Five Nights at Treasure Island is a horror adventure fangame inspired by Five Nights at Freddy's, initially developed by AnArt1996 and released as a demo on December 1, 2014, with the full version 1.0 launching on January 26, 2015.[1][2] The game's core gameplay revolves around surviving five nights in a haunted, abandoned Treasure Island theme park by monitoring security cameras, managing limited resources like power and items, and hiding from hostile, distorted versions of classic Disney characters such as Photo-Negative Mickey.[3] Throughout its development history, Five Nights at Treasure Island experienced multiple ownership changes, passing from AnArt1996 to developers like StellaWisps and Nocturnum before being remastered by the Radiance Team in version 6.0, released on November 28, 2020, which overhauled graphics, mechanics, and content to modernize the experience.[4][5] This remaster revitalized the series, leading to the official sequel Oblitus Casa, developed by the Radiance Team and released on November 28, 2022, which expands the lore with new environments and narrative elements centered on a cursed orphanage.[6]
Overview
Plot Summary
The plot of Five Nights at Treasure Island centers on Jake Smith, an intern for the Supernatural Studies Association, who is tasked with collecting data from the abandoned Treasure Island theme park, a former Disney resort rumored to be haunted by malevolent entities.[7][8] As he monitors the island over five nights, Jake uncovers the park's grim history, including mysterious employee deaths, suicides, and supernatural incidents linked to the closure of the attraction due to controversies and accidents.[9] These revelations unfold progressively each night, revealing how the spirits of deceased workers have possessed photo-negative versions of Disney characters, such as Photo-Negative Mickey, turning the park into a deadly trap.[7]In the game's climax and ending sequences, surviving the nights leads to additional lore through hidden tapes and events, exposing a deeper conspiracy involving corporate cover-ups and the origins of the hauntings, culminating in Jake's escape or confrontation with the island's darkest secrets.[3] The narrative draws from the "Abandoned by Disney" creepypasta, emphasizing themes of corporate negligence and the supernatural consequences of tragedy.[10]
Setting and Characters
The setting of Five Nights at Treasure Island is an abandoned theme park known as Treasure Island, inspired by the creepypasta "Abandoned by Disney," which fictionalizes an abandoned Disney resort in Baker's Bay, Bahamas, loosely based on a real unfinished development project by Disney that was abandoned during construction.[11][12] This eerie location evokes a sense of isolation and decay, with overgrown vegetation, dilapidated structures, and an overall atmosphere of forgotten joy turned nightmarish, drawing from the creepypasta tale of Disney's mismanaged expansion project.[3] Key areas within the park include the protagonist's confined office for monitoring surveillance, backstage corridors used for storage and preparation, and luxurious yet abandoned suites that hint at the park's former grandeur.[7]The protagonist, revealed in the lore to be Henry Miller (also known as Undying), begins as an intern for the Supernatural Studies Association assigned to investigate the haunted site, transitioning into a night guard role amid the escalating supernatural threats.[13] Henry's background ties into the broader narrative of escape and survival from otherworldly forces, positioning him as a reluctant explorer of the park's dark secrets.[14]Among the antagonists, Photo-Negative Mickey is a primary threat, depicted as a distorted, inverted-color version of the classic Mickey Mouse character originating from eerie encounters in the creepypasta inspiration, where it lurks as a photo-negative mascot suit possessed by malevolent spirits.[15] In the game's lore, this entity exhibits relentless pursuit behaviors, emerging from storage areas to stalk the premises, symbolizing the corruption of beloved Disney icons.[16]Oswald the Lucky Rabbit appears as a shadowy, black-and-white humanoid figure based on the early Disney character, twisted into a haunted suit that embodies neglect and forgotten history, often manifesting in hidden corners with unpredictable, lurking tendencies driven by the park's cursed energy.[17] Other antagonists include distorted versions like The Face, a menacing, eyeless entity representing abstract horror, and Suicide Mouse, a suicidal toon variant haunted by its own demise, each rooted in warped interpretations of classic animations and contributing to the lore's theme of animated abominations coming alive in the abandoned resort.[13]
Gameplay
Core Mechanics
Five Nights at Treasure Island's core mechanics revolve around survival horror gameplay inspired by Five Nights at Freddy's, where players manage a limited power supply—present in versions such as Remastered 2.0—to operate critical tools for monitoring and defending against suit or toon threats. The power resource is used to operate the security monitor for viewing different areas of the staff building where Jake Smith spends the nights, as well as for strategic purposes like buying time for cameras, with usage consuming power based on duration.[18][19][20][21]Players employ additional tools such as a flashlight to check for threats in close proximity and the security monitor to track suit or toon movements; the monitor can also be used to lure threats by shutting off specific cameras, while hiding under the desk serves as a last-resort mechanic to evade detection when power is low or threats are imminent.[22][23]The risk-reward system is central, as depleting the power supply leaves the player vulnerable to attacks, resulting in a game over, forcing careful balancing of resource allocation to survive until 6 AM.[24]
Night Progression and Challenges
In Five Nights at Treasure Island Remastered 6.0 (the Radiance version), the gameplay is structured around six main nights, each lasting from 12:00 a.m. to 6:00 a.m., with escalating levels of difficulty as the nights progress, primarily through increased suit and toon activity and aggression.[25] On Night 1, players are introduced to basic surveillance using cameras to monitor the haunted Treasure Island theme park, facing primarily Photo-Negative Mickey as the initial threat, who moves slowly and predictably, allowing newcomers to learn core monitoring and defense strategies without overwhelming pressure.[26]As nights advance, additional suits or toons such as Oswald the Lucky Rabbit and Disembodied join on Night 2, increasing the number of active threats and requiring more frequent camera checks and quicker reactions to prevent incursions into the office.[27] By Night 3, characters like Impurity and Acephalous become active, introducing new movement patterns and faster approaches that demand precise timing for defenses like using the flashlight or hiding under the desk, while power management becomes more critical due to heightened energy consumption from constant vigilance. On Night 3, Henry Miller calls Jake to inform that he has been trapped in Pirate Caverns on Floor 2 and asks him to come find him, shortly before being cut off.[28][14][29] Night 4 ramps up the aggression further with the addition of The Face, where suits and toons exhibit more erratic behaviors and coordinated attacks, often leading to rapid power drain if not handled adeptly, testing players' multitasking abilities under mounting tension.[30]Night 5 introduces Undying to the roster, intensifying pursuits from nearly all suits and toons at high aggression levels.[31] The culmination arrives in Night 6, a special final night that replaces most previous suits and toons with Hourglass as the primary threat, featuring unique mechanics and maximum difficulty, where survival hinges on flawless execution amid near-constant threats and minimal margins for error. Later on Night 6, Henry Miller calls Jake to tell him he has discovered the code for the vault on Floor 3 of Pirate Caverns, which is 3497.[32][14][29])Pirate Caverns is a key area in the game, consisting of three floors that serve as exhibits. In this area, players deal with specific threats such as The Face, which is countered by using the flashlight, particularly in the vents, and Undying, who teleports on Floor 2 and is avoided by standing still.[29]Survival objectives across all nights involve monitoring cameras to track suit and toon positions and deploying limited defenses such as the flashlight and hiding to repel them from entering the office, with success achieved by enduring until 6:00 a.m. without depletion of power or direct confrontations.[3] Failure occurs via jumpscares, triggered when a suit or toon reaches the player undetected or undefended, resulting in an immediate game over and restart of the night.[25] For replayability, a Custom Night mode follows the main nights, enabling players to adjust individual suit and toon AI levels from 0 to 20, creating personalized difficulty challenges beyond the preset progression; this mode also unlocks Sparky, a brown dog animatronic exclusive to Custom Night in version 6.0.[3][33]
Development History
Initial Creation
Five Nights at Treasure Island originated as a fan-made horror game developed by AnArt1996, inspired by the mechanics of Five Nights at Freddy's while incorporating Disney's Treasure Island theme park elements with a horror twist.[1] The project began in late 2014 as a solo endeavor, drawing on the popularity of survival horror games featuring animatronic characters, but adapting them to a haunted theme park setting centered around Mickey Mouse and related figures.[34] AnArt1996's creation emphasized atmospheric tension through modified gameplay, such as the absence of traditional doors and lights, to heighten the sense of vulnerability for the player.[1]The initial demo was released on December 1, 2014, marking the game's public debut and showcasing early prototype mechanics and assets developed over the preceding months.[35] This version utilized GameMaker Studio as the primary engine, allowing for the construction of 2D environments, animatronic behaviors, and survival-based challenges within the confines of a single night shift at the fictional Discovery Island.[35] Key assets included custom sprites for characters like Photo-Negative Mickey and Oswald, which were hand-crafted to evoke an eerie, distorted Disney aesthetic, laying the foundation for the game's horror elements.[1] The demo's limited scope focused on core survival objectives, such as monitoring cameras and managing limited resources, while introducing unique threats that deviated from the source material.[34]Following the demo's release, the full version 1.0 was completed and launched on January 26, 2015, refining the prototype into a more polished experience without major overhauls.[35] This initial phase of development remained under AnArt1996's sole direction, though it soon led to subsequent ownership changes as the project's popularity grew.[34]
Ownership Changes
Following the release of version 1.0, Five Nights at Treasure Island experienced multiple ownership transfers among various development teams. The title was originally created by AnArt1996, who handed over ownership to The Purity Sinners.[4]Subsequent handovers occurred to Stella Wisps (formerly SubwooferX3) and Blackout, followed by Nicchi (also known as Blackout1912).[36][4]Ownership then passed to Nocturnum, who later transferred it to the Radiance Team in the late 2010s.[4][37]These changes were driven by factors such as developer burnout and challenges with fan content creation, leading to interruptions in development continuity but also enabling continued updates like bug fixes and new content additions under interim owners.[38]
Release and Versions
Original Releases
The original demo of Five Nights at Treasure Island, developed by AnArt1996, was released on December 1, 2014, featuring only the first night and serving as an early showcase of the game's haunted theme park survival mechanics.[1] An update followed shortly after on December 2, 2014, adding Night 2 along with bug fixes to improve stability and player experience.[36] This demo was distributed primarily through Game Jolt, where it quickly gained traction, including positive initial feedback from players and a popularity boost from YouTuber Markiplier's playthrough on December 17, 2014.[39]The full version 1.0, often referred to as the Remastered 1.0 demo in archival contexts, launched on January 26, 2015, expanding the content to include the remaining nights (up to Night 6), multiple endings, and refined assets such as improved graphics and audio for a more immersive horror atmosphere.[40] This release was also hosted on Game Jolt, maintaining the game's primary distribution platform under AnArt1996's original ownership.[40] Early patches, such as minor updates to version 1.0 through 1.3, addressed gameplay balance and technical issues reported by the community, ensuring smoother progression through the night's challenges.[40]
Remaster and Sequel
The Radiance Team, having stabilized ownership of the project, released a remaster of Five Nights at Treasure Island as version 6.0 on November 28, 2020.[5] This version served as an official update to the original game, incorporating enhancements such as improved graphics, redesigned rooms, and edited locations from prior iterations.[5] It also included new content, bug fixes, enhanced audio, and additional endings to refine the overall experience.[5]Building on the remastered foundation, the Radiance Team announced and released Oblitus Casa, the official sequel, on November 28, 2022.[41] This expansion of the Treasure Island universe introduced new mechanics, including advanced point-and-click horror elements, while advancing the story as the final chapter in the series.[6] Oblitus Casa emphasized a deeper narrative involving haunted settings and character developments, distinguishing it from the original game's survival-focused nights.[41]In 2023, the Radiance Team announced an upcoming remake of the game, designated as version 6.5 and titled Treasure Island, serving as a reboot of the 2020 remaster. This version introduces new gameplay mechanics, updated models, and a more coherent story that integrates more effectively with Oblitus Casa compared to the original. The release date is to be announced (TBA).[3][42]
Reception and Legacy
Critical Response
Five Nights at Treasure Island, particularly its 2020 remaster by the Radiance Team, has garnered generally positive user reviews on indie gaming platforms, with an emphasis on its effective horror atmosphere and tribute to the Five Nights at Freddy's formula. On IMDb, the game received an average rating of 7.6 out of 10 from 18 user votes, reflecting appreciation for its tense survival mechanics despite some repetitive elements borrowed directly from the original series.[43]Fan aggregators have similarly noted strong horror components, with Backloggd users assigning an average score of 3.4 out of 5 across 73 ratings, praising the game's spooky ambiance and faithful homage to FNAF-style gameplay while acknowledging it as "decent for what it is" without groundbreaking difficulty.[44] A detailed extended review on Game Jolt described the 2020 version as a "great final release" of a long-troubled fangame, highlighting its atmospheric tension but critiquing areas where gameplay could be refined for better engagement.[45]Critics of earlier iterations, such as the 2014 demo and subsequent versions up to 1.0, frequently pointed to technical glitches and instability as major drawbacks that hindered the overall experience.[46] Reviews of the remaster, however, commended significant enhancements in visuals and accessibility, transforming it into a more polished and approachable horror title that better realizes its potential.[45] Overall, aggregated scores hover around 7-8 out of 10 for its horror strengths, establishing it as a notable entry in the FNAFfangame genre.[44]
Community Impact
The release of the demo for Five Nights at Treasure Island in December 2014 sparked significant growth in its fanbase, largely driven by YouTubeLet's Plays from content creators who showcased the game's unique horror elements and gameplay mechanics.[47] These videos, often highlighting the tense survival nights and eerie Disney-inspired atmosphere, attracted thousands of viewers and encouraged community sharing, with popularity peaking shortly after the demo's launch as players explored and discussed strategies online.[48] Additionally, the game's challenging structure fostered a dedicated speedrunning community, where enthusiasts competed to complete nights in record times, further amplifying engagement through leaderboards and shared records on specialized platforms.[49]Within the broader Five Nights at Freddy's (FNAF) community, Five Nights at Treasure Island inspired extensive creation of mods, fan theories, and crossovers that expanded its lore and integrated it with other fan projects. Modders developed custom content such as ragdoll models and props based on the game's characters, allowing players to recreate scenes in other games like Garry's Mod and fostering collaborative creativity.[50] Fan theories proliferated, delving into the game's narrative ties to the "Abandoned by Disney" creepypasta, while crossovers emerged in role-playing scenarios and mod packs that blended elements from FNAF and Treasure Island universes, strengthening ties across the fangame ecosystem.[48]As a pioneering Disney horror fangame, Five Nights at Treasure Island established a lasting legacy by inspiring subsequent titles that explore similar themes of haunted theme parks and corporate decay, while prompting discussions on the ethical and legal use of intellectual property in non-profit fan works.[3] Its foundation in the "Abandoned by Disney" creepypasta highlighted creative reinterpretations of beloved characters like Mickey Mouse in horror contexts, influencing a wave of similar projects and debates about fair use in gaming communities.[50] This impact is evident in the game's role as a benchmark for how fangames can blend established IPs with original horror narratives without commercial intent.[48]