Wildcall: Island of Beasts
Answer the call.

A creature-collector action roguelite. Catch wild beasts, fight as one, and dive an island that never plays the same way twice.

In development by Trudan Studios
Island of beasts

A stranger washes up.
The island answers.

Somewhere past the reef, something is calling. Every beast on this island heard it before you did.

The expedition ship at sea, crew on deckBase camp outside the lab, an owl beast at your sideWalking the grounds with a skull-masked beast and a full team
The expedition ship
Fight as one

You're one half.
Your beast is the other.

You pick the moment — your beast carries the teeth.

Fighting the Elder Shadovine boss with a beast at your side
Answer every call

Every beast you meet
can fight beside you.

Wear them down, read their temper, call them to your side.

Professor Otium in the lab: A new beast? Excellent.
From the island's bestiary

Meet the beasts.

Forty-five species roam the island so far — each with its own way of ruining your run, or saving it.

All forty-five beasts standing together on the island
Your first bond
Digby

Digby

Earth

The Diligent Digger. Unyielding as stone — the first Beast most islanders ever bond with. Takes the hits others can’t, and gives a few back.

Toru

Toru

Wind

The Spirited Wind. Fights from afar, battering single foes with gusting gales, or many with furious flurries. Fast, restless, never lands for long.

Ravolt

Ravolt

Electric

The Lightning Striker. Fights up close with swift strokes and one powerful blow — its specials come back faster than anyone’s.

Beast spirits

Some beasts leave
something behind.

A skittish wisp of light that flees, flickers, and vanishes. Catch it and it's yours forever. Hesitate, and it never existed.

A forest clearing at night, a glowing spirit orb and your beasts
Dive again

The island never plays
the same run twice.

Every dive reshuffles the wilds. Fall, keep what matters, go back in sharper.

A new stretch of forest with an owl companionThe Kuropedia, the beast field guideThe pouch with materials, food and fish
A fresh run
Something older

The island keeps a balance.
No one asked you to keep it.

Something has held these islands together for longer than anyone remembers. Your arrival is the first thing it didn’t account for.

The islanders

The island talks back.

Otium’s crew are all geniuses — PhDs, prodigies, genius kids. You are the one exception, and nobody can explain why the Beasts like you.

Gloria

“Finding and bonding with a beast is a laborious process. It takes months.”

roughly five seconds before you do it in one
Professor Otium
The adventurer

Professor Otium

World-renowned archaeologist, scientist, and incurable risk-taker. He found the islands after a lifetime of legends and maps, then put out an open call: all expenses paid, treasure implied. He’ll treat you like any other recruit until you prove otherwise.

Otium

“Look, I could explain the theory to you, or you could go out there and see for yourself. Way more fun.”

The Beast Sage
The native

The Beast Sage

The only one who was here before any of you. He moves among the Beasts like one of them, speaks in riddles, and has seen this happen before.

Sage

“You must choose a boon with confidence and determination.”

The Captain
The only way in

The Captain

Master of the Hydrake, the one ship that makes it through the barrier storms. On an early trip, an octopus Beast named Doris burst out of the black water and into his arms. She’s been by his side, and on his head, ever since.

Captain

“Say hello, Doris, ye cheeky sea sprite!”

Dr. Fresmin
The old teacher

Dr. Fresmin

Otium’s mentor and the expedition’s conscience — wise, kind, war-worn. He worries about Otium’s risks and checks on people by keeping their tea warm.

Fresmin

“You know, I’ve started keeping your tea warm. You’re becoming quite the regular.”

Clarissa
The engineer

Clarissa

The youngest on the team and the one who keeps everything running — the lab, the vehicles, the obelisk relays. Gloria’s little sister: she got the tinkering gene, not the patience.

Clarissa

“I’ve been recalibrating the obelisk relays all morning. They’re SINGING now. It’s beautiful.”

Gloria
The guide

Gloria

Clarissa’s big sister and the first friendly face when you wash up. Kind, a little scattered, lives in the old lighthouse — the expedition’s HR, more or less. Where her sister builds things, Gloria knows where everything is.

Gloria

“Shhhhh, look… It’s an electric wild beast. It’s beautiful!”

Dr. Shelby
The naturalist

Dr. Shelby

World-renowned geneticist and beast expert. She heals your beasts, runs the nursery, and knows more about what lives on this island than anyone who wasn’t born here.

Shelby

“I’ve patched up your beast again. Poor thing took quite a beating out there.”

Harper
The guard

Harper

Holds the crossroads with her bonded beast Grimguard, a tank who enjoys a good scrap. Every new recruit gets the same final test: a fight against the two of them.

Harper

“Take care of your beast, and it will take care of you.”

Joshua
Don’t bother Joshua

Joshua

Highest IQ on the expedition. Built every system himself. Has never said a word to you.

Joshua

“…”

The Witch
The cloaked figure

The Witch

Appears where she shouldn’t. Commands Elder Beasts. Wants the island back the way it was — and hasn’t said what happens to the humans after.

The island is calling.

Trudan Studios

About

Wildcall: Island of Beasts is a 2D pixel-art creature-collector action roguelite, in development at Trudan Studios.

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