Drifter is an open-world sandbox space trading game with a procedurally-generated galaxy 100,000 light years across made up of tens of thousands of star systems to explore and features an original soundtrack by composer Danny Baranowsky.
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發售日: 2014 年 03 月 4 日







Because Drifter is an open-world sandbox game we feel like it’s a good fit for Early Access. The game is already enjoyable and relatively bug free, however, it is missing a number of features that we feel should be in the game before calling it 1.0. We hope that this way you’ll be able to have fun with the game while it’s still being worked on; this will give us the ability to create the best game possible based on your support and feedback.

We’ve also created a roadmap on the Drifter wiki (http://celsiusgs.com/drifter/wiki/Development_Roadmap) so you can see where the game is currently, and where it’s headed, to help you make an informed decision before you support the game.

While there will likely be some bugs and hiccups along the way, we will strive to ensure that Drifter is playable and relatively polished during its journey to completion.

Thank you!

Early Access Pricing

Because Drifter is still in development, and as a way of saying thank you for supporting us, the game will be $11.99 while on Early Access. This is 20% off its intended full price of $14.99.”

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"A procedurally generated sandbox of fun, guns, trading and missions. So far I've been having a great time."

最近更新 檢視全部(8)

09 月 4 日

Drifter 0.6.2 is out!

Drifter 0.6.2 has been released!

Before I talk a bit about the update I just wanted to say that now that 0.6.2 is out and it isn't hanging things up, I'm going to attempt a new development track system as we move towards 1.0. Basically we're going to be working on two release tracks going forward with a small release every week or so and a bigger update being worked on in tandem with a longer ~1 month release cycle or so.

There are a few issues I'm hoping this will solve:

1) It will help keep up the momentum for us. There's a ton of stuff big and small that has to be done and getting releases out on a regular basis will be motivational and it will make sure that big and small picture items get addressed properly.

2) It will allow us to be more visible with what we're working on and avoid going silent on updates for long periods of time. I really don't enjoy getting into situations where people were getting concerned if the game was still being worked on or not and all I could do was to insist that it was. This way we show, instead of tell.

Anyway! That out of the way, here's more on 0.6.2:

Some highlights include the fact that I re-wrote the entire station docking control system to prevent people from getting stuck while trying to undock from busy stations!

We also added a new 3D animation system which will allow us to add little animations all over the place. For the moment it is being used to make the rock shields on the Aspis spin:

I've added a new Jumpdrive Console which, in addition to giving important information about your ship's jump drive now allows you to override the cooldown lockout. This comes with a risk of course, because your jump drive could overload and damage your ship (and void your warranty!):

Also we've added containers that you can deploy in space that you can use for storing things that you can't fit in your hold, such as the spoils of mining, or maybe the spoils of slightly less legal activities:

Finally we've added a new station type, the Agricultural Station:

There have of course been a number of other new icons added and bugs fixed. You can get the full details in the release notes page on the wiki:


Existing save games from 0.6.1 should still work with 0.6.2.


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07 月 1 日

The Year of Drifter!

The Beginning of the End

Don’t worry this isn’t a post about how we’re giving up. It is in fact the complete opposite of that!

Drifter has been in development for quite some time, almost going on 4 years now! It’s been somewhat slow going at times mainly because it’s a fairly big game and we’re a pretty small team. That said we definitely wouldn’t be here and Drifter wouldn’t exist as it does if it weren’t for the support of amazing people like you who believe in us and have been supporting us along the way.

Trying to juggle development and promotion over such a protracted development cycle has caused a lot of slip ups and it feels like its been hard at times to keep the momentum going. Thankfully we have been fortunate enough to have a game that suits itself well to Early Access and that people have been playing and enjoying it for quite some time now but it is about time we thought about pushing it towards version 1.0 and a proper release.

While there is still quite a lot of work to be done it feels like the end is in sight and if we can maintain a steady pace of development and enthusiasm throughout the rest of the year we’ll be very close to if not at 1.0 before the year is out!

That’s the idea behind The Year of Drifter: we’re going to try and turn the final push towards 1.0 throughout the rest of the year into a celebration of the development of the game. It’s my feeling that this will not only help us keep our pace up but it’ll be pretty interesting to you so you can stay tuned and watch as things come together. We’ll be trying some new stuff as well like live streaming and feature polls and, despite it being a single player only game, I have some ideas of some in-game events that we’re going to be running later on in the summer and going into the fall.

It should be an exciting time and I’ll hope you’ll join us!


As part of The Year of Drifter, and considering that folks have occasionally complained about the cost of shipping, I’ve managed to figure out how to offer FREE SHIPPING on the remaining posters and I’m offering a special deal where you can buy a poster and a copy of the game together as well.

Not only is it a sweet poster but buying one helps support the development of the game!


0.6.2 Is Incoming

I’m just putting the finishing touches on 0.6.2 and that’ll be released by this weekend most likely!

I’ll reserve a full post to go into the gory details but in 0.6.2 I’ve finally fixed the last of the docking queue bugs so you should never again get stuck waiting to launch your ship!

Also you’ll be able to buy special containers that you can permanently place in space as extra storage that you can use while mining (or being an evil pirate) so you don’t need to go back to base as often.

Finally I’m introducing a new mechanic where you can override the hyperspace jump cooldown if you need or want to jump more quickly. Obviously there will be a risk to doing this but I think it should add an interesting dynamic to the game.

0.7.0 And Beyond

After 0.6.2 I’m going to get back to working on the exploration related feature I keep teasing* as the next major milestone but do keep an eye on the Development Roadmap to see a broad list of what I have planned for the coming weeks and months.

*And no, it’s not wormholes (precisely).

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Drifter is an open-world sandbox space trading game with a procedurally-generated galaxy 100,000 light years across made up of tens of thousands of star systems to explore and features an original soundtrack by composer Danny Baranowsky. Take on the role of a spaceship captain attempting to eke out a living among the stars by trading goods between star systems, hunting pirates for bounties, mining asteroids for valuable ore, or even becoming a pirate yourself. The choice is yours!


Mac OS X
SteamOS + Linux
    • OS: Windows XP SP1
    • Processor: x86 1.5 GHz
    • Memory: 1 GB RAM
    • Graphics: 256MB OpenGL 1.5 compatable
    • Storage: 1 GB available space
    • OS: OS X 10.6
    • Processor: x86-64 1.5 GHz
    • Memory: 1 GB RAM
    • Graphics: 256MB OpenGL 1.5 compatible
    • Storage: 1 GB available space
    • OS: Ubuntu Linux 12.04 LTS or equivalent
    • Processor: x86 1.5 GHz
    • Memory: 1 GB RAM
    • Graphics: 256MB OpenGL 1.5 compatible
    • Storage: 1 GB available space
24 人之中有 21 人(88%)認為這篇評論值得參考
3.8 記錄時數
張貼於:11 月 9 日
I backed Drifter on Kickstarter. It got funded in juni 2012. More than 3 years later next to nothing has changed. Might still have potential, but the developer probably doesn't care anymore. Very infrequent updates change next to nothing.
I'll revise this review if this game ever gets finished.
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54 人之中有 48 人(89%)認為這篇評論值得參考
有 2 位使用者認為這則評論很有趣
6.7 記錄時數
張貼於:07 月 1 日
So you feel like playing an open world space game, but you don't want to go HAM and play one of the super complex/hard ones like Elite Dangerous, Oolite or even EVE? This game got you covered!

Drifter has all the elements you would expect from a good space exploration/"simulation" game but packaged in a much more casual way, while still feeling very sandboxy with little handholding.

Things you can do with this game:
  • All the activities you would expect you could do: Trading, bounty hunting, mining, courier jobs etc.

  • Play with your left hand while drinking a cup of coffee with your right hand! Drifter has very simple controls and you can reach almost everything with your WASD hand. Only the occasional mouse input is needed. Gamepad's an option too.

  • Experience the thrill of a newtonian physics model! But this time it's much less of a mindfluck because it's restricted to a 2D plane.

  • Play it on your old computer! Has constant 60 FPS on my ancient Linux machine which has only 2GB RAM which it has to share with the low-spec Intel integrated graphics card. Yep! Awesome performance!

All in all even with the limited scope of the early access beta Drifter has hit a wonderful balance of simplicty and open world space simulation and I'm excited to see how the final game will look like!
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80 人之中有 63 人(79%)認為這篇評論值得參考
有 1 位使用者對這則評論感到有趣
37.3 記錄時數
張貼於:07 月 30 日
There is nothing happening with this game aside from meaningless trade item updates.

Whats actually wrong:

1. No factions. This alone breaks the game by it's very nature. There are things to do like trading and mining but these things are pointless given the fact that you can just hang around a space station killing everyone who leaves and then selling the loot to said space station without anyone being upset about the means in which you acquired these goods.

2. There is no galaxy. It's just an illusion. All solar systems are basically empty, sure there may be a star and some planets but the only thing to interact with is space stations. A vast majority of the galaxy has zero space stations so there is no reason to venture beyond more than 3-5 solar systems in your entire play though. Also, every Earth-like planet is literally Earth.

3. No AI whatsoever. All enemy ships follow the exact same pattern of attack. This is most evident if you alter the games files to allow yourself enough speed to outrun the enemy. All enemies will spot you, dive towards you firing at you while never trying to lead you with there weapons. They will fly by you and turn to shoot again. If you go faster than them by editing the games files to get in front of them they will ignore you and turn away from you to shoot at where you should be.

After collecting all the ships and playing through the game I initially thought there was a lot of reason to think Drifter had a really bright future. However, after seeing none of this games issues ever being addressed in an honest light by the Dev and seeing updated that included literally nothing but items the players could have added themselves by playing with the game files I cannot recommend this game to anyone. Nor do I think anything is really going to come of Drifter. Instead of making a game I believe this developer is concentrating on making the illusion of a game.

Tip: You can save at a station, exit the game, reload and the station will have 50% of it's inventory respawned!
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56 人之中有 41 人(73%)認為這篇評論值得參考
11.4 記錄時數
張貼於:07 月 3 日
In its current state I can hardly recommend this early-access game. I bought this game following the anouncement of the developer that the release 1.0 version would occur in 2015 and checking quickly the current "roadmap".

Apparently the developer insists on making a game with 20k systems in a huge galaxy and I was not impressed after 11 hours of gameplay, which is pretty much all I needed to exhaust the current content of the game, having made more than 60 millions creds in that period of time. Now I am fully aware of the early access status and I do not mind missing features or placeholders.

The current graphical content is pretty nice, music is ok. What bothers me is here below and is mainly about gameplay, UI and game design:

  • Economy is not dynamic - if you like to trade, that means you find a route or two and with each jump it will reset the quantity of good on each planet, allowing you to "grind" the same spot all the time (boring really quick though).
  • In fact, trading is pretty straight forward, you calculate how much profit you make per ton on each merchandise and depending on the quantities available on each station (and your cargo capacity) then you start the grinding (hundreds of times).
  • Asteroids systems! Sucks. Depending on your spawn point after jumping, you may end up having to cross the belt 2 times to reach the station.
  • Launch from starbase sequence - 10 seconds wasted (I use this timeframe to setup my navigation). Option to deactivate game cinematics (or shorten them)?
  • Wait for docking bay? Wtf mechanic, occurs NPC ships are docking and you may end up waiting up to 40 seconds doing nothing. <-- Apparently this was fixed in 0.6.2 Thumbs up!
  • Horrible UI - hope it will get improved. For example if you check the (nice feature) remote trading offers, you don't see the quantity of goods in your current station and you cannot purchase directly from this part of the UI. Basically you have to press ESC (or the cross) three time, then press a button to exit the pilot area, press a button to go the trade area, then press another button to go to the stock exchange. By then, you better remember which goods you may make a profit with, and if you have creds and space left, well, you have to redo the whole thing again to fill your cargo.

  • Pretty simple technique, it only gets difficult when you face multiple enemies. The AI basically charge you, pass you by, rotate and repeat. It is bugged for the slower ship if you get close enough to it and the "thougher" enemy in game is actually only a time waster (well, till you get more decent equip, with the max gear, they are sitting ducks and blow very fast like anything else)
  • Itemization is too simple. I expected a simple game in terms of combat but to that level?!? So you have Guns and Missiles. Guns are divided in 3 main types, each of which has 3 main archetypes (low damage+fast, average everything, high damage+slow put it simply)
    - kinetic, uses ammo and consume little to no energy
    - beam, continuous high damage and low range
    - energy bolts, average damage
    Missile are divided in 2 main types which are rockets (dumbfire) and missile (guided) with variants like MK2 shooting and locking faster or dual fire launcher.
    And that's it.
    Defensive systems and upgrade rely on the same simplicity and archetypes, i.e. your can setup armor that increase your speed/manoeuvrability at the cost of HP's, or setup an armor that reduce those while increasing HP.
  • No encounters beside missions. Well, civilian ships you may attack, but that is pretty much it.
  • Once you found a technique (even vs 3 opponents) to dish out damage while allowing your shield to recharge (taking a few hits is inevitable), combat really is simple and quickly boring. Beside, once you upgrade with anything but starting lasers and equipment, you roll over anything. Boring (if I did not mention it several times already).

  • You can buy a mining laser, which take the space of your guns. You drop more Ore when you finally destroy an asteroid.
  • You can destroy asteroid faster than with a mining laser with your normal weapons, you don't get the extra Ore drop yet you still mine faster than with mining stuff and it makes it up for it.
  • Once you go back to a station with your cargo full hoping for profit, surprise! You can do only one thing with the various types of Ores which is find a mission which ask you to provide some.

  • Patrol missions - the most rewarding and also the longest - are a pain in the neck. While the mission spawns some pirates (usually offering individual bounties that are altogether worth 3-4-5 times the final reward) which is nice, you still have to go through sometimes 5, 6 or more waypoints with no visual feedback if you cleared that one or not. At the end for a simple game, it tends to get you to do a lot of things in a complicated manner. Also, sometimes... well actually most of the time, you cannot complete the mission because somehow there is either a bug or a ship spawned or goes anywhere but near the waypoints (2 or 3 hours of my playtime where actually spent drifting in circles in the same galaxy till eventually I gave up)
  • Other missions and single target missions are ok, nothing amazing though.

  • Most likely the most fun. Civilian ships spawns around stations (or if you want extra challenge, attack miners in asteroid belts as the rocks are the most dangerous).
  • Sadly not challenging at all, unless you shoot 3-4 ships and make them all hostile, civilian don't help each others and no security force shows up or anything.
  • Loot system is currently frustrating at early stages, as most of the time ships do not drop anything. If they do drop stuff, it is only equipement. This makes it pretty profitable to grind some civilian ships for a while, especially when you are already geared with with decent stuff (I personally prefer the 3 guns/2 missiles fighter) and usually destroy any ship in 1 passage. Sadly there is no much point anymore at this stage for making money.

  • Keybinding lacks options. Why is there even a "mouse control" option ('m') if I cannot assign stuff to mouse buttons?
  • Too many unecessary steps and chores (going back and forth) are induced by bad UI choices. In a game of this simplicity you would expect more attention to such things (do the developers play their game? or games at all?)
  • The acceleration mode is slow to engage and could also be improved. Ending up waiting 40-60 seconds to reach a station is fun the first 20 times, then it gets annoying.

I did not expect a complex game, neither that is what I wished for. I was fine with an Elite-lite concept. Yet, considering the game is to be released in 6 months, I fear most of this time will be set to fill in the graphical place holders and add a few new features. Although the base is not solid and this game, even at realease, may only be "fun for a few hours". Its prettiness (both graphical and sound, which are both more than decent for the price tag) won't make me forget that I personally prefer content (and I do not mean 20k systems here, but a gameplay reason that will ensure I will be willing to spend enough time to be willing to visit them). Content that may drastically lack even at the end of 2015.

I reserve myself the right to modify or remove this review should I be sufficiently and positively suprised by the final product which I really hope. This game has potential, but in its current state and even for such a low pricetag I cannot recommend it.
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21 人之中有 17 人(81%)認為這篇評論值得參考
31.5 記錄時數
張貼於:08 月 8 日
I was skeptical at first about the 2d space sim, but it won me over with solid gameplay, and great trading system. I am a little disappointed by the lack of variety, or information about the various planets. It would be nice to do some exploring of the planets and learn interesting facts, or find artifacts to sell or something. Instead you get a very generic description of the planet. The stars all look the same, and there seems to be a limited ammount of space stations. But the fighting, trading, and ship customization is very well done. I don't know what all I can buy to add to ships, but I have been so torn by ship setups that I have parts in storage that I will switch out to change my fighter into a hauler, or my hauler into a miner. Sounds like I may be discouraging you to buy, but it truly is addictive and fun to play. That's what truly matters.

Huge galaxy
pretty graphics
interesting tactical battles with good physics (especially when taking on a pack of enemies)
Trading is fun and rewarding if you can haul enough in your ship and investigate the stations along your mission track.
strangely addictive.
mission system that keeps you moving about the galaxy instead of just hanging around one area.
has an auto dock function!!! (after playing elite dangerous I sooooo love this) btw I know you can put an auto dock on your ship but it takes up a valuable spot where you could have something more important to the acutal gameplay in elite dangerous.

limited missions.
killing enemies is the best way to make money instead of hauling or mining or missions. unbalanced in that way.
solar systems are too similar. Sure that asteroid field can make a fight more challenging, but that's about it from what I've seen. We want rewards for checking out the various planets and stars!!
no real exploring. Every system is populated that I've seen.
needs more ship variety.
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