
Cozy games experienced a continuous boom in popularity ever since the unforgettable year of 2020. With work-from-home schedules and canceled get-togethers for a variety of reasons, sometimes it is just nice to hunker down on the sofa and whimsically divulge into a fantastical world full of home economics.
Hopping on this cozy train is a passenger that radiates a nostalgic 2000s or early internet gaming vibe, visibly comparing to those cartoony, polygon graphics akin to early Spyro and the like. Animal Crossing meets a much more tame Tycoon-esq approach, Ambertail Games’ Amber Isle is a slow-paced, dino-centric cozy simulator all about exploration, crafting, meeting new friends, and managing your very own local shop.
Amber Isle was released in June 2024 and can be played on the PC, Steam, and Nintendo Switch.
Welcome . . . to Amber Isle
The game introduces itself with surface-level bits of lore about a dinosaur coming-of-age tale. This universe is full of “Paleofolk” and you, the player, have hit a certain age where you must set off into the world to embark on a “paleoventure” where one discovers themself through connections and experiences. You will learn your “Saurname,” or a title that “reflects your place in the world” once the paleoventure is fulfilled.

The player character begins their journey on a hot air balloon. Unfortunately, you lean too far over the basket and plummet through the roof of an isolated shop. Somehow this gaping hole in this totally empty, customer-less, and supposedly “newly-renovated” store is worth tens of thousands of ambers in damages. The player is approached by a trigger-haired Mayor Clawsworth and the more down-to-earth courier Maple Swiftwing. A Megalosaurus named Adi – who works for OrbCorps, a task force meant to revitalize the desolate Amber Isle – joins the group as well. These three individuals are pretty much the only residents on the isle, sadly enough.
So, your little player dinosaur gets comfy and moves in (though not by choice) to Amber Isle. You are tasked with running the shop and paying off its debts, as well as aiding OrbCorps with inviting new residents to move into town. Thus begins the player’s paleoventure of crafting and maintenance.
Wherever you are . . . make it comfy
Honestly, the best feature of Amber Isle is its splendidly detailed and charming character customization. Players have loads of different colors, designs, body shape presets (e.g., raport, mammal, theropod, and small or large herbivore), and clothes to choose from. You can also name your own Paleofolk and identify as a lass, a lad, or an apparent gender-neutral “kid.” This will be how the NPCs refer to you.

It is almost crucial nowadays to include some form of character customization! I definitely feel myself returning to my 2000s childhood, booting up the family desktop and customizing my beloved Animal Jam or Toontown character.
All the Paleofolk NPCs look very unique and cute as well. They range from amphibians to sea creatures to birds to invertebrates. Ultimately, you will be able to customize the isle itself by befriending others and recruiting them to open up new cafes, gardens, and community areas. Players can also utilize store profits to develop pathways, foliage, in-store decor and new walls and flooring.

It seems like a world-builder’s dream . . . and while Amber Isle appears to offer it all, it would be a blessing if you could actually play that far into the game to unlock these personalization abilities. Oof! More on that several paragraphs below.
Profit makes perfect
Aside from customization options, the main mechanic of the game is to manage your shop and make the big bucks. Or, well, the big ambers.
Players will gather raw materials, craft items, and sell them. You are able to set the price of your goods which will lead to haggling with customers. You pitch the price, a customer counteroffers, and you either agree with the new price tag or push even harder. The more you sell, the greater the shop ranking increases, and the more inspiration you receive.

While managing the store, players must make sure it looks clean and presentable. Paleofolk will track dirt and mud all over the place. Run from the counter to the store floor to mop up the debris so that customers don’t get repulsed. I mean seriously – RUN! A not-so-cozy feature, more akin to an unbridled low-waged reality, these Paleofolk are quite disgusting. Holy cow. It is so annoying bolting between counter to floor as the line accumulates with quick-tempered shoppers who also do not like to wait around. No respect towards the sole person working I guess! The cleaning mechanic is also just not very fun or satisfying. It is only a tedious and forced challenge that gets in the way of things.
Friendship is inspiration

Aside from general store duties, players can engage in side quests. Paleofolk will request certain shop items for you to craft for them based on their individual wants and behaviors. Or, they might ask something of you like delivering 30 stones directly to their house. The more you interact with and talk to certain characters, the more your friendship with them will increase. As a friendship develops, players will unlock new recipes and the potential to invite the character to move to Amber Isle and open up new infrastructure. The more buildings and decor you have, the overall isle rating will go up (much like Animal Crossing). Having successful friendships and profit margins at your shop will also boost the player’s inspiration. Inspiration can be used to upgrade the store itself, as well as improve tools and new recipes.
Another day, another dollar
The map of Amber Isle is quite decently sized and full of vibrant colors and varied landscapes to explore. Travel all around to places like Shell Creek, Kem Kem Canyon, and Mount Morrisong to recruit new residents, harvest resources, and upgrade tools. There will always be a useful mini-map in the bottom right corner so that you do not get lost; undiscovered areas will be obscured by clouds until you reach these locations.

The game operates on a low-key day cycle: it is not like Animal Crossing where it correlates to reality, nor is it like the Sims where time flies in the blink of an eye. There are four phases: the morning, afternoon, evening, and night. By engaging in activities, like running the shop or setting off to harvest rocks and wood, time will pass. Simply standing idle will not allow time to progress! Certain Paleofolk will only be available for certain hours of the day as well. You may be able to obtain a night permit to keep the store open for later hours, so the time mechanic is not really stressful at all. There is always the following day.
Beautified beasts
Amber Isle‘s art style is adorably nostalgic for those who grew up in the late 90s or 2000s period. I believe that a major reason people were quick to purchase this game is because of its cutesy charm. Also, who doesn’t love dinosaurs?

The characters are all colorful and unique in appearance. They mumble like Animal Crossing critters but with a bit more gruff. There are 48 kinds of Paleofolk in total, with their own personal characteristics and quests, suitable for the biome you find them in (e.g., a shark at the beach area). However, when it comes down to interacting with the NPCs . . . it feels pretty mechanical and boring. There are options to give them gifts and simply talk to them, but the game never truly encourages you to do this. While each Paleofolk has labels of their “unique” traits, that’s about it. Just labels. They all speak similarly, and nobody aside from the main few, have much life behind them to incite genuine care and relatability to and from the player.
The customer is always right
On the other end, the soundtrack is engaging and whimsical; calm at other moments, making for a natural, cozy sensation of day transforming into night.

The UI can be a bit overwhelming. The organizational trees are nice, and as you are crafting you can see the specific categories/traits new recipes hail from (e.g., artisan, stylist, chef, et cetera). But, it gets complicated once you actually begin a shift at the store. You cannot craft anything during store hours, and worse, players are not able to re-check what the traits and sizes of the items they are selling are. So, if an NPC comes up and vaguely requests an item they might want, it is hard to suggest the right thing if you do not have the memory of an elephant. Also, don’t get me started on the grid-based mechanic . . .
“It’s funny cozy doesn’t always mean ‘comfortable,’ hm?”
The building system is grid-based in that, to my knowledge, you cannot turn off. For one, it is hard to see what in the world you are doing. It feels clunky, especially with the top-down approach which obstructs vision even more. In the few instances where the the grid is not top-down and you are moving around architecture, the camera has a severe issue with clipping; the hills and landscapes will just totally annihilate your field of vision.
Amber Isle‘s camera is egregious. Oh my.

The camera centers on the player at all times and can really only move horizontally and a little bit vertically. Players can zoom in and out, but cannot tilt it around. Again, the decorating portions are top-down, so all this camera rigidity breaks the immersion, especially with the overly frequent issues of clipping and violent, abrupt zooming in and out occurs. This is quite the letdown for a modern game, and something that can hardly be excused anymore unless you are intentional mimicking the N64 camera capabilities.
For a lot of players, myself included, Amber Isle even after eight months since its release has a plethora of bug issues (at least on the Nintendo Switch). Bugs range from minor visual glitching and lag to more intense issues like soft-locking and total game crashing. My game crashed during the opening lore sequence. I also experienced moments where my camera or buttons would become totally unresponsive. Others have reported issues like their map being permanently obscured, or objects straight up disappearing or moving to the incorrect location. While the developers are continuing to update and fix these problems, I mean, Amber Isle could have truly benefitted from another year in the oven.
Final thoughts
Amber Isle has so much potential but is tainted by a plethora of grievances, not just the crazy UI (aside from the map and crafting tree) and boring dialogue, but also a lack of story and character depth, grindy nature of extrapolating resources, paying off debts, and the horrific grid and camera mechanics. These problems, plus the potentially game-breaking bugs are a deal breaker for many people. Not to mention, the tutorial is needlessly long and sluggish. When I play a cozy sim, I do not want to waste 2-3 hours on a tutorial alone. Absolutely not.

The end of the game is sort of strange as well. The undercurrent of community-building versus enterprising aside, and this is not necessarily a spoiler – the introduction to Amber Isle states that getting your “Saurname” is a signifier for a successful paleoventure. This game ends when the player receives their “Saurname.” While the ending does wrap up the basic story elements, hm, I don’t know . . . it would be nice if there was a postgame maybe? Or just more to do? It feels weird that a game like this just comes to an end after a repetitive 10 or so hours.
Otherwise, Amber Isle is cute and has a lot to it, but the game seems to have been released too early. Character customization, the art style and music, and the overall premise are wonderful, but the bad glitches, shoe-horned stressors, and clunky mechanics get in the way of things. Hopefully the developers continue to make improvements. If you are someone who enjoys this genre of video games and has played something along the lines of Animal Crossing or Bear and Breakfast, then maybe try it out. Be weary of the price point, though.


































































