LAS VEGAS — FRIDAY, OCTOBER 9, 2026 — Some games launch twice. Under the Island launched the first time in February — quietly, digitally, on basically every platform at once. It launches the second time today, and this one comes in a box. The physical edition of Slime King Games’ Zelda-style pixel adventure hits store shelves October 9 for PlayStation 5 and Nintendo Switch, published by Curveball Games in partnership with Top Hat Studios. It’s not the biggest release of the week. It might be the most instructive one.
01 On Shelves Today
The details, from the publishers’ own announcement: the PS5 physical edition runs £24.99 / $29.99, and the Switch edition carries a slightly higher £29.99 / $34.99. That five-dollar gap is the cartridge tax — Switch cartridges cost more to manufacture at low volumes than PS5 Blu-ray discs, and boutique publishers pass the difference straight to the buyer. Both versions are out in PEGI and ESRB regions, and — a first for Curveball Games — a USK-rated release for Germany is on the horizon, arranged specifically because Slime King Games is based there.
What’s not here is also worth noting: no collector’s edition, no deluxe bundle, no numbered variant. This is a standard boxed release with straightforward retail art — the kind of honest shelf product that says we pressed enough of these to sell, not to scalp. Pre-orders ran ahead of the October 9 street date, and UK price trackers were already showing discounted copies from third-party sellers before launch day, which tells you this is a real retail push, not a token print run.
02 The Game Itself
Under the Island is a retro pixel-art action-adventure built around the things classic top-down Zelda games did best: exploration, environmental puzzles, dungeons, and secrets, with combat deliberately playing second fiddle. You’re Nia, a newcomer to Seashell Island, teaming up with a local girl named Avocado to investigate the island’s apparent fate — it’s destined to sink beneath the ocean. Six distinct regions to explore, from eerie sentient greenhouses to frozen caverns to chaotic sawmills. You start with a trusty hockey stick. You will face vomiting eggplants, tunnelling wolves, and the rage of the cereal pirates. This is that kind of game.
It was made by a married duo — Johannes and Simone Grünewald of Slime King Games — with Simone, a former art director at Daedalic Entertainment, driving the look. The publishers put its scores front and center: an 82 on Metacritic and an 87 on OpenCritic, with reviewers consistently praising the art, the exploration, and the puzzle design while flagging the lighter combat. It’s the classic profile of a game people love without it ever becoming a phenomenon — which, as it turns out, is exactly the profile that gets a physical edition.

03 The Eight-Month Runway
The digital version debuted February 17, 2026 — PC via Steam, Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X|S, all at once, published by Top Hat Studios alongside Slime King Games. That’s a wide simultaneous launch for a tiny studio, and it set up everything that followed. Eight months of sales data, Steam reviews, and Metacritic scores accumulated. And that accumulated proof is what green-lit a print run.
This is the part of the indie economy that never gets explained properly. A physical edition announced on day one is a gamble — you’re pressing discs before anyone has played the thing. A physical edition announced eight months later is an investment decision made with actual numbers: the review scores are in, the Steam rating is settled, the audience is proven. Curveball Games didn’t have to guess whether Under the Island had fans. It had eight months of receipts. That’s why the June announcement — when Curveball and Top Hat Studios first revealed the physical release, initially targeting September before it slipped to October — could be made with confidence.
04 The Boutique Physical Economy
Curveball Games is the kind of company that basically didn’t exist a decade ago. Formed in 2025 as the publishing division of the wider Curveball Leisure Group, it does digital and physical distribution for indie and AA titles — and its stated aim is to “uplift games that we love” using established networks to bring them to market. That’s the boutique physical publisher pitch in a sentence: find a well-reviewed digital indie with a dedicated audience, handle the manufacturing, the multi-territory rating compliance, and the retailer relationships, and turn it into a shelf product.
The model works because the audience is specific. The people buying a boxed copy of Under the Island in October mostly already know the game — many played it digitally in February — and they want it for the shelf, for the collection, for the permanence. A limited print run sold through specialty retail and direct channels avoids the shelf-space negotiations and return policies that make big-box retail unworkable at these volumes. The separate USK edition for Germany, the PEGI and ESRB compliance, the publisher storefront logistics — that’s the unglamorous machinery that has matured into a legitimate secondary distribution channel for indie games.
And it pairs naturally with how indies actually break through now. A game can find its audience through a showcase like Triple-i’s, get a demo in front of players weeks before launch, or ride a subscription service’s monthly lineup — and then, months later, convert that goodwill into a second revenue act in a box.

05 Why an 82 Is the Perfect Score
Here’s the counterintuitive bit: Under the Island getting a physical edition is not despite its modest scores — it’s because of them. A 95-rated breakout doesn’t need a boutique publisher; it gets a retail deal on day one. A 60-rated flop can’t justify a print run at any price. But an 82 on Metacritic with an 87 on OpenCritic? That’s the sweet spot: enough critical validation to de-risk the manufacturing, enough of a devoted audience to move a few thousand units, and a low enough profile that nobody needs blockbuster sales to break even.
That’s the whole thesis of the boutique physical market, and Under the Island is now one of its cleanest case studies. Plenty of similarly scored indie adventures never get a boxed release at all — the cost and logistics simply don’t pencil out without a publisher willing to do the work. The fact that this one secured a multi-territory release eight months after its digital debut says more about Curveball’s confidence in its sales trajectory than about the game’s score relative to anything else. The score was the permission slip. The sales were the reason.
Sources
- The Gaming Ground — official press release (Swansea, UK, Oct 9, 2026): physical edition out today on PS5 (£24.99/$29.99) and Switch (£29.99/$34.99); published by Curveball Games with Top Hat Studios; PEGI/ESRB regions plus a first-for-Curveball USK release; Metacritic 82, OpenCritic 87; created by Johannes & Simone Grünewald. TGG · Oct 9, 2026
- RPGamer — Alex Fuller: Curveball Games and Top Hat Studios announced the physical release in June 2026; PS5 and Switch pricing; Nia and Avocado’s story on Seashell Island; digital debut across six platforms in February. RPGamer · June 4, 2026
- RPG Site — Top Hat Studios and Slime King Games’ digital launch announcement: February 17, 2026 on PS5, PS4, Switch, Xbox family, and Steam; 2D exploration-based action-adventure steeped in 90s charm with art by former Daedalic art director Simone Grünewald. RPG Site · Feb 2026



