Isles of Adalar
Early access since Oct 2020
Isles of Adalar is an open world single player/co-op fantasy RPG that can be played in first or third person. The game is one part RPG one part RPG maker as it ships with an integrated level editor and Steam Workshop support. Users can mod the existing content or create their own.
45% positive · 151 reviews
Not yet
In early access, content planned but development status unclear
Low confidence
Content Planned
Development Uncertain
Not yet
In early access, content planned but development status unclear
Low confidence
Content Planned
Development Uncertain
Where to buy
Steam $19.99
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Evaluation
Isles of Adalar entered Steam Early Access on October 22, 2020 and remains in that state. The game has had a troubled development history: the original three-person team lost a member in April 2021, slowing progress significantly. By February 2023, the lead developer (Kevin Nelson) acknowledged he had stepped away to work on a separate, smaller game to generate income, with a hope of returning to Isles of Adalar afterward.
In February 2024, Kevin posted an update confirming he had returned to work on Isles of Adalar. However, the scope of the work had changed dramatically — rather than continuing the Unity-based version, he is rebuilding the game from scratch in Unreal Engine 5. He shared screenshots of early systems (character creation, inventory, crafting, conversations) and acknowledged the game is far from a playable state. He also confirmed he is working on this alone and only in his free time due to needing a full-time job.
That February 7, 2024 post is the last official communication from the developer. As of June 26, 2026, there have been no further updates, patch notes, or announcements in over two years. This extended silence following a mid-rebuild status update — combined with the solo, part-time development context and a prior history of multi-year communication gaps — means the current state of development cannot be confirmed. The developer expressed clear intent to deliver a finished game, but whether that work is still progressing is unknown.
Evidence
Developer confirms they have returned to work on Isles of Adalar after working on a separate game. The project is being fully rebuilt in Unreal Engine 5. Early systems (character creation, inventory, crafting, quests) are functional but the game is not yet in a playable state. Developer is working alone, part-time, and commits to finishing the game buyers paid for.
Developer discloses they stepped away from Isles of Adalar in April 2021 to take on contracting work. They are now working on a separate smaller game to generate revenue, with a goal of returning to Isles of Adalar afterward. No timeline given.
Media
Details
Developer
Publisher
Peakway Software LLC
Achievements
—
Platform
Windows
Controller
—
Steam Deck
Playable
Players
Single-player · Multiplayer · Co-op
About this game
MULTIPLAYER
We've always wanted to experience this style of RPG with a few friends. With that in mind, Isles of Adalar will support up to four player co-op on release. However, we know multiplayer isn't for everyone so we will manually scale the difficulty of every encounter to keep the integrity of the single player game design.
MOD SUPPORT
Our vision is for Isles of Adalar to become known over time as a nearly endless RPG experience rich with narrative driven content. With this in mind we've designed our game to support mods and user generated content from the very beginning. Everything that exists in game is created using the same level editor that ships inside the game, so the modders have access to all the tools we use ourselves to create campaigns.
Just shipping tools for modding is not enough to realize our vision. We are going to be actively working to build up a creative community around our game. This starts with making tools as user friendly and efficient to use as possible so that small teams of only a handful of people can make large scale campaigns. But in addition to the tools we will also be giving players extra content that is not used in the base game so that their campaigns can feel unique. This will range from environmental biomes, to different styles of architecture and even new enemies.
ROLE PLAYING AND REPLAYABILITY
Choice and consequence is at the core of our dialogue system. We use a hybrid (mostly) text based system that features non specific voice lines for NPCs. This allows us to have in depth dialogue with the characters in the world but also gives the player necessary feedback to reflect the NPC's general attitude and response to the player. For example, you may try to intimidate a bandit and if you fail the speech check you may get a voiced response saying something like "I won't stand for this!" but the text can be more in depth and context specific.
Instead of using a speech skill to determine dialogue choices and persuasion success, the player can assign multiple personality traits to their character and these traits will give unique responses. The success or failure of a persuasion attempt is determined by both the player character's level and if a specific type of persuasion logically makes sense in the context of the situation.
Last evaluated Jun 26, 2026
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