Game review
Isle of Reveries
7 / 10
- Developer
- desertcucco
- Publisher
- desertcucco
- Released
- 4 September 2026
- Platforms
- Windows, Linux
- Genre
- Action, Adventure, Indie, RPG
- Monetisation
- Paid up front, no in-game purchases
- Players
- Local co-op and split-screen support, alongside a full single-player campaign
The short version
Isle of Reveries is a Game Boy Color-era Zelda-like from solo developer desertcucco, sending the player on a skybound pilgrimage to a wish-granting island full of puzzle-box dungeons, throwable traps and item-based combat. It released on Steam on 4 September 2026 at NZ$27.89 following a successful Kickstarter campaign, and its launch review sample is substantial and clearly positive for a week-old release — 101 reviews, 95 of them favourable, landing at Very Positive on Steam's own scale.
Reviewers converge overwhelmingly on the game's dungeon design and its faithful, well-understood homage to Link's Awakening and the Oracle games, repeatedly calling it one of the best Zelda-likes on Steam and praising its puzzle-box structure, pixel art and soundtrack. That praise sits alongside a real and specific structural complaint: multiple reviewers argue the overworld itself, rather than the dungeons, is the game's weak point, describing constrictive, maze-like corridors with little freedom to roam, alongside individual reports of controller and audio bugs and a specific complaint that the player can't jump and attack at the same time.
Biggest strengths
- Reviewers repeatedly call the game one of the best Zelda-likes on Steam, specifically praising its dungeon design and its evident understanding of what made the genre's Game Boy Color era work
- The item-based puzzle mechanics draw consistent, specific praise, with more than one reviewer highlighting the ability to store and relocate objects like blocks and traps between screens
- Multiple reviewers who backed the game's Kickstarter or tested it early report the finished game exceeded their expectations, describing it as a genuine "love letter" rather than a simple clone
Biggest weaknesses
- Multiple reviewers argue the game's overworld, rather than its dungeons, is its weakest element, describing constrictive, maze-like corridors that lack the sense of freedom classic Zelda overworlds are known for
- A detailed reviewer reports the overworld feels "simultaneously huge and claustrophobic," with narrow one-way corridors that force long backtracks when a wrong turn is made
- A separate detailed reviewer reports zero in-game direction toward solving a number of the game's puzzles, calling the resulting trial-and-error frustrating rather than rewarding
Who it's for: Fans of Game Boy-era Zelda games, particularly Link's Awakening and the Oracle of Seasons and Oracle of Ages, who want dense, puzzle-focused dungeon design and can tolerate a more constrictive, less freely explorable overworld than the genre's classics.
Our recommendation: A solid recommendation for fans of classic handheld Zelda games drawn to its dungeon and puzzle design, backed by a large and clearly positive launch sample, with the honest caveat that its overworld navigation frustrates a meaningful share of reviewers and some technical bugs remain unresolved at launch.
7 / 10
Introduction
Isle of Reveries, developed and published by solo developer desertcucco, released on Steam on 4 September 2026 at NZ$27.89, following a successful Kickstarter campaign. It's a Game Boy Color-era Zelda-like in which the player makes a skybound pilgrimage to the Isle of Reveries, a place where any wish can be granted, working through a series of puzzle-box dungeons filled with item-based traversal mechanics, throwable obstacles and boss fights, while exploring a sprawling overworld map divided into distinct zones. The game supports full controller play, local co-op and split-screen multiplayer alongside a full single-player campaign, and ships on Windows and Linux. As a Kickstarter-funded passion project with a built-in fanbase of backers, it launched with a substantial and clearly positive review base: 101 total reviews at the time of writing, 95 of them favourable, landing the game at Very Positive on Steam's own scale.
What's working: dungeon design reviewers call some of the best on Steam
What comes through most clearly across Isle of Reveries' review sample is how consistently reviewers credit its dungeon and puzzle design as a genuine, well-understood homage to the Game Boy Color-era Zelda games rather than a shallow imitation. One reviewer sums it up plainly: "Best Zeldalike on Steam and it's not even close. Great dungeons, great puzzles, charming characters, pretty much the only game trying to do Zelda that actually understands its inspiration." A separate reviewer with over 24 hours logged agrees on the specific comparison, writing "it wears its Link's Awakening and Colorgrave games inspiration on its sleeve, but what's delivered is an experience I couldn't put down... this game is brimming with content, secrets, clever dungeon mechanics and a ton of collectables." A reviewer who backed the game's Kickstarter and tested an early dungeon build writes with clear excitement: "You guys have no idea what you're in for. This game is more than just a mere love letter to an IP that we all know and adore, it's everything that I love about the genre condensed into one masterpiece of a package."
Reviewers repeatedly single out the specific mechanical depth of the game's item-based puzzles, with one calling out "the ability to store a copy of a block/trap and then take it to a different screen to place it," even while raising other complaints. Another reviewer with over 20 hours logged, having completed 100% of the game's content, writes it's "a love letter to Oracle of Seasons, Oracle of Ages, and Link's Awakening. It controls and looks like a Game Boy Zelda without being a copy, it's a genuine homage. The OST is a banger." Beyond the design itself, more than one reviewer specifically credits the developer's post-launch responsiveness: one reviewer's review update reads, "No longer an issue. The dev is extremely responsive, is doing rapid updates/fixes, and definitely seems to want to make this as good a game as possible," referencing an earlier complaint about jump forgiveness that had since been addressed.
The honest problems: a constrictive overworld and a handful of launch bugs
Set against that praise, Isle of Reveries' review sample carries a specific and recurring structural complaint about the part of the game that isn't a dungeon. One detailed reviewer, otherwise recommending the game, writes that it's "pretty constrictive," explaining that "my frustrations stem from the game map not being much good, the constrictive, harsh, puzzle-box nature of the game's design where doing anything and going anywhere feels like a puzzle/chore. Normally the overworld is the fun chill part in Zelda games but even navigating that feels dungeon-like to me." A separate reviewer who does not recommend the game makes a closely related point in starker terms, describing the map as "both maze like and linier with little to no short cuts to allow for quick traveling," adding that "if you realize you have gone the wrong way, there isn't an easy way to start going the right way other then back track these narrow corridors," and summarising the design as "simultaneously huge and claustrophobic." A separate detailed reviewer, with over 15 hours logged, echoes the same concern about the overworld's density specifically, while otherwise praising the game's dungeon gimmicks and item variety.
A second cluster of complaints centres on direction and specific mechanical friction. One reviewer who does not recommend the game reports "0 direction on where to go or how to solve a good number of the puzzles," adding that "the combat is a huge pain in the ass and the jump mechanic that's been shoved into the entire game really just shows why the games it's imitating don't have one," and separately noting that certain enemies are immune to sword damage without any clear guidance on how to stun them first. A different reviewer raises a more specific design complaint: the player can jump or swing a weapon, but not both at once, meaning "if you're on one side of a pit or body of water, and there is an enemy on the other side of the pit or body of water, you cannot jump over the pit swinging," calling that limitation the single element that "completely destroys the fun of the game" for them despite finding little else difficult about it. Beyond design complaints, one reviewer reports a cluster of concrete technical bugs at launch: "the demo is controller compatible but the main game isn't, the demo save doesn't transfer over, and the controls reverts whenever you set it up, and the music just randomly cuts out and just remains cut," adding that a support request had gone unanswered at the time of writing.
Verdict
Isle of Reveries backs up a large, clearly positive Kickstarter-funded launch with real substance at its core: reviewers repeatedly and specifically credit its dungeon and puzzle design as some of the best Zelda-like work on Steam, and its pixel art, soundtrack and item-based mechanics draw consistent, independent praise. Its honest problem is just as specific and recurring: multiple reviewers argue the overworld itself works against the game's classic-Zelda ambitions, trading the genre's traditional sense of open exploration for constrictive, maze-like corridors and difficult backtracking, compounded by individual but concrete reports of controller, save-transfer and audio bugs at launch. None of that undoes what a large, positive review base is clearly responding to in the dungeon design, but for players hoping for a freely explorable overworld to match, the complaint is worth going in aware of. This is a solid recommendation for fans of classic Game Boy-era Zelda games specifically drawn to dense, puzzle-focused dungeon crawling.
Wanderer callout
A reviewer who updates their own review after a specific complaint, jump forgiveness, gets fixed by the developer within days of launch, crediting the change directly, is exactly the kind of concrete, traceable evidence Wanderer treats as more meaningful than a static first impression: it shows a studio actively responding, not just promising to.
Pros and cons
Pros
- Reviewers repeatedly call the game one of the best Zelda-likes on Steam, specifically praising its dungeon design and its evident understanding of what made the genre's Game Boy Color era work
- The item-based puzzle mechanics draw consistent, specific praise, with more than one reviewer highlighting the ability to store and relocate objects like blocks and traps between screens
- Multiple reviewers who backed the game's Kickstarter or tested it early report the finished game exceeded their expectations, describing it as a genuine "love letter" rather than a simple clone
- Pixel art and music draw independent, repeated praise across the sample, with reviewers specifically crediting the soundtrack and the game's faithful Game Boy Color-style visual identity
- More than one reviewer specifically credits the developer with an active, responsive post-launch patch cadence, including fixing a jump-forgiveness complaint raised directly in an updated review
- The game supports full controller play, local co-op and split-screen, with reviewers noting around 15-20 hours to reach 100% completion including achievements
Cons
- Multiple reviewers argue the game's overworld, rather than its dungeons, is its weakest element, describing constrictive, maze-like corridors that lack the sense of freedom classic Zelda overworlds are known for
- A detailed reviewer reports the overworld feels "simultaneously huge and claustrophobic," with narrow one-way corridors that force long backtracks when a wrong turn is made
- A separate detailed reviewer reports zero in-game direction toward solving a number of the game's puzzles, calling the resulting trial-and-error frustrating rather than rewarding
- One reviewer specifically flags that the player cannot jump and swing a weapon simultaneously, a design choice they call fun-destroying when navigating gaps guarded by enemies
- A reviewer reports the demo's controller compatibility did not carry over cleanly to the full release, alongside a save that didn't transfer and music that randomly cuts out mid-session
- More than one reviewer separately reports harsh, unforgiving hitboxes on both enemies and jump platforming, and specific enemies immune to sword damage without clear in-game guidance on how to stun them first