Lore & Development
Humans in The Isle
Humans are the other story on the island. Two distinct groups walk Isla Spiro and Gateway — both genetically modified, both reacting differently to the dinosaurs around them. Officially split into Generation Two(the engineered “perfect humans”) and Generation One (failed early experiments turned feral). Several mutated Strains sit alongside both.

The two generations
Every “human” on the island traces back to one of two genetic programs. They look different, behave differently, and respond to the dinosaurs around them in distinct ways.
Generation Two
(Mercenaries)Playable faction (in development)- Origin:
- Engineered by Apollo Engineering (AE)
- Traits:
- Customizable, mentally stable, the closest thing to 'baseline human' on the island
Generation One
(Tribals / Cannibals)Upcoming playable faction- Origin:
- Failed early experiments — abandoned, then survived
- Traits:
- Monstrously altered, unstable, hostile
Apollo Engineering & the Generation Two role
Generation Two characters — particularly those affiliated with Apollo Engineering (AE)— have a built-in objective beyond surviving the wildlife: they're tasked with refurbishing and reoccupying key structures across Isla Spiro and Gateway. Locations slated for AE redevelopment include:
- A Radiotower — used for long-range comms across the island.
- A small Outpost — forward operating site, defensible.
- A Bunker — hardened shelter, likely the most contested spot once humans go live.
That structural-objective layer is what makes humans more than “another playable species” — they have a reason to fortify and hold ground, while dinosaurs roam freely. Expect contested zones once both factions are live.
Generation Two customization
When humans land, Gen 2 players will be able to customize their character with several appearance options:
| Feature | Options |
|---|---|
| Gender | Male / Female |
| Hair | Multiple hairstyles |
| Skin tone | Various tones |
| Face | Multiple face presets |
Gen 1 Tribals are not customizable — their appearance is rolled from the strain pool (or generated procedurally, depending on final implementation).

The Strains
Beyond the two main generations, the island holds three documented Strains— mutated humanoid variants distinct from both Gen 1 and Gen 2. Each one is a different answer to the question “what happens when human biology gets rewritten and survives anyway.”
The Eyeless
Sightless, hyper-sensitive to sound and smell. Not to be confused with the original Gen 1 cannibals — the Eyeless are their own thing, mutated beyond recognition.
Neurotenic Mastermind
A predator that hunts with intent rather than instinct. The dangerous one — coordinated, planning, patient.
Tissoplastic Reaper
A walking biohazard — flesh that re-shapes mid-combat. Built to survive what shouldn't be survivable.
Where humans sit on the roadmap
Afterthought Studios has stated repeatedly that humans come after the dinosaur roster is feature-complete. The dev focus during the Evrima cycle has been on getting the dinosaurs locked down — completing species-specific mechanics, balancing combat, finishing growth + Prime systems — so that the same development effort can carry forward into human gameplay once the pipeline is stable.
Practically, that means humans appear in lore + community discussions long before they're a real game mechanic. The bEnableHumans flag in Game.ini stays mostly disabled on community servers because the current implementation is a stub, not a real faction.
Related
- • The dinosaur roster — what humans will eventually be hunting and being hunted by.
- • Mutations — the genetic-modification system that overlaps thematically with what Apollo Engineering does to its Gen 2 stock.
- • Official DevBlogs — the canonical source for new human content as it ships.
Human content is described per current developer commentary + community-visible design documents. Specifics may change before the faction goes live in Evrima.
