Islands: Non-Places
game
•Updated Oct 2026iOSIndie Games

Islands: Non-Places

byCarl Burton

Carl Burton's 45-minute interactive art piece makes the most forgettable parts of modern life feel strange and beautiful. It is one of the most distinctive small games of its era. It is also brief and has no goals, and it makes no apology for either.

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Where it ranks in Casual

Scores 7.8 against a category average of 8.5 — below the Casual average, ranking 113 of 128 Casual games we've reviewed.

Scores

Score breakdown

How we weighted the criteria

Design
9/10
Innovation
8.5/10
Value
6.5/10
Utility
6/10

Our strongest category here is Design (9.0/10); the weakest is Utility (6.0/10).

Price
$0.99
one-time or subscription
Released
Nov 17, 2016
Platforms
iOS · Steam
Developer
Carl Burton
Publisher
Carlburton Llc
Age rating
4+
Store rating
3.7 ★ · 70 ratings
from the app store listing

More iPhone & iPad app reviewsMore Indie Games ranked by score

Quick summary

Islands: Non-Places (iOS) — scored 7.8: Carl Burton's 45-minute interactive art piece makes the most forgettable parts of modern life feel strange and beautiful. It is one of the most distin...

Pros

  • Striking, distinctive monochrome art direction that still holds up
  • Excellent ambient sound design that carries much of the mood
  • Frictionless, wordless interaction with no fail states or hand-holding

Cons

  • Around 45 minutes for a first play; many will finish feeling short-changed
  • No goals, puzzles or progression, which can feel inert to goal-driven players
  • Limited replay value once the main transformations have been seen

Verdict

Is Islands: Non-Places worth it?

ISLANDS: Non-Places is a confident, singular piece of work. Burton takes the forgettable architecture of modern life and makes you look at it again, and then makes it look back. The art is gorgeous, the sound design is essential, and the interaction model is so simple it disappears. The IGF Nuovo nomination was deserved.

It is also, unambiguously, a 45-minute experience with no goals. If you judge games by hours per dollar, Islands will lose that comparison every time. If you judge them by whether they change how you see something, it wins easily. Next time you're crossing an empty parking structure at midnight, you'll half expect it to unfold. That lasting effect is the real value here.

Buy it knowing what it is, play it in one sitting with headphones on, and don't go looking for a goal.

Pros

  • Striking, distinctive monochrome art direction that still holds up
  • Excellent ambient sound design that carries much of the mood
  • Frictionless, wordless interaction with no fail states or hand-holding
  • Calming, dreamlike tone that turns mundane spaces into something uncanny

Cons

  • Around 45 minutes for a first play; many will finish feeling short-changed
  • No goals, puzzles or progression, which can feel inert to goal-driven players
  • Limited replay value once the main transformations have been seen
  • Mobile reception is notably weaker (3.7/5 on iOS)

Pricing: $0.99

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What stands out

Key features

  1. Ten surreal vignettes: Self-contained scenes set in parking lots, lobbies, offices, terminals and streets. Each one starts out mundane and turns uncanny as you interact with it.
  2. Zero-friction interaction: Click or tap on whatever catches your eye. There is no tutorial or user interface, and nothing to read.
  3. Burton's signature art direction: Solid single-colour palettes, deep shadows and soft volumetric fog. It looks like a moving illustration rather than a rendered 3D world.
  4. A soundscape that matters: The ambient audio carries half the mood. The developer recommends headphones, and that advice is correct.
  5. Revisitable scenes: A first run takes about 45 minutes. You can go back into scenes afterwards to find interactions and details you missed.

Full review

Islands: Non-Places in depth

Bottom Line: Carl Burton's 45-minute interactive art piece makes the most forgettable parts of modern life feel strange and beautiful. It is one of the most distinctive small games of its era. It is also brief and has no goals, and it makes no apology for either.

The Loop: Curiosity as the Only Mechanic

Strip Islands down and its core loop is three steps: notice, touch, watch. You scan a scene and click on something that seems suspicious, like a lamp post, a vending machine or a lit window. Then you watch what happens. Usually something sets off a chain of events that changes the space, and the scene moves on once enough of it has happened.

On paper that sounds thin, and in a strict sense it is. In practice it works because Burton understands payoff timing better than many designers who make far more complicated games. Every interaction is a small reveal, and the gap between a mundane setup and a surreal result is wide enough to stay surprising. A parking lot isn't just a parking lot. It is something waiting to happen. The game teaches you this within the first minute without a single word of instruction, which is a clean piece of onboarding without onboarding.

The design also trusts you. There is no hint system and no glowing outline telling you where to click. Scenes contain few enough objects that you will never get stuck for long, so the lack of guidance never turns into frustration. That balance is hard to get right. Too much empty space and players flail around; too much hand-holding and the sense of discovery disappears. Islands lands in the narrow gap between them.

Ritual Without Explanation

What lifts Islands above a pretty toy is its tone. The changes it shows aren't whimsical in a Saturday-morning-cartoon way. They are ritualistic: mechanical processes and odd ceremonies that seem to have been running long before you arrived and will keep running after you leave. The spaces feel inhabited by systems rather than people. That is exactly the anxiety a non-place produces, and it is also, surprisingly, the source of their beauty.

The effect is dreamlike and slightly eerie without tipping into horror. Players often describe it as calming, and that is accurate. The pace is slow on purpose, the colours are soft and the sound design is low and enveloping. Late at night, with headphones on, it works like a guided meditation through spaces you normally hurry past.

Burton never explains any of it, and he shouldn't. A line of narration or a lore tooltip would turn the mystery into a puzzle with a solution. The refusal to explain is the game's most important design decision, and it holds to it from start to finish.

Where the Model Cracks

The criticism is legitimate, and the game's structure invites it.

Length is the headline issue. A first play takes about 45 minutes, and some players reach the end feeling short-changed. That reaction is understandable even if the run time is deliberate. The returning scenes add some longevity, but finding a missed interaction isn't the same as finding new content. Once you've seen the main transformations, the surprise that powers the whole thing doesn't come back.

The absence of goals puts off a smaller group. For some players, interaction without stakes isn't meditative, it's inert. If your enjoyment of games depends on agency, mastery or progression, Islands gives you none of those, and no amount of atmosphere will make up for it. That isn't a flaw in the execution. It's a mismatch between the product and the buyer, and buyers should know about it before they pay.

I'd push back on one point: the length is not padding avoided by accident. Ten scenes is the right number. A 20-scene Islands would turn its sense of wonder into routine, and the eleventh building unfolding would hit far softer than the first. Burton stops while the idea still has force. That is restraint, not laziness, though restraint doesn't change the price-to-minutes ratio.

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Top in Casual

How Islands: Non-Places ranks among our 128 published Casual reviews.

RankNameOur scorePlatformsPrice
#1Patrick's ParaboxScores 1.8 higher than Islands: Non-Places · Also on Steam9.6Steam, Nintendo Switch$19.99
#3Antimatter DimensionsScores 1.7 higher than Islands: Non-Places · Also on Steam9.5SteamFree
#3DATA WINGScores 1.7 higher than Islands: Non-Places · Also on iOS9.5iOS, AndroidFree
#113Islands: Non-PlacesThis review7.8iOS, Steam$0.99

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FAQ

Common questions

Is Islands: Non-Places worth it?

ISLANDS: Non-Places is a confident, singular piece of work. Our experts scored Islands: Non-Places 7.8 out of 10 — recommended.

Why does Islands: Non-Places score 7.8 out of 10?

With a score of 7.8 out of 10, Islands: Non-Places lands in our recommended band. Design is its strongest category at 9.0 out of 10. Utility is the weakest at 6.0.

What do our experts like most about Islands: Non-Places?

Striking, distinctive monochrome art direction that still holds up. Excellent ambient sound design that carries much of the mood.

What do our experts say is Islands: Non-Places's biggest weakness?

Around 45 minutes for a first play; many will finish feeling short-changed. No goals, puzzles or progression, which can feel inert to goal-driven players.

About this review

How we scored Islands: Non-Places

Islands: Non-Places was scored on Design, Innovation, Value and Utility — each from 1 to 10, with the same rubric as every other game in its category — for an overall 7.8. Research and drafting follow Rankeno's fixed editorial rules; the rubric, the checks before publishing and the decision to publish are ours. Published Oct 2, 2026.

Editorial disclaimer The reviews and scores on this site are based on our editorial team's independent analysis and personal opinions. While we strive for objectivity, gaming experiences can be subjective. We are not compensated by developers for these scores.

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7.8Islands: Non-PlacesApp Store