Up to 6 Players · Co-op Extraction · First Person · PC / Steam
ISLAND
RUSH
ESCAPE TOGETHER
Drop onto a fog-shrouded island. Solve ancient puzzles. Carry the relic back to the boat — or lose everything.
In-Game Footage
From the Alpha Build
Live captures from the current build — the shore, the outpost, the depths, and the long walk back to the boat.
Alpha Build — Early Access
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THE ALPHA
The current alpha contains two hand-crafted island layouts and supports 1–6 players in co-op. Expect rough edges. Expect darkness. Expect to lose your gear.
- Two island maps: The Breakwater Shore & The Sunken Vale
- Full co-op for up to 6 players via Steam Remote Play
- Three enemy types: Cyclops, Eyeless Dog, and Young Mask
- Puzzle systems — sequence switches, pressure plates, and battery sockets
- Volumetric fog, dynamic shadow sharpness, ink vignette
- Metagame gear upgrades between sessions
System Requirements
Minimum
- OS
- Windows 10 64-bit
- CPU
- Intel i5-8400
- RAM
- 8 GB
- GPU
- GTX 1060 6GB
- Storage
- 4 GB
Recommended
- OS
- Windows 11 64-bit
- CPU
- Intel i7-10700K
- RAM
- 16 GB
- GPU
- RTX 3070
- Storage
- 4 GB SSD
Development Updates
From the Team
Progress notes, design breakdowns, and patch summaries from the Island Rush development team.
Noise & Detection Overhaul
Enemies now hear, see, and get suspicious independently. Sight is the only sense that can trigger an attack — hearing, light, and suspicion just pull an enemy toward your position to confirm with its eyes. Breaking line of sight is a real escape, not a delay.
Read More →Enemy AI Pass: Cyclops, Eyeless Dog & Young Mask
Three archetypes, three counters. The Cyclops is a fast generalist bruiser. The Eyeless Dog is nearly blind but hears a sprint from 100 meters out. The Young Mask spots you from 35 meters and commits to the chase. Hide from the Mask, stay quiet for the Dog, outmaneuver the Cyclops.
Read More →Banked vs. Carried: The Loot Economy
Loot deposited in the collection zone survives a failed run. Loot still in your hands does not. That single rule is why the zone is the point of the map — and why the last sprint back to the ship, arms full, is the tensest part of every run.
Read More →