Interview with "Starsand Island." Instead of seeking things outside, we want you to look within [TGS2025]
Note: the original Japanese article can be found at:
https://www.4gamer.net/games/796/G079696/20250930040/
Editorial Department: Hayato Arai Photographer: Wataru Nagayama | 2025/10/01 22:00 (UTC)
Seed Lab’s slow-life simulation “Starsand Island” (PC / PS5 / Xbox Series X|S / Nintendo Switch) will be featured at Tokyo Game Show 2025, with the game’s release date officially announced as February 1, 2026, during the event on September 27, 2025.
The game follows a protagonist who, after years spent in the city, returns to their hometown “Starsand Island” and shares unforgettable moments with its residents and the island itself. The title gained widespread attention after raising over $311,566 (approximately 46 million JPY)—more than three times its Kickstarter funding goal.
The genre of slow-life simulations and farming sims has seen rising popularity in recent years, with numerous new titles being announced. Yet among them, “Starsand Island” stands out with exceptional acclaim. We spoke to producer Richardo Wang about the game’s development and vision.
Producer Richardo Wang of “Starsand Island” Thumbnail image No.002 / Interview with “Starsand Island”: Instead of seeking things outside, look inward to discover what lies within [TGS2025]
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Slow-Life Simulation “Starsand Island,” Set for Release on February 1, 2026; Demo Version to Launch October 8; Closed Alpha Test Planned
Seed Lab has announced that “Starsand Island” (original title: Starsand Island) will be released on February 1, 2026. Ahead of the launch, a demo version will be released on October 8, and a closed alpha test is also planned. Further details will be revealed soon.
[September 27, 2025, 11:26]
- Keywords:
- PC: Starsand Island
- PC
- Simulation
- Seed Lab
- Seed Lab
- Heartwarming
- Player count: 1
- Life simulation
- PS5: Starsand Island
- PS5
- Nintendo Switch
- News
- Editor: yawaragi
- Xbox Series X|S: Starsand Island
- Xbox Series X|S
4Gamer:
Thank you very much for taking the time during TGS, despite your busy schedule. Before diving into “Starsand Island,” could you tell us about Seed Lab’s founding and what kind of company it is?
Richardo Wang (hereafter, Wang):
Seed Lab was established with investment from KINGSOFT and Seasun Games, but we operate independently in development and publishing—entirely under our own control. Prior to “Starsand Island,” we released a title called Biphase in 2021, which focused on bipolar disorder. Both Biphase and Starsand Island aim to help people manage anxiety in daily life, and we want to bring such meaningful experiences to more players.
4Gamer:
Though the two titles seem very different at first glance, they share a common philosophy. At TGS, many visitors have been trying out “Starsand Island”—how would you describe their reactions?
Wang:
We’ve received an overwhelming amount of feedback. The visuals, NPC interactivity, and DIY systems were especially praised. Players also asked us to expand on emotional connections with NPCs—something we’re actively incorporating into the game. It’s incredibly rewarding that so many players have embraced our work, and it has greatly boosted confidence within our development team.
4Gamer:
The game is generating buzz online and successfully surpassed its Kickstarter goal by threefold, indicating strong acclaim. From your perspective, what aspects do you believe are most responsible for this high praise?
Wang:
I see three main strengths. First is the healing visual style. Many of us on the development team were born in the 1990s and have been deeply influenced by Shanghai Animation Film Studio* and Studio Ghibli works, which we’ve translated into clear, comforting comic expressions for Starsand Island.
*An animation studio established in 1957 in China. Its predecessor involved Japanese animator Shigenori Horiguchi. Known internationally for the 1960s film “The Great Adventure of Sun Wukong,” and its web anime series “Strange Tales from China” (launched in 2023) became a massive hit in China, also released in Japan by 2025.
4Gamer:
The scenery is beautiful, and the art style feels very accessible to Japanese players.
Wang:
Secondly, it’s about freely deepening relationships with NPCs. Unlike traditional games where players must actively pursue NPCs, in Starsand Island, NPCs initiate interactions too—reflecting deeper philosophical themes rooted in Chinese thought.
4Gamer:
The philosophical elements are intriguing—I’d like to hear more about the third point first.
Wang:
Thirdly, we have a freely selectable yet interconnected job system. Various professions are available; you can focus on one or juggle multiple. For example, livestock raised through animal husbandry eat weeds and support agriculture—creating meaningful links across different fields.
4Gamer:
Real-life jobs aren’t completely independent either, after all.
Wang:
In Starsand Island, we’re designing the game so players can create everything they see themselves. This reflects China’s historical tradition of self-sufficiency—but it’s not exclusive to China. The game also allows for expressions of Japanese or Nordic lifestyles, among others.
4Gamer:
I tried the demo myself and was struck by just how high the freedom is—players really can live life however they want. You mentioned earlier about philosophical elements—could you elaborate?
Wang:
Modern society has been heavily influenced by Western ideals, with consumerism dominating our values. Many people constantly seek more: “I want a better job to earn more,” or “I want to live in a nice house and drive a good car.” They chase external things to fill the gaps they feel inside.
In contrast, Chinese Daoism offers another perspective—by truly enjoying your current life, everything naturally resolves itself, leading to meaningful experiences.
*One of China’s three major religions (alongside Confucianism and Buddhism), based on Laozi’s philosophy. Daoist principles are deeply embedded in practices like Tai Chi, popular worldwide.
4Gamer:
The protagonist returning from city life to their hometown seems directly inspired by this idea.
Wang:
Exactly. In the game, even if you focus solely on farming, your harvest becomes food for yourself or feed for livestock. Fishing bait comes from your own garden. The core concept is that everything needed can be found within—no need to constantly seek things outward. We want players to realize that every life choice holds meaning.
4Gamer:
It’s like the game is built on this philosophy. It makes you reflect deeply on your own way of living.
Wang:
I also want players to pay attention to things in their true essence. This too comes from Daoism: as you persist with one thing, you can achieve either success or growth—but not both at once.
In Starsand Island, for example, if you grow watermelons or pumpkins, occasionally you’ll harvest unusually large ones. These become materials for clothing and furniture—unexpectedly enriching your life. That’s “success.”
On the other hand, crops can face pests or weeds stealing nutrients. This duality of light and shadow is part of life. When players overcome such troubles themselves—that’s “growth.”
4Gamer:
It’s not about growing through success—but by overcoming troubles. That feels very much like real life.
Wang:
Simply complaining won’t move anything forward. Players must stay mentally resilient and seek solutions. Sometimes luck helps, sometimes they learn from failure to progress. Both paths are what we want players to experience.
4Gamer:
Indeed—life is made of both success and overcoming setbacks.
When you happen to harvest a huge crop, it doesn’t just increase your yield—it also benefits other areas in unexpected ways. That feels strangely realistic.
Wang:
There’s an old Chinese saying: “Wuxin chayou liu chengyin” — planting willow branches without intention creates a shady grove. Like that, we’ve incorporated the traditional idea that even things unnoticed by us carry meaning and utility—hidden in plain sight.
4Gamer:
Earlier you mentioned the non-linear relationship system—could you explain how it works? In most life sims or dating sims, players must actively approach NPCs with dialogue or gifts. Personally, I often feel like I’m spinning my wheels alone. Did you have similar feelings?
Wang:
Yes. While games should create immersion by mirroring real society, forcing players to always initiate contact feels unrealistic. When playing Animal Crossing, for example, receiving a greeting from another animal in the plaza or finding gifts left at your mailbox makes you feel truly loved. We wanted to adopt that wisdom.
4Gamer:
To be extreme—could an NPC who barely interacts with the protagonist suddenly say “I like you” out of nowhere?
Wang:
That direct emotional expression is more typical of Western culture and doesn’t quite fit Starsand Island. The game’s foundation lies in Asian thought, customs, and values. Most team members are from Asia, so we favor an approach where feelings gradually deepen over time. Relationships unfold through three stages: meeting, getting to know each other, and ultimately forming love.
4Gamer:
So even the worldbuilding takes such nuances into account.
Wang:
For instance, old acquaintances may greet you when they see you in town; doing something noticeable near an NPC’s home might spark interaction. These initial triggers exist—but after that, a natural progression feels most authentic.
4Gamer:
Indeed—more realistic than an instant confession.
By the way, in recent years we’ve seen many successful titles in farming and slow-life sims—from Dinkum hitting big to Pal Farm being announced this year. While each has unique settings and gameplay, why do you think these genres are currently so sought after?
Wang:
I believe society is at a turning point. As mentioned earlier, today’s values—measured by what we can buy or acquire externally—are deeply influenced by Western ideals. But with economies slowing down, more people seem to be tired of consumerism and are turning inward—to their inner world and traditional ways of life.
4Gamer:
That explains why so many feel drained by flashy social media posts.
Wang:
Returning to Daoism—there’s the concept of “Heaven, Earth, and Humanity.” People begin farming at sunrise (heaven), end when sun sets. The earth produces food that sustains life. This harmony among heaven, earth, and humanity is key.
In truth, people don’t need much to survive—we can live on what we eat. Yet Western values often bring a persistent sense of lack: “I want something I can’t get.” Perhaps this has led many to seek meaning not in external gains—but by rediscovering what’s already within themselves, and embracing self-sufficiency.
4Gamer:
The “tired of city life, retreat to the countryside” narrative is common—but framing it through “Western vs Eastern values” and “outside vs inside” perspectives is fascinating.
Wang:
To clarify: In this concept, Heaven represents the father, setting rules for how things work. For example, “work when the sun rises.” Earth symbolizes the mother—full of unconditional love and care. We build homes on earth, use water from rivers to farm, and eat what we grow. Humans, as children of heaven and earth, are taught to unite in times of disaster.
4Gamer:
Are these ideas reflected in the game?
Wang:
Yes. For instance, if it’s 2 a.m., players must go to sleep—no exceptions. From personal experience, after long nights of work with no recovery time, I once thought: “Maybe I’m being punished for not respecting rules.” We want young players especially to learn respect for natural laws.
4Gamer:
The depth here goes far beyond typical game design. It feels like your vision encompasses many profound ideas.
Wang:
We also aim to explore harmony between people, nature, and animals in Starsand Island. In consumerist societies, endless waste is produced just to satisfy human desires—damaging nature. But do we really need to destroy nature for our wants? We want players to see animals not as resources—but as living beings with their own value.
Many people treat nature and animals as possessions, but in reality, they are the true subjects of this world. How can humans coexist harmoniously with both nature and animals? That’s a question we hope players will ponder too.
4Gamer:
After hearing all this, it’s clear the game is built on a deeply consistent vision—your strong conviction truly shapes its world. I have more questions, but since time is short, let me ask one final question: With only about four months until the February 1, 2026 release, how do you plan to finalize Starsand Island?
Wang:
Gameplay comes first—we’ll focus hard on bug fixing, polishing, and optimization. We also want to enrich NPC stories with more emotional depth that truly move players. In terms of DIY content, we’re adding elements reflecting diverse cultural styles—drawing inspiration from visits to rural areas in China and Japan. Our goal is to convey the “mother earth’s nurturing love” in a way that feels healing for players worldwide.
4Gamer:
Thank you very much.