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Formerly the Third Place Winner of the Indie Game Maker Contest 2014's RPG section, Cope Island returns rebuilt from scratch and better than ever.

Out now!

When one is faced with a desire to better themselves they are drawn to Cope Island. Take a limited amount of randomized weapons and battle your way through a series of trials in order to have a showdown with Your Demon. There are a number of possible weapon combos you may find per visit. Each offer a different advantage and or disadvantage. Cope Island is full of secrets and it is up to you to stay on track, or break your way through the forgotten.

Take the plunge. Discover one's self.

- Fast-Paced Turn-Based Battles
- Randomly Generated Weapons
- Multiple Branching Paths
- All Original Pixel Art
- All Original Music

Cope Island has gone through many shades of development. This version is all new from the original and features vastly more amount of content. There are secret areas to find, a hub to view your progress of collection after each run, and over triple the content of the original.

Latest Blog

Over a year

First things first: I cut the price down to $5 permanently.



May 2019 I released Cope Island: Adrift. It was a very hard time of my life. I was not mentally prepared for the intensity of commercial marketing. But I did what I could. I was not as successful as I hoped, but it wasn't a total failure.

What is important is I am happy with the game, and that I will never be ashamed to sell it. The development went through many stages of my personal life's chaos. But in the end, I finished it, was happy with it, and let it go.

It's been out over a year now and I think it is a good time to price cut.

I learned many lessons with the whole process. On how to make a game faster, on how to market one better.

Degica coming to me asking me to release a version of it commercially, to ghosting me, to me having insane high standards from myself and freezing, to me letting go and just let myself make the game I wanted to make.

My life is entering new and fun stages, and I am still slaving away at my next game. I won't announce anything there yet until some concrete stuff is ready to show.

I do also plan on releasing this game's ost on youtube/sound cloud/whatever else works.

I just got to walk through the current one step at a time. Often it is easy to be swept away, but I accepted a long time ago that I need to make games. It's all my brain thinks about.

I hope you all enjoyed Cope Island. And if you didn't play yet, I hope one day you give it a chance.



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Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
I've been waiting for this ever since you posted about polishing the original version. Super excited!
Self-proclaimed Puzzle Snob
Such an exciting game to look forward to with all anticipation! My friend has painstakingly crafted a marvellous sculpture with his mere intentions and a mouse, keyboard and monitor. And his brain. I can't wait to sink my teeth into this proverbial sandwich of a game. To admire its soft, succulent lettuce in the game. To inspect its tomatoes of game. To thoroughly investigate the nooks and crannies of its game-y sesame seed buns, and condiments game. This game is like a sandwich you won't belieeeeeeeeeeeeeeeeeeeeeeeve. Thoroughly looking forward, backward, sideways and upwards to this game. I never look down. That's where the - okay, I must go. There is danger lurking. On Cope Island: Tokyo Drift: The Game: The Gamepage: The CashmereCat Comment: The Movie. It's a game.

Edit: Edit.
extreme disappointment
i think this will be zds' best game since mownt
Wow, good work! Glad to see this getting cared for the way it should be!
In all fairness, bird shrapnel isn't as deadly as wood shrapnel
You've done it. You've finally gotten this far. You glorious bastard, you. When I have disposable income again, I shall take the plunge once more when all is said and done. *_*

EDIT: Thought it was ready by now. My B. ^^;
I guess I gotta play it

Wait fuck, I don’t have money
The most beautiful user on RMN!

Congratulations on getting you first game on Steam!
I recently purchased this from Itch.io, and have been enjoying it, and I think I have made it to the endgame, but I am stumped on how to finish it.

I am at 90% completion of the island, and have all the torches in the main room lit except for the topmost one. I tried beating the other routes again to no avail, and I think I softlocked after beating The Thousand again because the people that appear in the following scene were already there and blocking my progress in the dark hallway and I had to abandon the run. Any hints on what to do would be appreciated. I also don't have any of the secret weapons other than Edmund's Friend, and I am not sure how to get them either. I found two spots in the underground where I could talk to the water, but couldn't find anything else after that, and I tried not doing anything to the bath mirrors, but it didn't seem to lead to anything either.

SHIIIIT, sorry about that soft lock, uploaded a fix just now. You'll have to abandon the current pilgrimage you're on if you want to do that ending again, though. Either way, to finish the stuff you need, you don't need to. Still, sorry about that.

90% means you only need one trial left. Besides the Prison, which of the late game trials did you complete? One of the trials requires you to use the 'Gold' you find. The other has something to do with the Orb you found and the items that follow. If you want a full solution list of, like everything including the secret weapons and whatnot, feel free to ask!

Thanks for the prompt reply and the fix, I have the island talisman from the gold and did the trial associated with it. I also swapped out the sunlight and starlight orbs, and have tried placing the starlight orb in the beach trial post, and after I did so I saw two or three different sparkly spots on the ground in various locations that gave me the same message about now being able to find the truth at the end of the pilgrimage, but after that I haven't seen anymore on subsequent playthroughs even if I place the starlight orb. Also unlike the island talisman, the starlight orb doesn't show up in my starting inventory even though I am always able to place it at the beach trial on subsequent playthroughs. There is a star shaped indentation near the beach trial, I assume I need to place something there, but I have yet to find it.

I have also found some extra scenes by going behind the waterfall in the bath trial, going down the stairs that appear when you repeatedly smash doors in the beach trial, and by using the return shortcut in the cliffs trial when you have the clinger talisman, do those pertain to getting something I need for the last trial?

As for the secret weapons, I don't want a full solution, but I just want to know if they are chance based like Edmund's Friend, or if I can always get them on a playthough as long as I meet the required conditions.

Not a problem! The sparkly spots, after talking to them all, should give you a key. That key never goes away. If you place orb make sure its at night or it doesnt work. You have it more or less figured out. The last path is all to do with that. (also orb should stay oops lol) Let me know if there is issues with that. I never tested placing orb and leaving before getting key.

Those scenes you found have nothing to do with unlocking the final trial. Each NPC has a secret scene like that. More of a just for fun thing.

Only Edmunds Friend is by chance. Other ones are by doing various secret stuff.

Thanks again for the tips. I think I have enough to go on to get the next trial now. I read your Afterword post too, and on top of being a good read I also found a hint there to get the Islander sword, haha.

Looks like I am having issues with getting the key, I placed the orb at night, but the sparkly spots will not reappear.I traversed the whole island at night, but couldn't find any more.
Oh no. I'll fix that as soon as I get home from work in 4 hours. Sorry I didn't see that until now!

EDIT: uploaded fix, hopefully that works. so sorry for that :S

you might have to finish the run you're on before it works the next time, sadly ):
This game has come along way since the 2014 entry. I was happy to see that when I beat the game I had barely scratched the surface. I need to play more to write a review but I'm very intrigued how the routes you take affect the outcome.

Some random notes:

Nice low res pixel art. Really nice music.
Lock description weapon has an extra o
Sfx are very low volume by default.
Maybe a way to personalize the experience more like in Earthbound in the beginning?
You can use skills if you don't have enough power but nothing happens? Not very good feedback.
Passability error on bottom of beach trial map: https://www.dropbox.com/s/tdlqhlm8rrvvcmh/Screenshot%202019-06-10%2018.55.40.png?dl=0
No good indicator of which turn you're on. If you back out of a turn you might not realize which one you're on.
There is a lot more to the game after first beating it!
The droplet turning into flood surprised me. Love the new music!
Hey stoic! Glad you're enjoying!

The using skills without sufficient points and nothing happening is kind of a deal with the devil I made. See, it greatly makes the game flow smoother. It's so you can predict when points will be added so you can use skills without waiting for the next turn. I'd rather have a message that appears that says "You did not have enough Weapon Points." or something but I don't know how to lol. It's a weight on my heart. :S

Also, I would love to figure out a turn count + which actions are available. I found a script that did that, but it drastically changed the gameplay so I had to jump ship on that.

These are both fixes that, if and when I figure out, I'll add right away.

All in all, good feedback! Just when I thought I got all those passibility issues, another one creeps through.

Hope you enjoy the rest! I had the most fun making the Below stuff and they're probably my favorite trials.
The using skills without sufficient points and nothing happening is kind of a deal with the devil I made. See, it greatly makes the game flow smoother. It's so you can predict when points will be added so you can use skills without waiting for the next turn. I'd rather have a message that appears that says "You did not have enough Weapon Points." or something but I don't know how to lol. It's a weight on my heart. :S

I realized that later once I was able to act more than once per turn which made combat feel much more tactical. But the lack of feedback when I tried to use a skill and didn't have sufficient points didn't sit right with me. If you need help getting that implemented send me a DM and we can get that weight lifted. <3
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