving the next quota. A world-creation screenshot shows the shape of that ambition plainly: adjustable world size up to giant maps, a seed field, a toggle between Tribe Mode and Creative Mode — and a plain warning that big maps "can be very taxing on your GPU," a specific, quotable admission of the cost that ambition carries on the modest hardware the store page otherwise asks for (a GTX 1060 and 4GB of RAM as the stated minimum).
A long Early Access run, then a very quiet handoff
Exipelago is not a new project pretending to be a finished one. It entered Early Access on 10 January 2023, and Steam's news feed carries 53 posts across that period — version bumps, a material editor overhaul, forestry and ore systems, a creative-mode addition, a tutorial rework — running almost continuously until 18 September 2025. That's a real, visible three-year record of a solo developer shipping, and it shows in the small handful of Early Access reviews still on file: "Developer is active as well," reads one from January 2025; a German review from the game's first week praises how "community nahe" (community-close) the developer is.
Then the trail goes cold. There is no news post between that September 2025 update and the 2 August 2026 release, no changelog explaining what the intervening eleven months added, and no announcement of the Early Access graduation at all — the only place that transition is documented is a single line in the store page's own details panel, "Early Access Release Date: 10 Jan, 2023" sitting above "Release Date: 2 Aug, 2026." A shopper has no way to tell, from anything Exipelago's own storefront says, what separates the 1.0 build from the last Early Access patch nearly a year earlier.
The marketing hasn't caught up either
That gap shows up somewhere more concrete than a missing changelog. Every one of the nine official promotional screenshots on the store page carries a small watermark reading "Ingame Images v00.04.03" — and v00.04.03 is a specific, dateable patch, posted 1 December 2024. That's not just older than the 1.0 release; it's older than the last Early Access update in September 2025 too. The screenshots selling the finished game are, by the developer's own labelling, more than a year and a half out of date. None of the individual images look broken or embarrassing on their own — the underground barracks, the coastal fortress, the giant-world map screen all read as a competent, attractive voxel game — but a storefront that hasn't refreshed its own evidence since well before its last confirmed update is not making it easy to trust that the eleven silent months added anything.
Nothing yet to check the sold build against
The practical consequence is that this review can describe what Exipelago's systems are, from years of documented patch notes and the developer's own screenshots, but can't yet tell you how the 1.0 build actually plays. The full review corpus — all 14 reviews the game has ever received, 10 positive and 4 negative — is dated entirely within the Early Access window, the most recent from 30 March 2025; nothing has posted since launch, and Steam's own review badge on the store page reads "Need more user reviews to generate a score." There's no achievement data to fall back on either: GetGlobalAchievementPercentagesForApp returns nothing, meaning no achievement schema exists for this app at all, so there's no way to cross-check even something as basic as how many buyers have built their first shelter. A live player-count check found nobody in the game at that exact moment — a snapshot, not a verdict, but one more data point that this is a launch nobody has documented yet.
The handful of Early Access negatives that do exist are worth reading in that light rather than dismissing. Three of the four negative reviews are about the game feeling thin for its price — "if you have 15 minutes to complete a game this is it," reads one from February 2023, and another from April 2023 argues that "charging $20 and then not updating for six months is ridiculous." The developer answered that specific complaint with years of subsequent patches, which is exactly the kind of follow-through that should count in reiti.net's favour. But the underlying question those reviewers were asking — does the content match the price — is the same one a buyer has to ask again today, at a price that's climbed from roughly US$20 in Early Access to US$24.99 (NZ$38.49) at 1.0, with no fresh evidence on the store page to answer it.
Final verdict
Exipelago earns a 6.5 for genuinely distinctive systems built by one developer who spent three and a half years visibly supporting the game: a voxel world that's dug and built with real material identity, water and light that behave like a simulation rather than a backdrop, and an editor suite that lets players make and share their own content. It doesn't score higher because none of that distinctiveness is new information — it's the same pitch the game has been making since 2023 — and because the 1.0 launch itself is oddly undocumented: stale marketing screenshots, an eleven-month silence with no changelog, and not a single review or achievement data point against the actual build being sold for NZ$38.49. That's a price this library's readers should weigh carefully. The Early Access track record is real and it's a point in the developer's favour, but it's evidence about the last three years, not about the version on sale today — and until a proper post-launch review sample exists, buying in means trusting that record more than anything verifiable about what changed.
Pros and cons
Pros
- Every tree species and rock type keeps a distinct look all the way through the crafting chain — a fir log becomes a fir plank becomes fir furniture, so a build reflects the specific materials it was made from rather than one generic "wood"
- Terrain is destructible and buildable in full voxel freedom, including digging multi-level underground rooms, with water and light simulated well enough to fill a dug-out basin or cast real shadows through a torch-lit tunnel
- In-game editors let players design their own trees, plants, materials and items and publish them to Steam Workshop, a genuine content-creation layer most colony sims at any price don't offer
- Villagers work to a day/night shift schedule with tracked needs (sleep, food, light, and social needs added mid-Early-Access), rather than just standing at a job site around the clock
- Fifty-three Early Access patch notes between January 2023 and September 2025 show a developer who kept shipping for years, and the small review sample from that period is genuinely positive about the pace of updates
Cons
- Every one of the nine official promotional screenshots is watermarked "Ingame Images v00.04.03," a build from December 2024 — the marketing material predates even the last Early Access patch, let alone the 1.0 release it's supposed to be selling
- The news feed goes silent for eleven months between the last Early Access update (18 September 2025) and the 1.0 release (2 August 2026), with no changelog or "leaving Early Access" post explaining what changed in between
- Zero user reviews have been posted against the 1.0 build; the entire lifetime review count (14, split 10 positive to 4 negative) predates the graduation, and Steam's own store badge says there aren't enough reviews yet to generate a score
- No achievement schema exists at all, so there's no independent data on how far players get or how the underlying population has grown since launch
- English is the only supported language after three and a half years of development, and there's no controller support on a Windows-only release