Hey everyone,
We hope you had a great week!
Today we have a Patreon exclusive Build (=>LINK) with some Bug fixes and big improvements, lots of cool News, Footage of upcoming Features and an Introduction of our Project Manager along with a Roadmap! Long post, but worth reading 😉
NEW FEATURES
You now get messages on screen when saving from vehicles,
You now get a message on screen when dying, as well as when drowning your car engine,
Compass is now fully functional with the car,
INCOMING FEATURES
Melee attacks
More polished death (fades to black, reasons, audio..),
Combat! Teases will arrive soon enough.,
Environmental traps! (sneak peeks on the way!),
Activation/Deactivation devices (Levers, pressure plates, targets...),
Water vehicles!,
Improvement of vaulting.,
Phone interface to call for services (like tow your car for instance),
BUGFIXES
STORY MODE:
Fixed futa settings not updating characters properly,
Minor fixes through various dialogue scripts,
Fixed Marcia not spawning in the car at the start of the scenic overlook quest,
Fixed game saved message stuck on screen when reloading a game from the main menu,
Loop button during cutscenes now works,
Fixed cutscene UI not properly animating,
Fixed sex audio not being paused when pausing cutscenes,
Fixed persistency of map markers when reloading the game multiple times,
STUDIO MODE:
Fixed third character not orgasming in threesomes (embodiment of third wheeling!),
KNOWN ISSUES
We are keeping an eye on quest log updating consistency but we think it has been fixed with the latest vehicle attachment changes,
Physics are a bit out of control (the character is super powerful when it comes to physics) and it can cause heavy fall damage from projection.,
You can vault inside collision and get stuck, WIP!
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Then we have been busy working on blocking levels, designing Enemy behaviour and Skills, as well as Traps 😎
We created a little Clip for you showing first Developments of the named features.
And we have a Roadmap (High-Res version HERE)for Chapter 2 with an additional Intro from our Project Manager

Here is the Intro from our Project Manager, Florian:
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Hello Islanders!
My name is Florian, and I joined this project earlier this year as the project manager. From the start, I’ve been very impressed by Treasure Island and the passionate, highly motivated team behind it. Talk to anyone here, and you’ll hear a constant stream of creative ideas and, more importantly, a solid sense of how to make them happen. Of course, game development is complex, and all that creativity needs to be channelled in a clear direction.
The game concept has evolved significantly since the team first began. This is normal in game development, but I realise it can look chaotic from the outside. After many conversations to clarify our priorities and organize them into a timeline, I want to update you, our players, and keep you in the loop. As a player myself, I’m not a fan of the radio silence that often surrounds game projects, especially during Early Access, which can be frustrating when great games inevitably take longer to create than anyone hopes. I believe open communication is a matter of respect.
What’s happened in the first half of the year?
Many of you are excited to experience more on the island. While it may seem like there isn’t a lot of content yet, there’s actually a robust set of systems in place, all working together behind the scenes. Most of our recent work has focused on these foundational systems rather than adding immediate playtime. Features like saving, character selection, and character customization may not individually extend your play sessions, but they shape the game’s overall feel and set the stage for future content. These systems also add complexity, so we took extra time to stabilize the game before launching major updates.
Player feedback has been invaluable. We also hired a dedicated tester and focused on fixing nearly 200 bugs that crept in as we tied these systems together. Despite this, we still made space for fun new features. like the recently added Lovense integration! Adult aspects remain a top priority for Treasure Island, and Puppetmaster is committed to delivering the best quality experience. This new integration lets players enjoy the content in even more exciting ways, even if it’s not for everyone.
To be as inclusive as possible, we’ve added many languages to the game. Some translations are still rough, but we’re monitoring the audience and plan to optimize each language gradually. Chinese players ( thanks for your feedback! ) can expect improved translations soon, and other languages will follow.
Overall, the game is now stable and absolutely ready for its next evolution!
What’s next?
We often receive questions about what to expect from Treasure Island. Here’s our current vision: the finished game will have 4 chapters, each introducing major new elements. Today, I want to share our plans for Chapter 2, which we aim to release by the end of 2025, early 2026. As hinted at already, you’ll soon be able to explore a deep and mysterious temple. While you’ll want to have weapons ready for dangerous moments, not every challenge will be solved by shooting, there are dangerous mysteries and naughty secrets waiting for those who are curious.
You’ll also return to the island’s surface to meet new characters and discover new activities, like taking a spin on our brand-new Jetski. Still, the highlight of this chapter will be the game’s combat aspects. We’re doing our best to pack in our best ideas and ensure it’s an explosive experience!
Before we ship this package fully we intend to add some of this as preview elements to the game, so you can expect some regular updates for hands-on previews even before the final chapter goes live! This will be added to the Patreon version of the game, before the chapter releases in full on Steam in December.
That’s all for today. Rest assured, we’ll continue to communicate regularly about our progress. Feel free to reach out with any questions (best on our Discord: https://discord.gg/wGXDAUhWGt ), and enjoy the game in the meantime.
Have a great rest of the summer!
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Last but not least: I will be on Holidays next week, so there will not be an update. But after I am back we will have a Build where you can already try some of the experimental Features 🥳😎
We hope you enjoy that Update and that you have a great weekend ahead! 🍹🥳
All the very best,
Puppetmaster & Team
Puppetmaster3dx
2025-08-15 17:49:15 +0000 UTCRobert D.
2025-08-15 16:36:23 +0000 UTC