Band together to build skyships and explore the floating islands of a shattered world. Find lost technology, unearth the mysteries of past civilisations, and join or fight other players in the quest for knowledge. Play the first unscripted sandbox MMO with real-time physics.
Recent Reviews:
Mixed (106) - 66% of the 106 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (830) - 73% of the 830 user reviews for this game are positive.
Release Date:
May 24, 2017
Developer:
Publisher:

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“At Bossa, the voice and opinions of our community are really important to us, and we take great pride in working closely with players to shape the direction of our games. In Worlds Adrift we’ve taken open development to the next level by including islands that have been hand crafted by our talented and passionate community via the free Island Creator.

Now that we’re in CLOSED BETA, and to make sure that our community have the best possible experience, we’re offering access to the game through a range of Founder’s Packs.

As previously announced, the Founder’s Packs will initially be available in limited batches to players so we can make sure we fully manage any queueing problems, server instabilities, lost progress and other issues that large multiplayer games might suffer from at launch. Once we know that players are having a good experience, we’ll allow more and more players into the game by releasing new batches of packs.

Whilst this ensures those playing will have a smoother ride, the side-effect is that not everyone will be able to play the game on day one, and we appreciate your patience and support on this.

When we’re confident you’re having a great time, we then hope to enter into OPEN BETA, where together we can all make Worlds Adrift the best sandbox MMO experience there is!”

Approximately how long will this game be in Early Access?

“Our Closed Beta is expected to last several months (not years…); the exact duration of which we we will define together as studio and community, and will be driven by the quality of player experience as we continue to grow.

Though Bossa Studios have an overall roadmap for Worlds Adrift, we want the future of the game to be driven by you, our trusted players. We’ll leave Early Access when we feel the game we’ve created together has the right feature set for a full launch and we can celebrate this incredible achievement with everyone!”

How is the full version planned to differ from the Early Access version?

“Some features we’ve been working on recently that are now part of the Worlds Adrift Closed Beta experience include character creation, more procedural engines, wings, and cannons, a fully scannable world, and more.

What’s up next largely depends on you, but we plan to roll out the following in the future:

- Additional biomes
- New types of ship parts
- Shipbuilding progression
- Alliance creation and management brought in-game
- New creatures

We’re planning to release frequent patches during Closed Beta - spot something we should know about? Head to our forums to tell us!

We are also hoping to deliver regular major content updates with new features.”

What is the current state of the Early Access version?

“The current state of the game is a Closed Beta version, and we are focused on involving the community to help us make the Early Access version a sandbox MMO with a scale and complexity never seen before!”

Will the game be priced differently during and after Early Access?

“As part of our research into pricing for the Founder’s Packs, we consulted our amazing community of Worlds Adrift Alpha players via surveys and emails, as well as MMO player Focus Groups. We also did a robust competitor analysis to make sure our pricing reflected similar games on the current market, and we will continue to make sure the Early Access version is competitively and fairly priced.”

How are you planning on involving the Community in your development process?

“As with all our titles we want to work as closely as we can with the community during the development of Worlds Adrift. From getting your feedback on bugs to finding out what features are most important to you, we really need you to be involved. Make sure you follow the game to take part!”
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Please note that even though the game is available worldwide, the interface and customer support are only available in English language.

Buy Worlds Adrift - Wanderer Founder's Pack

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Recent updates View all (127)

September 22

A Quick Update



Hi everone, our Worlds Adrift Producer, Herb, has given a quick update on the bugs and other issues that we're currently tackling on our official forums, where he also poses a question to the community that we'd like to hear your thoughts on.

You can find the post here.

A quick overview for here is:

The Client Freeze

We’ve knocked out a nagging memory leak, a compatibility issue between the island shaders and the version of Unity we’re using which could have caused a big freeze.

Island Lighting Inefficiencies

We’re looking at a couple more potential sources of inefficiencies in the island lighting solution, and a bug in the materials shader for ship parts (the thing that colors and tints an object correctly based on what materials you made it from).

There'll be more updates coming out soon, so make sure to keep an eye out for them, but we hope this shows a small glimpse of the progress we're making.

Also, if you have an interest in the way we create the great effects in Worlds Adrift, you should read our previous update by our resident VFX Artist, Jason.

-The Worlds Adrift Team-
0 comments Read more

September 22

Visual Effects, Revisited



Hi there, I’m Jason the Visual Effects (VFX) artist for Bossa. As a bit of background, I’ve been working in games for a long time and over the years I have had the chance to work in various areas of computer graphics, but the one field I always return to is VFX. For me VFX is about creating dynamic visuals to better enhance the game experience.

VFX is the art of blending light, objects, particles and animation with some storytelling. By “storytelling” I mean being able to communicate what an action, object or enemies purpose in a visual form.

For example, when a player jumps and lands on the ground a puff of dust blows out from the impact point, and maybe some stones flick out. This effect tells the player they have landed safely onto a stony/dusty ground. Maybe next time the player falls from a higher height but lands in a heap. The VFX needs to reflect this and the `story` of this effect is a bigger dust cloud that spreads quicker from the impact point and lingers longer in the air. We add in more stones and even cracks on the floor. With just a few tweaks, the player now knows that landing was a lot heavier.

How Effects Begin

When creating an effect for Worlds Adrift, I need to understand what the effect is trying to tell the player. I spend time with designers and artists to figure out what the characteristics should be. I then build a basic first pass version with Unity’s particle system. We then test this in the game to see if these ideas work and to get feedback. Next I do a second pass of the effect incorporating these changes. After another round of feedback and iteration, I’ll build a final pass, and hopefully this is then signed off and ready.

All effects start with an emitter, the most basic component of any particle system. Think of it as a continuous firework whose attributes you can change on the fly. Once the designer is happy with the basic effect, I start layering on additional emitters to create more depth and give it its own personality. Below is a typical setup for a multi emitter effect.



Worlds Adrift has so many effects covering everything from simple dust motes to large ship explosions. We have creature and player effects that need to show what they are doing – are they eating, exploring or fighting? We have different impacts and explosions for wood, stone, metal materials and contact impacts for different surfaces, etc… the list is extensive but all necessary to add that extra level of life and contextual feedback to the player’s manoeuvres and interactions.

A lot of effects are now at first pass stage; we’re gradually adding effects in slowly to make sure they work correctly, but also to make sure they don’t have a negative impact on the game. If an effect has too many particles, is too large, or stays on screen for too long, it can cause the game to slow down. So my job is to make sure the effects are running as optimally as possible, especially in such a vast game as Worlds.

To give you a taste of how I create some of these, I’ll break down the sequence for the revival chamber, which hasn’t been implemented into the game yet. The chamber has three parts, and all emitters need to be timed to work correctly. The story of this VFX is that this room has the power to bring players back to life. The room is big and tall so it needs to make use of this space. A powerful force has to happen to bring someone back, so it needs a build up sequence. I also need a focal point for this build up phase and another for when the power is discharged. This regeneration sequence needs to be quick so it doesn’t grate with the players.

So now that I have the sequence story, I can start building the effect. I start with the charging up sequence. I create a pulling inward effect which sucks energy from the surrounding area towards the roof. This is the first focal point. I add attributes, emitters, offset timings, colours, etc. till I get the look I want.



Next is the discharge beam. Once sufficient power has been gathered. A beam fires down and impacts the chamber floor. I use the charging up emitter as a starting point and edit the attributes to create a long beam from roof to floor.



And the final effect is the discharge impact. Once the beam makes contact with the floor an explosion of particles acts as a reveal for the freshly revived player. The explosion needs to be big enough to cover the players respawn but also bit of a spectacle to convey its regenerative qualities. Once you have built the various emitters for the whole effect. you put them together adjust the timings till you get final effect. The charging up is still a bit long but it’s just first pass.



That’s a very simplified explanation of VFX design. In a future post I’ll go into more of a deep dive. Thanks for reading and keep your eyes open for further updates.
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Become a Founder



*These items will be made available at a future date, once Worlds Adrift has progressed to Open Beta on Steam Early Access.

**Closed Beta runs on North America, and Europe based servers ONLY. Worlds Adrift is now available worldwide however please note that the game interface and customer support is in English only.

Create The World

The Island Creator is a FREE tool you can use to create the universe of Worlds Adrift. Will your Island make it into the game?

About This Game

Long ago, cataclysmic events shattered the world into floating islands scattered across an endless skyline. Civilizations tumbled, societies collapsed, and all seemed lost. You are the inheritors of this world, nomads of the skies in a new age of discovery.

Emergent Stories

Worlds Adrift is an MMO Sandbox where thousands of players explore a physical and persistent world with the freedom to set their own objectives. This creates an unpredictable environment, rich with the potential for emergent gameplay. Every encounter with creatures, players or new islands will bring with them new threats, experiences and conflicts.

Work Together or Alone

Wander the skies as a nomad or form crews to aid one another in exploration and ship building. Pool resources to travel more safely and build greater skyships, or risk your life stowing away on an enemy ship. The choice is yours.

Skills-Based Gameplay

There are no ‘levels’ or ‘levelling up’ in Worlds Adrift. Everything you do - from exploring forgotten ruins to defending your ship from other players and creatures, depends on the creativity and skills that you learn as you play.

Freeform Co-op & PVP

As an open sandbox game, you must choose your allies carefully and be cautious when your crew encounters others who seek the same treasures. However, cooperating reaps rewards - craft and share items, show solidarity in team colors, and collaborate to build the most ambitious of skyships.

Player Agility & Freedom

With your trusty grappling hook, learn to scale the tallest towers and swing in between flying skyships with elegance. The freeform climbing system lets you climb on any surface and explore hard to reach areas - if you see it, you can reach it.


Build Your Ultimate Ship

From an agile skyship to a multi-story battle frigate, capable of withstanding the most brutal storms and attacks - explore the world to find and learn what you need to build your ultimate skyship.

Customize Your Ship

Build engines, wings, cannons, sails and even decorative parts for your ship. Your skyship design will have direct consequences on its performance and handling. Will yours survive a storm wall?

Adapt & Specialise Your Design

Players will need to explore and scan the world to unlock ‘Knowledge’. This can be used to unlock schematics for advanced equipment, enabling specialisation and the building of more versatile skyships.

Craft Equipment to Aid Survival

The world is full of dangers, and each biome presents new challenges. Craft player equipment to help you survive the elements, reach new destinations, and even manipulate the world around you.


A Hand-Crafted Experience

The first game whose map is created by the community - each island in Worlds Adrift is hand crafted, resulting in a rich, varied game world. The world will continuously evolves as more islands are added - submit your own design and rate your favourite islands with the FREE Island Creator Tool

Skies Teeming With Life

While shattered, the world is full of wildlife that is influenced by and reacts to players. Creatures feed, migrate and breed, they are predators and prey in a fully simulated, living ecosystem. Some will go about their business until provoked, others will threaten your journey and the lives of your crew.

A Physical, Reactive World

As you explore and experiment, you will discover how responsive the world is. Pillage all vegetation on an island and creatures will travel elsewhere to graze. Tether a trunk to your ship to create a makeshift battering ram. We challenge you to surprise us with your creativity!

Persistence - Leave Your Mark

Worlds Adrift features persistency and consequence. You’ll leave behind hints of your story that other players will discover, just like you will discover the shipwrecks of other players, scavenging their rusted, rotted debris, and piece together the history of their adventures.

Cutting Edge Technology

Worlds Adrift is the first game to use Improbable's SpatialOS technology, which enables the simulation of real-world physics on a scale never achieved before, for thousands of players in real-time.



We are very proud of and grateful to the growing Worlds Adrift community - it is highly active and has helped us shape the world of the game by creating islands of incredible craftsmanship and beauty. Download the free Island Creator today to submit your own designs to be included in the final game for everyone to discover.

We have big plans for Worlds Adrift and want to deliver the best game we possibly can with your help.

Follow the game on Steam or our social channels and be the first to be notified of updates and when the game is heading from Closed Alpha into Closed Beta and Early Access.

Worlds Adrift Web Site

Worlds Adrift Subreddit

@WorldsAdrift

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System Requirements

    Minimum:
    • OS: Windows 7/8/10 (64-bit versions)
    • Processor: Intel i5-2400, AMD FX-8320
    • Memory: 8 GB RAM
    • Graphics: GTX 460 SE, AMD R7 250
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 20 GB available space
    Recommended:
    • OS: Windows 7/8/10 (64-bit versions)
    • Processor: Intel i7-2600K, AMD FX-8350
    • Memory: 16 GB RAM
    • Graphics: GTX 960, AMD R9 280
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 20 GB available space
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