Да, стоит играть
Серьёзных проблем нет, минусы описаны ниже
Почему оценка B: большинство хвалит, но недовольных заметно больше, чем у игр с A

Серьёзных проблем нет, минусы описаны ниже
Почему оценка B: большинство хвалит, но недовольных заметно больше, чем у игр с A
Нет игроков онлайн в Steam - это не определяет готовность одиночного режима
1050 дней назад
Нет отзывов за последние 30 дн.
Русский + ещё 5 языков
65 руб.
Сравним с вашим ПК и прикинем FPS
Подробных отзывов на русском мало - добавлены отзывы на других языках.
Личные ощущения - 7 винных монстров из 10 Напоил всех монстриков вином, а им понравилось, так ещё и эволюционировали. Геймплей - 8 из 10 Воспринимается как десктопное приложение на фон, прокачиваешь уровень взаимоотношений с монстрами - после этого можно разблокировать их эволюционную форму, некоторым нужны предметики. Есть прокачка инфраструктуры, что позволит больше получать серебра, а логово дракона при должном апгрейде даже золота даст. Приятно, что есть чуть больше сотни существ с своими анимациями, правда этот список включает их эволюционные формы и разновидности, классно как всё это поместилось в 90мб. Не сказать, чтобы было обилие контента, скорее повторение одних и тех же действий – качаешь монстрика, качаешь инфраструктуру, используешь предметы, чтобы лучше качать монстрика, но для своей цены неплохо. Иногда возникают проблемы с запуском из-за действующих иных приложений или игр, советую первым включать именно Palladise Island. Стилизация и концепт - 9 из 10 Свой интересный визуальный стиль, хорошо сочетаемые между собой интерфейс, фон и анимации. Локализация - 5 из 10 Пожалуй, один из наиболее недоработанных аспектов игры - понятна только играемая база, фразы при взаимодействии с питомцами не переведены, часть интерфейсной составляющей не дописана, сокращена или неправильно интерпретирована как с названиями питомцев (им буквально присвоили русские имена людей, что весьма странно). Интуитивно понятно, но это урезает интерес к игре. Звуковое сопровождение - 7 из 10 Неплохое звуковое сопровождение, весьма разнообразное с своими секретиками по фоновой музыке и достижениями, есть специальные эффекты для взаимодействий, но удручает, что можно только выключить звуки, а не регулировать их громкость. Краткий итог – Игра неплоха для своего минимализма как десктопное приложение, но лучше подумать над тем, готовы ли вы ориентироваться учитывая недоработки с локализацией.
There's a lot to dislike about this game. Bad translation, laggy engine, clunky UI, fixed window size, reported crashes when paired with full screen apps, not a lot of player choice, generally poor balancing, and very surface level idle mechanics. Even so, I completed the game, yeah, got every achievement. Here's how it went, first 15 hours were fine honestly. Putting aside the quality, it's still a fine formula. I was playing it alongside other games or podcasts as you do. And was decently engaged in it. Building up my resources, learning the mechanics through steam forums and guides. At the end of that first 15 hours, I was making about 10K silver each payout. With this, I pushed Dragon's lair to 29, and began my operation. Buying Electric Rod's from the store every 50K silver, for insane profit! Before I knew it, I was swimming in red wine, and gold coins. And of course, I was overlapping the operation with leveling up my creatures. And within about 3 hours, I had all my building upgrades and creatures maxed out. So you may be wondering why I have far more than 18 hours? Welllll, that's where my fun with the game ended. See, The rest of my playtime, was just idling for the absurd amount of silver needed for 50 Sky Babylon. To my dismay, there isn't a clever way to grind silver. You can't upgrade buildings past level 3, you can't exchange your excess gold coins. Meaning, at this point in the game, gold is completely worthless. There's the Spree, that gives silver, and it drops from Dragon's lair 30-38. Even drops alongside Electric Rod 35-38, but like, don't even bother. Spree only gives you anywhere from 1-888 coins. An amount so small, you won't even feel it, even in multiples. You could be optimistic and say "every bit helps." But honestly, upgrading Lair to level 35 is way too much of an investment already, especially for such a measly reward. Not to mention the Spree is competing with a bunch of other drops, so enjoy all that worthless Ginseng. Honestly, I found it more worth just selling all my Lairs and Gift Houses. Which is still a drop in the bucket, but better than keeping them for nothing. So that's that, the only thing I could do was, leave the game open for about 24 hours. Only tabbing in whenever a Babylon level became available. See... Incremental progress is supposed to make the grind engaging in a haha-number-go-boom kinda way. But this was just the Sahara desert. The diminishing returns on investment is so wildly unbalanced, that any tangibly satisfying progress flatlined at 20 hours. There are tons of incremental idle games on steam. Palladise Island is not horrible, but still, it's like one of the last ones you should bother with. If you are an enthusiast of the genre, and need to play this, there is fun to be had. It's clunky and laggy, but the creatures look fine, the music is alright, and the first 15 hours are somewhat enjoyable. I just wouldn't recommend it to the average gamer. And to the adhd gamer looking for a multitasking game to be a companion to their main games. There are so many better options out there, of which won't crash when you play another game in full screen.
Palladise Island, developed by TOTATO and published by RMking, is a relaxed idle experience that leans heavily into charm, simplicity, and steady, low-effort progression. Rather than challenging the player with complex systems or demanding mechanics, it builds its appeal around small, continuous rewards and a sense of quiet growth. Set on a whimsical island populated by unusual creatures known as PAs, the game invites players to gradually develop their surroundings while forming light connections with these inhabitants, creating an experience that feels more like a digital pastime than a traditional game. The core loop is intentionally minimal. Players interact primarily by clicking on creatures to generate resources, which are then used to unlock upgrades, construct buildings, and expand the island’s capabilities. Over time, the game transitions into a more passive rhythm, where systems begin to operate independently, allowing progress to continue even when the player is not actively engaged. This balance between active clicking and idle accumulation defines the pacing, making it easy to check in briefly, make a few upgrades, and step away without feeling left behind. A significant part of the game’s appeal comes from its collection aspect. As players advance, they encounter a growing variety of creatures, each with its own distinct design and personality. While the mechanics tied to these creatures are relatively straightforward—primarily involving leveling and interaction—the act of discovering and nurturing them provides a steady sense of motivation. Watching the island gradually fill with new companions gives the experience a tangible sense of expansion, even if the underlying systems remain simple. The visual presentation plays a key role in reinforcing the game’s tone. The island is rendered in a colorful, stylized manner that emphasizes warmth and approachability. Characters and environments are designed to be visually appealing without overwhelming the player, creating a space that feels inviting and easy to return to. This aesthetic, combined with the game’s gentle pacing, contributes to an atmosphere that is more about relaxation than engagement, making it particularly well-suited for casual play. Progression is structured to be forgiving and accessible. There are no harsh penalties or complex systems to navigate; instead, players are encouraged to let time and incremental upgrades drive their advancement. Buildings generate resources, creatures contribute to overall output, and new features unlock gradually as the island develops. This design ensures that the game remains approachable for a wide audience, particularly those who prefer experiences that do not require constant attention or strategic planning. However, the same simplicity that makes the game accessible also limits its long-term depth. The fundamental loop—clicking, upgrading, and waiting—remains largely unchanged throughout the experience. While new elements are introduced over time, they rarely alter the core structure in meaningful ways. As a result, the gameplay can begin to feel repetitive during extended sessions, especially for players seeking more dynamic or evolving systems. Interactions with creatures, while charming, are mostly surface-level. Clicking on them triggers small responses or rewards, but these interactions do not significantly impact gameplay beyond incremental gains. Similarly, the building and upgrade systems, though functional, lack the complexity needed to create deeper strategic choices. The game offers progression, but not much in the way of decision-making that feels consequential. The narrative framework is present but understated. The premise of being transported to a mysterious island in another world provides context, but it does not drive the experience forward in a meaningful way. Story elements remain in the background, serving more as flavor than as a central component. This aligns with the game’s overall…
Да: серьёзных проблем нет. Оценка GameHealth - B: большинство хвалит, но недовольных заметно больше, чем у игр с A.
Да: интерфейс. Русской озвучки нет.
Нет, это однопользовательская игра.
Видеокарта: минимум - NVIDIA GeForce 9600GT и 0.25 ГБ памяти; рекомендуется NVIDIA GeForce GTX 960 и 2 ГБ. Сравнить со своим ПК можно в блоке системных требований выше.
65 руб. в Steam.