What it does
Live monitoring
See who is on, where they are, and how much growth and health they have left. You stop asking an admin to run a command and paste the output back to you.
Moderation
One page per player, holding their sessions, their punishments and their appeals. Handling a report takes a minute instead of an evening in Discord search.
Configuration
Change growth, damage and spawn rules here and push them to a running server. The panel keeps showing which saved settings the server picked up, so you are never guessing whether it took.
Analytics
See when players actually log on, how many come back the next day, and where the tokens go. Enough to plan a wipe or an event around, rather than a graph to look at.
The panel, in use
Every clip below is the real panel running on demo data. Nothing here is a mock-up of a screen that does not exist yet.

Change a rule without opening a config file.
Growth rates, damage, spawn tables, all of it. Edit the value here, push it, and the panel goes on showing which saved settings your server is actually running. You never FTP into the box to change a number again.

Fix a broken player without a relog.
Cure clears bleeding, venom and broken bones in one command, then tells you exactly what it cleared and what the game gave it no way to touch. Nobody has to sit in spawn hoping a restart sorts it out.

Find one player in a full lobby.
Type five letters and fifty rows become six. The players who are online carry a real ping, and the ones who are not carry nothing at all, so an empty column never gets read as a bad connection.

Check a player's state before you act on a report.
Growth, health, hunger, thirst, stamina and every condition the game reports, read straight off the server. Where the game sends no maximum for a value, you get the raw number and a line saying so, not a percentage somebody invented.
The rest of it
Four screens is not the product.
The two sections above are the parts that are easiest to show. This is what else is behind the same login.
The world
Every rule the game exposes as an ini file, as a form, pushed to a running server.
- Day cycle
- Weather
- Nesting
- Body drops
- Wildlife spawns
- Tree knockdown
- Wildlife wipes
- Live settings
Species and players
Who can play what, how they grow, and what an individual player is allowed to do.
- Population locks
- Group limits
- Diets
- Growth stages
- Mutations
- Unlocks
- Prime quest
- Whitelist
- Player powers
The island
One canvas. Markers move on it as the server reports them, and every zone, circle and anchor is dragged into place rather than typed as a coordinate.
- Player markers
- Map zones
- Sanctuaries
- Spawn circles
- Teleport anchors
- Prime quest zones
Your community
The loops that bring players back, and the four places you already talk to them.
- Casino
- Tokens
- Battlepass
- Quests
- Bounties
- Giveaways
- Garage
- Discord suite
- Chat commands
- Ticket inbox
Your store
Your own shop, and no admin handing out the perks.
Players will buy supporter packages from a page of your own, and what somebody bought will reach them in game without you or an admin typing anything.
Built as far as the screens. The payments and the delivery behind them are not built yet. The rate it will charge is in the price list below.
- The pageNot built yet
- Your shop will live at store.islecore.app under a name you pick, carrying your packages, your prices, your logo and your colors. Buyers will sign in with Steam, so a sale will know which account it has to reach.
- The moneyNot built yet
- Stripe will hold it in your own account rather than ours, which is also where the refunds and the receipts stay. You will set that account up through Stripe's own onboarding, so nobody here will ever see a bank detail.
- DeliveryNot built yet
- A package will carry the list of in-game commands it grants, written in the same command vocabulary the rest of the panel already uses. Once an order is paid the panel will run that list, and a buyer who is offline gets it the moment they next log in.
- The awkward casesNot built yet
- A command whose result never comes back will leave the order at part delivered and hand you the choice to retry that step or call it done. A refund can run a revoke list of its own, and nothing gets guessed on your behalf.
- One set of recordsNot built yet
- Your catalogue and your orders will be records in the same panel as everything else on this page, rather than in a second service you keep in step by hand. Nobody ends up reading a pledge list to work out who is owed what.
Your Discord
Your own bot, in your own guild.
You bring the token and the server. The panel posts what happens in game into the channels you choose, and a setting you change takes hold without anybody restarting anything.
Running today, on every tier.
- Your token
- You paste your own bot token and name your own guild. Discord meters its rate limits per token, so a giveaway on somebody else's server does not eat into your bot's allowance.
- Channels you pick
- Joins and leaves, kills and deaths, chat, commands, crashes, restarts, config pushes, currency grants and staff actions each go to a channel you name, or to none.
- The ones with nothing behind them
- A few categories are wired and have no source feeding them yet. Switch one on and the panel tells you so once, instead of leaving you watching a channel that was never going to fill.
- The audit mirror
- What your staff did, posted where your community can read it, with the fields you want shown and the rest left off.
- Streams and buttons
- Announce a stream and hand the streamer a live role. Button panels are configured here and are not posted to your guild yet — and a button that cannot do its job says so to whoever presses it, instead of failing quietly.
- No restart to change any of it
- The bot re-reads its settings every fifteen seconds and checks the version before it acts on them. You edit a channel at 2am and nothing gets bounced.
- From your guild, laterNot built yet
- Players acting on their own game-side state from Discord, starting with the garage. That one is contracted and not built.
The player overlay
A desktop overlay for your players.
It draws what the server already knows over the game. Health, growth, conditions, where you are, and the parts of its own hub a player actually opens in the middle of a session.
In build, and not handed to players yet.
- It reads the server, not the screen
- Every value comes off the same feed the panel reads. There is no code path in it that can photograph a player's screen, and no capture permission for anybody to grant.
- It stays out of the way
- Clicks pass through to the game. One key makes it interactive and five separate things hand the mouse back, because an overlay holding somebody's pointer in a fight is worse than no overlay.
- Every piece moves
- Vitals, growth, the prime list and each condition badge go where the player wants them, at the size they want. A layout arranged at 1080p keeps its shape at 4K.
- The portal, in game
- Killfeed, leaderboard, shop and skin browse, the wallet statement, giveaways, and a bug report that opens a real ticket your staff answer in a thread.
- Nothing invented
- A value the game does not send draws nothing at all, never a zero. A player looking at a blank never has to wonder whether their overlay is broken.
- The staff faceNot built yet
- The same window, carrying the moderation and command reach an authorized admin already has in the panel. The overlay this one replaces had that; this one does not have it yet.
Pricing
Three tiers. Nobody gets a cut-down panel.
Anti-cheat, crash mitigation and automatic restarts are in every tier. Nobody pays extra to keep their server standing up.
The panel is whole in all three as well. Full console, the live map, the garage, the Discord suite, moderation and the whole rules tree. A bigger tier buys more servers and more depth, never a screen the cheaper tier had taken away.
Core
For one server, run properly, with no economy to look after.
Per month
$15/mo
$150 a year if you pay yearly
- Servers
- 1
- History kept
- 14 days
- Store platform feecoming
- 10%
- Economy
- Not included
- Live edits on players
- Not included
- Proximity voice
- Not included
How much
How far back the record and the graphs go
What IsleCore takes when a player buys from your store. The store ships later; the rate is locked now.
What is switched on
Casino, tokens, battlepass, quests, bounties, giveaways
Mutations, stats, afflictions, prime grants
Built, not switched on yet
Community
For two servers on one player base, with tokens and a casino your players use.
Per month
$35/mo
$350 a year if you pay yearly
- Servers
- 2
- History kept
- 30 days
- Store platform feecoming
- 8%
- Economy
- Included
- Live edits on players
- Included
- Proximity voicecoming
- Included
How much
How far back the record and the graphs go
What IsleCore takes when a player buys from your store. The store ships later; the rate is locked now.
What is switched on
Casino, tokens, battlepass, quests, bounties, giveaways
Mutations, stats, afflictions, prime grants
Built, not switched on yet
Network
For a network. As many servers as you run, and your tickets go first.
Per month
$50/mo
$500 a year if you pay yearly
- Servers
- Unlimited
- History kept
- 90 days
- Store platform feecoming
- 7%
- Economy
- Included
- Live edits on players
- Included
- Proximity voicecoming
- Included
How much
How far back the record and the graphs go
What IsleCore takes when a player buys from your store. The store ships later; the rate is locked now.
What is switched on
Casino, tokens, battlepass, quests, bounties, giveaways
Mutations, stats, afflictions, prime grants
Built, not switched on yet
Every plan goes through the real checkout. Change or cancel from Billing at any time. Subscriptions are not refundable.

