What is Floppaland?
A cozy island life sim by KianFloppa. Go fishing, build your island with your villagers, race in FloppaKart and play Floppaparty with friends. It is free in Early Access.
The official Floppaland wiki. It is just getting started, so more entries will follow.
A cozy island life sim by KianFloppa. Go fishing, build your island with your villagers, race in FloppaKart and play Floppaparty with friends. It is free in Early Access.
The free Early Access demo is on itch.io for Windows and Linux. A Steam release is planned.
Join the Discord for news, feedback and bug reports.
Procedurally generated islands and ocean regions to explore.
All fish with icon, value and catch chance are in the Fishdex.
Cast out, discover new fish and fill your collection. Want a taste? Try the little browser minigame.
Grow crops, gather materials and craft what you need.
1. Shake trees for Sticks. 2. In Backpack → Crafting, make a flimsy Axe and Pickaxe. 3. Chop, mine, fish, talk to residents and follow quests. 4. Build a Crafting Table for advanced recipes (the Mayor Office has a permanent one). 5. Town Rating milestones unlock bigger goals like the Museum and the Rowboat.
Use the on-screen side shortcuts for Backpack, Tool Wheel, Fishdex, Mastery and Collection. All key and controller bindings can be changed in Settings. Walk up to an object until its prompt appears and press Interact. The Collection Journal tracks discovered items, fish, expedition finds and missing blueprints. Full Collection →
Basic recipes like the Crafting Table and flimsy tools need no blueprint. Advanced recipes need a Crafting Table. Axes, pickaxes, shovels, fishing rods, bows and swords unlock through player level and any required Mastery skill, never through blueprints. Only some other recipes, such as the Rowboat and the Computer, use blueprints. Full recipe list →
Melee: swords go from Wood (Lv.1) through Stone, Bronze, Iron and Gold to Blackstone (Lv.19). The Melee Mastery tree has Offense, Control and Defense branches; Guard even lets you parry arrows with good timing. Ranged: the Hunting Bow (Lv.7) fires crafted arrows, and the Bow Mastery tree adds aiming, mobility, fire and ice arrows and arrow recovery. Enemies: roaming skeletons, skeleton camps and Corsair ships at sea. In the Arena you fight up to 25 waves with a short rest between them, and you get 15 arrows back each rest.
Raise your Town Rating to 1.5★, then visit the Tinkerer, who handles the Rowboat, rope and advanced blueprints. Your boat is returned to the main-island dock, and the Tinkerer can locate it or send it back. In co-op a second player can ride in the passenger seat.
Place or visit the Museum once it is unlocked. Dig up fossils and let the Curator assess them first. Fish, seashells, coral and expedition artifacts can be donated directly. A donated specimen is recorded permanently for that save and fills the museum checklists.
Every island keeps its original type, even after landscaping: ordinary islands, themed ones (Ore, Volcanic, Coral Atoll, Skeleton Grave, Arena and more) and climate islands. Deserts (Sunscorched Mesa, Desert Islets) lie in the outer ocean and give Cactus Flesh, Spines, Cuttings and rare Desert Glass. Frozen islands lie deeper in Dreadwater and give Ice Shards, Frozen Wood and rare Frost Crystal. Cacti can be farmed: plant a Cutting on clear sand and it matures in 2 in-game days.
Recommended levels, not restrictions: Coastal Waters (0 m, Lv.1+), Open Sea (100 m, Lv.3+), Outer Reaches (200 m, Lv.6+, roaming skeletons from about 220 m), Deep Expanse (350 m, Lv.10+, skeleton camps), Abyssal Reach (550 m, Lv.14+), Dreadwater (650 m, Lv.18+, Skeleton Corsair ships). You can sail anywhere at any level, and a warning shows if you go below the recommendation.
Meet the islanders, help them out and unlock new things.
Housing, building and landscaping to make the island yours.
Local and online multiplayer with your friends.
Kart racing with your friends. Drift, boost and fight for first place. Full guide →
A party board game with minigames. Roll the dice and outplay your friends. Full guide →
Test Range: Free practice with endless laps. Good for learning drifting and the ramps.
Race: 3 laps against 8 CPU racers, with item boxes on the track.
Time Trial: 3 laps against the clock. Your best time is saved.
Online race: Race a friend online: 2 players plus 8 CPU racers over 3 laps. The host starts the race.
Test Range · about 620 m: A simple island track with water close to the road. Made for testing and practice.
Shrimp Track · about 900 m: A winding island circuit with water near the racing line. Stay on the road, take the ramps and fight for position.
Shrimp: A speed boost of about 1.65 seconds. You can hold several.
Green Shell: A fast shell you hold and fire straight ahead. More common when you lead.
Red Bumper Ball: A homing ball that chases racers ahead of you within about 13 m. More common further back.
Traffic Cone: An obstacle you hold and drop or throw to trip rivals. More common when you lead.
Rocket Rush: A huge speed burst for about 4.2 seconds that can hit rivals on the way. Much more common when you are far behind.
Standard Kart: The balanced one. Top speed 24, acceleration 22, steering 2.35, weight 1.00, stability 0.78.
Shrimp Sprint: Faster and sharper, but lighter and less stable. Top speed 27, acceleration 25.5, steering 2.70, weight 0.72, stability 0.60.
Drifting: Hop into a drift at speed and hold it. The longer you drift, the bigger the mini-turbo you get when you release: Blue, then Red, then Purple.
Ramps & water: Trick ramps give extra air speed. Falling into the water or leaving the track puts you back on the road.
Rounds: A game lasts 10 rounds. Everyone starts with 10 Coins. Passing Start gives +5 Coins and landing on it gives +3. After each round the group plays a minigame.
Shrimps ★: The Shrimp Shop trades 20 Coins for 1 Shrimp ★. The player with the most Shrimps wins, and Coins break ties.
Bonus Shrimps: At the end, three Bonus Shrimps are awarded: for the most minigame wins, for the most Coins held at once, and for landing on the most ? spaces.
Classic Party: The full board game with minigames between rounds.
Minigame Mode: Skip the board and just play minigames.
Item mode: Choose Normal or Extreme before you start. Play with CPU players, on one network (LAN) or online.
Test Board: A clean board with loops, forks, reconnecting routes and a central shortcut.
Desert Board: A winding canyon loop with an oasis branch and reconnecting shortcuts.
Cloud Board: A floating sky board on three height levels. Take the fast highwind shortcut for Coins and items, or the longer dealer detour for a chance to buy a Shrimp.
Start: Pass it for +5 Coins, land on it for +3.
+COIN: Gain Coins.
-COIN: Lose Coins. A Guard Bell blocks it.
ITEM: Get a random item (you can hold up to 4).
DICE: Get a special dice (you can hold up to 4).
SHRIMP SHOP: Trade 20 Coins for 1 Shrimp ★.
MYSTERY: A random result: +7 Coins, -4 Coins, a bonus draw or a coin swap. A Lucky Charm forces the best result.
EVIL: A bad event: lose Coins, pay everyone, cause chaos in the minigame draw or lose half your Coins. A Guard Bell blocks it.
Normal Dice: A reliable roll from 1 to 10.
Steady Dice: Only rolls 4, 5 or 6.
Sprint Dice: Rolls 5 to 10, great for distance.
Wild Dice: Risky: 0, 1, 2, 3, 10 or 12.
Double Dice: Rolls two 1 to 6 dice and adds them.
Boost Snack: +3 to your next dice total.
Coin Bag: Gain 8 Coins immediately.
Guard Bell: Blocks your next Coin Minus or Evil space.
Lucky Charm: Your next Mystery space gives its best reward.
Bumper Floppas: Knock rivals off the raised platform into the water by bumping them. Last Floppa standing wins (about 45 seconds).
Shrimp Scramble: Collect good shrimp, avoid red shrimp and bump rivals into danger. Most shrimp wins (45 seconds).
Falling Floor: Tiles warn before they drop. Move or jump across gaps and be the last player standing (about 50 seconds, 5×5 floor).
Floppa Dash: Race down a scrolling course, dodge moving gates, dash for speed and shove rivals out of line. Finish order decides placement (about 75 seconds).
Bomb Pass: Pass the live bomb before it explodes. A short no-return window stops instant pass-backs (about 60 seconds).
Crate Grab: Take one crate from the center to your colored depot. Bump carriers to make them drop cargo. Most delivered crates wins (55 seconds).
Red Light Floppa Light: Run on green and freeze on red. Every red change has a short reaction grace window. First to the finish wins (about 80 seconds).
Handcar Hustle: A 2 vs 2 team race. Pump for speed, lean into the rail curves and brake if the cart starts slipping. The first team to reach the station wins (about 75 seconds).
The Early Access version runs on Windows and Linux.
The Steam page opens before release, and the wishlist button on this site will go live then.
Prepared, but on hold because of EU rules for app stores. Read why.
Detailed entries will be added by the developer.