A creature-collector action roguelite. Catch wild beasts, fight as one, and dive an island that never plays the same way twice.
A stranger washes up.
The island answers.
Somewhere past the reef, something is calling. Every beast on this island heard it before you did.
You're one half.
Your beast is the other.
You pick the moment — your beast carries the teeth. When it clicks, nothing else in the genre feels like it.
Every beast you meet
can fight beside you.
Wear them down, read their temper, call them to your side.
Meet the beasts.
Forty-five species roam the island so far — each with its own way of ruining your run, or saving it.
Some beasts leave
something behind.
A skittish wisp of light that flees, flickers, and vanishes. Catch it and it's yours forever. Hesitate, and it never existed.
The island never plays
the same run twice.
Every dive reshuffles the wilds. Fall, keep what matters, go back in sharper.
The island keeps a balance.
No one asked you to keep it.
Something has held these islands together for longer than anyone remembers. Your arrival is the first thing it didn’t account for.
The island talks back.
Otium’s crew are all geniuses — PhDs, prodigies, genius kids. You are the one exception, and nobody can explain why the Beasts like you.
“Finding and bonding with a beast is a laborious process. It takes months.”
Professor Otium
World-renowned archaeologist, scientist, and incurable risk-taker. He found the islands after a lifetime of legends and maps, then put out an open call: all expenses paid, treasure implied. He’ll treat you like any other recruit until you prove otherwise.
“Look, I could explain it to you, or you could go out there and see for yourself. Way more fun.”
The Beast Sage
The only one who was here before any of you. He moves among the Beasts like one of them, speaks in riddles, and has seen this happen before.
“You must choose a boon with confidence and determination.”
The Captain
Master of the one ship that survives the storms. He was shipwrecked here as a boy and an octopus saved him. It’s a Beast. It has lived in his hat ever since.
Dr. Fresmin
Otium’s mentor and the expedition’s conscience — wise, kind, war-worn. He worries about Otium’s risks and checks on people by keeping their tea warm.
“I’ve started keeping your tea warm. You’re becoming a regular.”
Clarissa
The youngest on the team and the one who keeps everything running — the lab, the vehicles, the obelisk relays. Gloria’s little sister: she got the tinkering gene, not the patience.
“I’ve been calibrating the obelisk relays all morning. They’re SINGING now. It’s beautiful.”
Gloria
Clarissa’s big sister and the first friendly face when you wash up. Kind, a little scattered, lives in the old lighthouse — the expedition’s HR, more or less. Where her sister builds things, Gloria knows where everything is.
“Shhhhh, look… It’s beautiful.”
Dr. Shelby
World-renowned geneticist and beast expert. She heals your beasts, runs the nursery, and knows more about what lives on this island than anyone who wasn’t born here.
“I’ve patched up your beast again. Poor thing took quite a beating out there.”
Joshua
Highest IQ on the expedition. Built every system himself. Has never said a word to you.
“…”
The Witch
Appears where she shouldn’t. Commands Elder Beasts. Wants the island back the way it was — and hasn’t said what happens to the humans after.
The island is calling.
Wishlists decide which small games get seen. If Wildcall looks like your kind of island, this is the button that helps.