top of page

Scenes — Regret Island All

Searching for "regret island all scenes" is not just a completionist urge. The game’s central thesis is that you cannot escape your regrets—but you can witness them fully. Players who endure the pain of unlocking the Hollow Nursery’s peaceful echo or the Librarian’s confession find that the "bad" ending is actually the easier path. The "good" ending requires you to sit with every painful memory without flinching.

In a gaming landscape full of power fantasies, Regret Island offers something rarer: the fantasy of forgiveness. And that forgiveness is only possible when you have walked through all scenes—the beautiful, the shameful, and the unbearable.


Have you unlocked every scene? Share your most haunting moment from Regret Island in the comments below. And if you are struggling to trigger Echo Scene #4 (The Librarian’s Confession), note the exact 5-minute timer resets if you move—you must stand perfectly still in the Ash Library.

For more guides on narrative horror games, subscribe to our newsletter.

The most emotionally brutal section of the game. These scenes involve a lost child.

This area represents Kaelen’s guilt over a clinical trial gone wrong.

| Design Element | What It Does | Why It Resonates | |----------------|--------------|------------------| | Dynamic Regret Meter | Alters environmental cues (light, sound, NPC behavior) based on how many regrets you’ve “accepted.” | Players feel their emotional state reflected in the world—making the horror personal. | | Layered Puzzles | Each area introduces a fresh mechanic that ties thematically to the regret being explored. | The puzzles feel like therapy sessions rather than arbitrary challenges. | | Audio‑Visual Sync | Heartbeat‑haptic sync, reversed music motifs, and visual mirrors of alternate lives. | Engages multiple senses, reinforcing the feeling of being inside your own memory. | | Narrative Breadcrumbs | Hidden notes, marginalia, UV‑ink messages that reward careful observation. | Encourages exploration rather than speed‑running, fostering immersion. | | Branching Endings | Choices that actually affect the final emotional tone, not just a “good/bad” label. | Gives weight to player agency and mirrors the real‑life truth that regrets are rarely black‑and‑white. |


Scene 1: The Arrival

A gray mist clings to the surface of the water like a held breath. The ferry doesn’t so much dock as it does expire against the splintered wood of the pier. Only one passenger disembarks: a man named Elias. He carries a single, heavy suitcase he cannot open. A sign, nailed to a dead tree, reads in peeling paint: WELCOME TO REGRET ISLAND – POPULATION: YOU.

The air smells of rain-soaked ash and wilted honeysuckle. A narrow path, paved with stones that look unsettlingly like knucklebones, leads inland. Elias takes a step. Then another. With each footfall, he feels lighter, as if the island is already unpicking the seams of his memory.

Scene 2: The House of Spilled Milk

The path ends at a cottage. Its front door is ajar. Inside, there is no furniture, only a single wooden table. On it rests a small, ceramic milk jug, tipped over. A white pool has spread across the grain, not evaporating, but thrumming.

Elias stares. He is twelve years old again.

He hears his mother’s voice, sharp as a snapped twig: “You were supposed to be watching the stove. Not your comics.” He remembers the fire. Small, contained to a pan. But the smoke alarm, the screaming, the way his father looked at him afterward—not with anger, but with a quiet, profound disappointment that settled into the walls of their home like mold. Elias never cooked again. He let others feed him. Let others take the risk.

He reaches out a finger to touch the spilled milk. It is cold. It is endless. He whispers, “I’m sorry.” The milk does not vanish, but it stops spreading. This is the rule of Regret Island: Acknowledgment freezes the wound. It does not heal it.

Scene 3: The Silent Telephone

Further inland, a red telephone box stands in a field of dead grass. The receiver is off the hook, swinging in a wind that Elias cannot feel.

He picks it up. A click. Then her breathing.

Clara. His ex-wife. Not the screaming of their final year, but the quiet breathing of the first year, the one where they still slept tangled like riverweed.

“You could have just shown up,” her voice says, not accusatory, just tired. “For the play. For the parent-teacher conference. For the night the dog died. You could have just been there instead of working.”

Elias’s throat closes. He had built a business. A successful one. He told himself it was for them. A house. A future. But a future without a present is just a long, slow goodbye. He remembers the last time he saw his daughter, Lily. She was seven. She handed him a drawing of their family: her, Clara, and a tall, blank shape where a father should be. She had run out of brown crayon.

Into the phone, Elias says, “I was a ghost who thought he was a man.”

The breathing stops. The line goes dead. The receiver is warm in his hand.

Scene 4: The River of Sharp Words

The island’s geography becomes brutal. A river bisects the land, but its water is not water. It is a slurry of overheard whispers, half-screamed accusations, and the dull thud of slammed doors. Elias has to wade through it to reach the other side.

As he steps in, the words rise like leeches.

“You’re just like your father.” (He had said that to his younger brother, Mark, over a disputed inheritance. Mark hasn’t spoken to him in fourteen years.)

“It’s not a good time.” (He had said that to his best friend, Sal, who was calling from a bridge one night. It wasn’t a good time. Elias was in a meeting. Sal is no longer on any bridge.)

“I don’t need anyone.” (He had said that to a therapist, two months before the divorce papers arrived. A lie he mistook for strength.)

The words cut. They draw blood that evaporates into the same gray mist. Elias stumbles, falls to his knees in the current of his own cruelty. He doesn’t try to fight it. He lets the names he has called, the promises he has broken, the love he has starved, wash over him. He cups his hands and drinks.

It tastes like rusty nails and cheap whiskey. It tastes like the truth. regret island all scenes

Scene 5: The Grove of Almost-Truths

Exhausted, Elias crawls out of the river into a grove of silver birch trees. From each branch hangs a single, unopened letter. He recognizes the handwriting. His own.

He opens one. It’s a letter he wrote to his mother after the fire, apologizing, explaining he was just a scared kid. He never sent it. He burned it instead, afraid of looking weak.

He opens another. A letter to Lily, written on her tenth birthday, describing the man he was trying to become. He crumpled it up.

Another. To Sal. “I’m leaving the office. Tell me where you are. I’m coming.” He wrote it at 11:47 PM. He fell asleep at his desk before he could hit send. Sal called at 1:12 AM. Elias’s phone was on silent.

The grove is a cemetery of courage he never had. Elias gathers the letters. He finds a dead fire pit at the center of the grove. He does not burn them again. Instead, he reads each one aloud, in a clear, steady voice. The trees seem to lean in. When he finishes the last letter, the silver birches shed their bark like tears, and the grove becomes a path.

Scene 6: The Lighthouse of Forthcoming Days

The island ends at a cliff. On it stands a lighthouse, but its light is not a beam. It is a void—an absence of darkness so profound it looks like a hole in the world. Elias understands. This is not a light to see by. It is a light to be seen by.

He enters. The spiral staircase is made of the same knucklebone stones. At the top, there is no room, only a single window looking out over the gray sea. And in the reflection of the glass, he sees not his current face, but all his faces: the scared boy, the absent husband, the silent friend, the ghost father.

They stare back at him. And for the first time, he does not look away.

He speaks to them. Not with apology this time. With acceptance.

“You are not mistakes. You are tuition. I paid for you with years I cannot get back. But I will not pay for you with the years I have left.”

The reflection shatters. The void-light flickers, sputters, and then—ignites. A real beam. Golden, warm, piercing the mist. It sweeps across the sea, not searching for a way off the island, but illuminating a path forward.

Scene 7: The Return

Elias walks back the way he came. The spilled milk is gone. The telephone box is silent. The river is a clear, cold stream he drinks from gratefully. The letters have turned into white moths that flutter past his shoulders, free.

The ferry is waiting. The same gray ferry. But the sign on the pier has changed. It now reads: YOU ARE LEAVING REGRET ISLAND. POPULATION: STILL YOU. BUT DIFFERENT.

Elias steps aboard. His suitcase is gone. He doesn’t need it. He knows exactly what he will do when he reaches the mainland. He will buy a brown crayon. He will find his daughter. He will not explain. He will simply be there.

The mist parts. The island shrinks behind him, a single dark tooth in a jaw of sea. It does not disappear. It never does. But for the first time, Elias is not looking back at it.

He is looking forward.

THE END

Regret Island is a psychological horror game centered on the dark unraveling of a family and their friends during an overseas trip that takes a disastrous turn on a deserted island. The Core Story

The narrative begins as a pleasant excursion. A family and a group of friends decide to spend a day on a seemingly uninhabited island during their vacation. However, as time passes, the isolation of the island acts as a catalyst for hidden emotions and buried secrets to surface. What was meant to be a relaxing getaway quickly descends into a nightmare of human nature, where characters must navigate rising tensions, lust, and psychological instability. Key Scenes and Interactions

The story progresses through specific character-driven scenes that depend on the player's choices and ability to manage "Lust and Insanity" levels. Notable scenes include: The Initial Mystery

: The group discovers they may not be as alone as they thought, leading to an atmosphere of paranoia similar to classic "trapped on an island" horror tropes. The Birthday Party Conflict

: A pivotal scene occurs during Linda’s birthday party. Depending on the player's prior actions—specifically if they tell Linda about events she doesn't remember from the first night—the scene can lead to intense emotional or romantic confrontations. The Groping Discovery

: A tense interaction where Linda catches Chris in a compromising position with Amy, heightening the internal group conflict and social breakdown. The Psychological Breakdown

: As the story advances, characters can "descend into madness" or face permanent death based on how well the player manages their deteriorating mental states. Romance and Intimacy

: The game features multiple character-specific routes, such as "Linda's Romance Intro," which is triggered by visiting her room at night and choosing specific romantic dialogue. Gameplay Mechanics Impacting the Plot The "long story" of Regret Island is not linear; it is shaped by: Multiple Routes

: Different ways to solve problems lead to drastically different endings. Attribute Management

: Characters have attributes like force, agility, and stamina that can affect their survival and interaction success. Permanence Searching for "regret island all scenes" is not

: Characters can die permanently, meaning the story you experience depends entirely on who survives the island's treacherous waters. for the different character routes? Regret Island Gameplay and Scene Guide | PDF - Scribd

Regret Island: A Visual Journey Through Memories

"Regret Island" - a poignant and introspective concept that resonates with audiences worldwide. The series, often described as a melancholic reflection on love, loss, and longing, has captivated viewers with its thought-provoking narrative and striking visuals.

Below, we've curated a selection of all scenes from "Regret Island," inviting you to relive the emotional highs and lows of this unforgettable journey.

(Opening scene: A solitary figure stands on a desolate beach, gazing out at the vast expanse of ocean)

The story begins on a somber note, as our protagonist navigates the complexities of heartbreak and nostalgia. The cinematography masterfully captures the isolation and vulnerability of the character, setting the tone for a deeply moving experience.

(Scene 2: A flashback to happier times, with the protagonist and their loved one sharing a tender moment)

As the narrative unfolds, we're transported to a bygone era, where love and laughter filled the air. These fleeting moments of joy serve as a poignant reminder of what's been lost, leaving the viewer with a profound sense of longing.

(Scene 3: A dramatic confrontation, as the protagonist faces their inner demons)

In a stunning display of emotional intensity, our protagonist confronts the darkness that has haunted them for so long. The raw power of this scene is a testament to the human spirit's capacity for resilience and growth.

(Scene 4: A moment of introspection, as the protagonist reflects on past choices)

In the stillness of a quiet room, our protagonist grapples with the what-ifs and maybes that have come to define their existence. This contemplative scene serves as a powerful exploration of regret, regret that has the potential to both cripple and liberate.

(Scene 5: A poignant reunion, as the protagonist faces the consequences of their actions)

The threads of fate finally converge, as our protagonist comes face-to-face with the one who has been on their mind. This charged encounter serves as a searing reminder that some wounds may never fully heal.

(Closing scene: The protagonist stands alone once more, this time with a sense of resolve)

As the dust settles, our protagonist stands at the precipice of a new chapter, forever changed by the trials and tribulations they've endured. The final shot of "Regret Island" is a masterful stroke of storytelling, leaving the viewer with a lasting sense of hope and renewal.

"Regret Island: All Scenes" - A Visual Odyssey

Relive the emotional intensity of "Regret Island" through our carefully curated selection of scenes. Witness the triumphs and tribulations of a character struggling to find their place in the world, and discover the enduring power of the human spirit.

Regret Island " is a non-linear horror RPG and adult visual novel developed by InfiniteLust Studios

. The plot follows a family and their friends who stop at a deserted island during an overseas trip, where they must navigate surfacing emotions and dark turns to escape. Core Gameplay Scenes & Mechanics

The game uses a sanity and lust management system that dictates character behavior and scene progression. Insanity & Lust Levels

: Players must manage these stats for themselves and other characters; high levels can lead to permanent character death or madness.

: A specific location that can be accessed from Kate’s room. Monster Hunter System

: Includes combat scenes and quests involving monsters like rats, kobolds, and skeletons. Key Character Scenes & Triggers

Scenes are often triggered by specific time-of-day actions or quest progression. Leroy’s Cabin

: Visiting Leroy's cabin at night triggers sexual encounters with Leroy in the dining room or cabin. Island Arrival

: Attacking a monkey upon arrival and traveling to Leroy’s cabin during the "Wet Downstairs" quest triggers an ambush scene.

: Talking to the horse (Beau) at the farm at night after receiving the Manor’s keys triggers a specific interaction. Evelyn & Linda "A Mother’s Secrets" Quest

: Involves talking to Evelyn in the dining room upon arrival at the manor, listening to kitchen conversations, and interacting with Adam in the library. Evelyn & Erick

: A scene where Evelyn sits on Erick's lap has no specific trigger other than story progression. Glenn & Linda Have you unlocked every scene

Night visit intros for Glenn and scenes involving Linda have received art reworks in recent updates. Updates and Availability Current Version : The latest documented version is (as of February 2026). : Primarily available for Windows via , with plans for an Android version. for a specific character's questline? Regret Island Gameplay and Scene Guide | PDF - Scribd

Introduction "Regret Island" is a 2013 American short film written and directed by Guy Moshe. The film stars Guy Pearce, Bob Odenkirk, and Sunny Mabrey. The movie follows a man named Dave (played by Guy Pearce), who is stuck on a mysterious island with two other men, Steve (played by Bob Odenkirk) and a island's apparition named Woman (played by Sunny Mabrey).

Scene 1: The Plane Crash The film begins with a dramatic scene of a plane crash on a deserted island. Dave (Guy Pearce) wakes up, dazed and confused, to find himself lying on the sandy beach. He assesses his surroundings and tries to recall how he ended up there.

Scene 2: Meeting Steve As Dave explores the island, he comes across Steve (Bob Odenkirk), who is initially hostile and reluctant to interact. The two men exchange a few words, and Steve warns Dave about the island's dangers. The atmosphere is tense, and it's clear that both men are trying to survive.

Scene 3: The Mysterious Woman While exploring the island, Dave encounters a mysterious woman (Sunny Mabrey), who seems to be a manifestation of the island itself. She is seductive and flirtatious, but also cryptic and unsettling. The woman's presence adds to the island's mystique and raises questions about the nature of reality.

Scene 4: The Flashbacks As Dave tries to find a way off the island, he begins to experience flashbacks to his life before the plane crash. These flashbacks reveal Dave's troubled past, including his relationships and personal regrets. The flashbacks serve as a narrative device to provide insight into Dave's character.

Scene 5: Steve's Descent into Madness As time passes, Steve becomes increasingly unhinged, and his behavior becomes more erratic. He starts to suspect that Dave and the mysterious woman are conspiring against him. Steve's paranoia and desperation lead to a series of intense confrontations with Dave.

Scene 6: The Island's Secrets The mysterious woman reveals more about the island's secrets, hinting that it is a place where people's regrets and memories are trapped. The woman's words are ambiguous, but it becomes clear that the island is a kind of purgatory, where people are forced to confront their past mistakes.

Scene 7: The Confrontation As tensions escalate, Dave and Steve engage in a violent confrontation. Steve's grip on reality begins to slip, and he becomes convinced that Dave is trying to sabotage his chances of escape. The argument ends with Steve's downfall.

Scene 8: The Revelation In the aftermath of the confrontation, Dave has a revelation about the island's true nature. He understands that the island is a manifestation of his own subconscious, and that he has been given a chance to confront his regrets and mistakes.

Scene 9: The Escape With a newfound sense of clarity, Dave finds a way off the island. As he leaves, he reflects on the lessons he has learned and the personal growth he has experienced.

Scene 10: The Conclusion The film concludes with Dave back in the real world, reflecting on his experiences on Regret Island. He seems transformed, with a newfound appreciation for life and a deeper understanding of himself.

Overall, "Regret Island" is a thought-provoking and visually stunning short film that explores themes of regret, redemption, and personal growth. The film's use of a mysterious island as a metaphor for the subconscious mind adds depth and complexity to the narrative.

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Regret Island — All Scenes</title>
<link href="https://fonts.googleapis.com/css2?family=Cinzel:wght@400;700;900&family=Source+Sans+3:wght@300;400;600&display=swap" rel="stylesheet">
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/6.5.0/css/all.min.css">
<style>
  :root 
    --bg: #0a0b0d;
    --fg: #e8e0d4;
    --muted: #6b6358;
    --accent: #c9943e;
    --accent-dim: #8a6528;
    --card: rgba(18, 19, 22, 0.85);
    --border: rgba(201, 148, 62, 0.15);
    --danger: #a83232;
    --ocean: #1a3a4a;
    --sand: #3d3528;
    --jungle: #1a2e1a;
*  margin: 0; padding: 0; box-sizing: border-box;
body 
    background: var(--bg);
    color: var(--fg);
    font-family: 'Source Sans 3', sans-serif;
    overflow: hidden;
    height: 100vh;
    width: 100vw;
    cursor: default;
/* Scene canvas background */
  #sceneCanvas 
    position: fixed;
    top: 0; left: 0;
    width: 100%; height: 100%;
    z-index: 0;
/* Vignette overlay */
  .vignette 
    position: fixed;
    top: 0; left: 0;
    width: 100%; height: 100%;
    z-index: 1;
    pointer-events: none;
    background: radial-gradient(ellipse at center, transparent 40%, rgba(0,0,0,0.7) 100%);
/* Grain overlay */
  .grain 
    position: fixed;
    top: -50%; left: -50%;
    width: 200%; height: 200%;
    z-index: 2;
    pointer-events: none;
    opacity: 0.04;
    animation: grainShift 0.5s steps(4) infinite;
    background-image: url("data:image/svg+xml,%3Csvg viewBox='0 0 256 256' xmlns='http://www.w3.org/2000/svg'%3E%3Cfilter id='n'%3E%3CfeTurbulence type='fractalNoise' baseFrequency='0.9' numOctaves='4' stitchTiles='stitch'/%3E%3C/filter%3E%3Crect width='100%25' height='100%25' filter='url(%23n)'/%3E%3C/svg%3E");
@keyframes grainShift 
    0%  transform: translate(0, 0); 
    25%  transform: translate(-5%, -5%); 
    50%  transform: translate(3%, 2%); 
    75%  transform: translate(-2%, 4%); 
    100%  transform: translate(0, 0);
/* Top bar */
  .top-bar 
    position: fixed;
    top: 0; left: 0; right: 0;
    z-index: 10;
    display: flex;
    align-items: center;
    justify-content: space-between;
    padding: 16px 28px;
    background: linear-gradient(to bottom, rgba(0,0,0,0.6), transparent);
    pointer-events: none;
.top-bar > *  pointer-events: auto;
.logo 
    font-family: 'Cinzel', serif;
    font-weight: 900;
    font-size: 18px;
    letter-spacing: 3px;
    text-transform: uppercase;
    color: var(--accent);
    text-shadow: 0 0 20px rgba(201, 148, 62, 0.3);
.scene-indicator 
    font-size: 13px;
    color: var(--muted);
    letter-spacing: 2px;
    font-weight: 300;
.scene-indicator span 
    color: var(--accent);
    font-weight: 600;
.controls-top 
    display: flex;
    gap: 12px;
.ctrl-btn 
    width: 36px; height: 36px;
    border: 1px solid var(--border);
    background: var(--card);
    color: var(--muted);
    border-radius: 8px;
    display: flex;
    align-items: center;
    justify-content: center;
    cursor: pointer;
    transition: all 0.3s;
    font-size: 13px;
.ctrl-btn:hover 
    color: var(--accent);
    border-color: var(--accent-dim);
    background: rgba(201, 148, 62, 0.08);
.ctrl-btn.active 
    color: var(--accent);
    border-color: var(--accent);
/* Scene title card */
  .scene-title-card 
    position: fixed;
    top: 50%; left: 50%;
    transform: translate(-50%, -50%);
    z-index: 8;
    text-align: center;
    opacity: 0;
    pointer-events: none;
    transition: opacity 0.8s ease;
.scene-title-card.visible 
    opacity: 1;
.scene-title-card h1 
    font-family: 'Cinzel', serif;
    font-weight: 900;
    font-size: clamp(36px, 6vw, 72px);
    color: var(--fg);
    letter-spacing: 6px;
    text-transform: uppercase;
    margin-bottom: 12px;
    text-shadow: 0 2px 40px rgba(0,0,0,0.8);
.scene-title-card .subtitle 
    font-size: 16px;
    color: var(--accent);
    letter-spacing: 4px;
    text-transform: uppercase;
    font-weight: 300;
.scene-title-card .chapter-num 
    font-family: 'Cinzel', serif;
    font-size: 13px;
    color: var(--muted);
    letter-spacing: 6px;
    margin-bottom: 20px;
/* Dialogue box */
  .dialogue-box 
    position: fixed;
    bottom: 0; left: 0; right: 0;
    z-index: 10;
    padding: 0 28px 28px;
    pointer-events: none;
.dialogue-inner 
    max-width: 800px;
    margin: 0 auto;
    background: var(--card);
    backdrop-filter: blur(20px);
    border: 1px solid var(--border);
    border-radius: 12px;
    padding: 20px 28px;
    pointer-events: auto;
    cursor: pointer;
    transition: border-color 0.3s;
    min-height: 100px;
    position: relative;
    overflow: hidden;
.dialogue-inner::before 
    content: '';
    position: absolute;
    top: 0; left: 0;
    width: 3px; height: 100%;
    background: var(--accent);
    border-radius: 3px 0 0 3px;
.dialogue-inner:hover 
    border-color: var(--accent-dim);
.speaker-name 
    font-family: 'Cinzel', serif;
    font-size: 13px;
    font-weight: 700;
    color: var(--accent);
    letter-spacing: 2px;
    text-transform: uppercase;
    margin-bottom: 8px;
.dialogue-text 
    font-size: 16px;
    line-height: 1.7;
    color: var(--fg);
    font-weight: 300;
    min-height: 48px;
.dialogue-text .typed-cursor 
    display: inline-block;
    width: 2px;
    height: 16px;
    background: var(--accent);
    margin-left: 2px;
    vertical-align: text-bottom;
    animation: blink 0.8s steps(1) infinite;
@keyframes blink 
    0%, 50%  opacity: 1; 
    51%, 100%  opacity: 0;
.continue-hint 
    position: absolute;
    bottom: 12px; right: 20px;
    font-size: 11px;
    color: var(--muted);
    letter-spacing: 1px;
    animation: pulseHint 2s ease-in-out infinite;
@keyframes pulseHint 
    0%, 100%  opacity: 0.4; 
    50%  opacity: 1;
/* Bottom scene navigation */
  .scene-nav 
    position: fixed;
    bottom: 160px;
    left: 50%;
    transform: translateX(-50%);
    z-index: 10;
    display: flex;
    gap: 8px;
    padding: 8px 16px;
    background: rgba(0,0,0,0.5);
    backdrop-filter: blur(10px);
    border-radius: 30px;
    border: 1px solid var(--border);
.scene-dot 
    width: 10px; height: 10px;
    border-radius: 50%;
    background: var(--muted);
    cursor: pointer;
    transition: all 0.4s;
    opacity: 0.4;
    position: relative;
.scene-dot:hover 
    opacity: 0.8;
    transform: scale(1.3);
.scene-dot.active 
    background: var(--accent);
    opacity: 1;
    box-shadow: 0 0 12px rgba(201, 148, 62, 0.5);
.scene-dot .dot-label 
    position: absolute;
    bottom: 20px;
    left: 50%;
    transform: translateX(-50%);
    white-space: nowrap;
    font-size: 11px;
    color: var(--fg);
    background: var(--card);
    padding: 4px 10px;
    border-radius: 6px;
    border: 1px solid var(--border);
    opacity: 0;
    pointer-events: none;
    transition: opacity 0.3s;
.scene-dot:hover .dot-label 
    opacity: 1;
/* Side scene list */
  .scene-list-toggle 
    position: fixed;
    right: 20px;
    top: 50%;
    transform: translateY(-50%);
    z-index: 10;
    writing-mode: vertical-rl;
    text-orientation: mixed;
    font-family: 'Cinzel', serif;
    font-size: 11px;
    letter-spacing: 4px;
    text-transform: uppercase;
    color: var(--muted);
    cursor: pointer;
    padding: 16px 8px;
    border: 1px solid var(--border);
    border-radius: 8px;
    background: var(--card);
    transition: all 0.3s;
.scene-list-toggle:hover 
    color: var(--accent);
    border-color: var(--accent-dim);
.scene-list-panel {
    position: fixed;
    right: -320px;
    top: 0

Regret Island is a non-linear, horror RPG with dating sim and visual novel elements developed by InfiniteLust Studios. The game follows a family and their friends who stop for a day on a seemingly deserted island during an overseas trip, only for their excursion to take a dark turn as hidden emotions surface. Gameplay and Mechanics

The game is built in RPG Maker MV and focuses on sandbox gameplay with multiple routes and outcomes.

Survival Elements: Players must navigate the island while managing both their own and other characters' Lust and Insanity levels.

Permanent Consequences: Depending on player choices, characters can die permanently or descend into madness.

Non-Linear Storytelling: The game offers different ways to solve problems and progress through the narrative. Key Scenes and Interaction Triggers

According to guides from Scribd, scenes are often triggered by specific time-of-day conditions or relationship choices. Scene Category Trigger/Condition Example Leroy's Cabin

Visiting Leroy at night and choosing specific "Preliminaries" or sexual interaction options. Environmental Encounters

Ambush by monkeys occurs if you attack them upon arriving on the island. Character Visits

"Erick's night visit" features a flashback scene, and "Glenn's night visit" intro has recently been refined. Special Locations

"The Void" is a specific location added to Kate's room for narrative progression. Recent Updates (v0.2.39.0)

Updates frequently add new content and refine existing scenes:

New Battle Elements: Battlebacks added for all combat scenes, along with new enemies like rats, kobolds, and skeletons.

Refined Art: Reworked visuals for scenes such as "Linda licks Kate's feet" and "Glenn's night visit intro".

Extended Quests: New triggers and interactions for the "Wet Downstairs" quest.

For players looking for similar experiences, platforms like itch.io list several adult-themed visual novels and life simulators including Agent17, Town of Magic, and The Headmaster. Regret Island Gameplay and Scene Guide | PDF - Scribd


After completing both endings, return to the main menu. A new option appears: "The Atlas of Regret." This screen will show:

If any are missing, reload your save from before The Final Spire and backtrack using the Index of All Regrets (Scene 18) to jump to any missed echo trigger.

Below is an ordered walk‑through of every major “scene” (i.e., location or narrative beat) in the base game. I’ve grouped them into the six chapters shown in the TL;DR table for easier digestion.


These scenes deal with lost love and adultery.

© 2026 Ivory Line — All rights reserved.. (Personal website)

Disclaimer

This site is designed to supplement clinical judgment and should be used alongside clinical expertise and the guidelines.

We assume no responsibility for how you utilize or interpret or any other information provided on this website.

Read Full Medical Disclaimer  & Privacy Policy

bottom of page