The world is broken, shattered from a calamity that time has since forgot. It falls to you to navigate these treacherous skies, competing against your fellow traveller for resource and lost technology. Build a ship. Rally a crew. Explore a land of peril and wonder in Worlds Adrift, a Community-Crafted MMO.
Recent Reviews:
Mixed (555) - 68% of the 555 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (1,734) - 70% of the 1,734 user reviews for this game are positive.
Release Date:
May 24, 2017

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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?

“Worlds Adrift is a Community-Crafted MMO, and by that, we don’t simply mean that the islands and ships populating our world have been built by the players (which they have), but that the community have contributed to the general shaping of Worlds Adrift right from its inception. Thanks to Early Access, you’ve helped us discover game-breaking bugs, provided invaluable feedback on everything from visuals to gameplay, and kept us motivated by simply believing in the vision that is Worlds Adrift.”

Approximately how long will this game be in Early Access?

“At this stage, it’s not possible to determine exactly when Worlds Adrift will be ready to leave Early Access. However, we have an ambitious roadmap (see HERE ), and are aiming to launch sometime within the next 18-24 months.”

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

“Worlds Adrift will continue to evolve throughout Early Access, based on the feedback our players continue to provide. We have put together an extensive roadmap, illustrating the journey ahead, and will be focussing our efforts on introducing new features, including trading and territory control, and enriching existing ones, whether that’s by creating new biomes or introducing additional creatures.

For more information, please register for all future updates here:

What is the current state of the Early Access version?

“During Early Access, you may still encounter the occasional game-breaking bug. However, with the help of your dedicated feedback, our bi-weekly updates are ensuring the game is becoming increasingly stable.

While we feel that the current Early Access version is a good representation of what the game will one day be, please be aware that this is not the final vision; multiple features are yet to be added, while existing ones will be continually improved upon, including visuals, combat and community-based play.

With this in mind, there will also be infrequent but critical world wipes to allow us to implement these new features. While these will also reset your character and progress, where possible we will communicate when wipes are expected to take place well in advance.”

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

“While we will maintain the same price throughout Early Access, as the game continues to grow in accordance to your feedback, it is possible that it will increase on release.”

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

“As a Community-Crafted MMO, the success of Worlds Adrift is completely dependent on our ever-growing relationship with you, the players. To date, we have received a wealth of invaluable feedback, and will continue to work even closer with our community to ensure you receive the game you want, and deserve. Our Community Managers are reaching out via Twitter and Facebook, and so, if you have any ideas on how we can improve Worlds Adrift, or are intrigued by the prospect of helping shape an upcoming game, now’s the time to get involved.

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Recent updates View all (196)

June 12

The Emotional Update - Patch Notes

Greetings Travellers,

Guess what?! This update is all about fixes and small awesome features. I'm in awe of the size of this lad. An absolute unit.

  • Characters can crouch, roll, and sneak now! Holding the Ctrl key will crouch your character if not moving; pressing it while moving will roll your character, and moving while crouched will sneak your character around.
  • The Easter egg dances have now been integrated into a proper emote system! Press C to open up an emote wheel and perform all kinds of animations. In the future, vocalizations will expand on this system.
  • Characters will automatically reach out to touch walls and objects they’re close to again.
  • The “Kraken” bug (a total animation freakout of the player body) has finally been tamed! It might still occur in extreme circumstances, but should be very rare now.
  • Previously, impacting the ground in a specific way could send your character body flying into the stratosphere. This has been fixed.
  • A buggy animation loop, where a falling character would alternate between falling and skydiving, has been fixed.
  • While climbing, aiming your grapple will now stop your movement.
  • It is now easier to start climbing. The speed threshold has been raised, so it’s no longer necessary to be nearly still to initiate climbing.
  • When reeled almost all the way in to the hook attachment point, the player will no longer turn inside out to resolve the animation. As a concession, the arm will now sometimes clip geometry.
  • Fixed various issues with the character trying to aim with torches and other objects.
  • The game camera has been improved when swinging, particularly at speed. Your character can go really fast, and we want the player to feel that speed!
  • Added a feature to toggle the shoulder the game camera looks over. By default this is MMB.
  • After being stationary in the world for a while, the game camera will slowly pan to a cinematic angle.
  • All camera modes have been standardised and tweaked. Say goodbye to uncomfortably close up swinging when equipping the scanner!
  • The cinematic introduction to the world has been properly integrated into the game now! Starting a new character will play a sequence that explains the background of the world, setting the stage for your adventures to come.
  • Some head pieces would float above players and turn them invisible upon relogging. This has been fixed.
  • A strange bug resulting in ship parts in the death clouds not getting deleted from the world has been fixed.
  • The shipyard information panel will now always display the correct information for all parts attached to the docked ship.
  • Timed explosives will no longer be invisible sometimes.
  • Inventory items can no longer overlap the belt space.
  • Occasionally players would not be able to save a ship frame design after editing it. This has been fixed.
  • Fixed the circular crafting timer being incorrect when opening a container.
  • The game no longer crashes upon exit.
  • Various client-side performance optimizations have been performed.
  • Various UI fixes.
  • A bug that allowed a player to force nearby other players to go into the animation for swapping their hotbar item has been fixed.
  • Dragging inventory items to an invalid part of the UI no longer prompts the player to delete the item. Only dragging outside all UI will trigger the deletion prompt.
  • Stormwalls and sandstorms have received rendering improvements, displaying more detail and more movement, with better colours.
  • The flying debris inside stormwalls now appear again.
  • Stormwalls’ lightning flashes should now be visible from outside the wall again.
  • Adjusted colours on the Blight.
  • Fixed pixelated cloud cover over certain environment assets.
  • The first item loaded into the hotbar after launching the game will now function properly.
  • Foliage was disappearing at long distances instead of swapping to the lowest detail level. This has been fixed.
  • Atlas shards and power generators will now correctly display the control prompt to press E to interact.
  • A ship docked to a shipyard that gets eaten by the Blight will now undock automatically.
  • Added screen shake to firing a swivel gun.
  • Various new VFX, including wind trails over wings and while on helm, and VFX fixes.
  • Lots of SFX and music levels tweaks.

Enjoy, and see you in the skies!
36 comments Read more

June 8

Captain's Log: loads of news!

Greetings Travellers,

Hope you've had a great work/study week and a ready to kick back and enjoy the weekend. We are releasing a new update on Tuesday, so brace yoselves: crouch, roll, and sneak are coming!!

Awesome News
In case you missed it, the boys streamed an AMA with Luke the Lead Designer this week, you can catch up with it here:

And we have a beautiful compilation of the best bits from Worlds Adrift Bossa Streams! Enjoy!

More Awesome News!
We have another competition for you - you can win a goody bag that I will personally send you across the world(s) wherever you are <3 So submit me your birbs, and if you win - you shall be swaggishly rewarded.

What have the Devs been up to this week?
This week's Captain's Log comes with some Spicy Annotations Additions!
  • Implementing CS tools (making banning more fun)
  • Chasing a non-live bug where trees weren't salvageable
  • Fixing the ‘respawn at the spot you last died’ bug since it didn't fully fix in 0.2.1 (0.2.2)
  • Chasing a mysterious unity shader import issue which will be noticed by no-one (hopefully??? :D) 0.2.2
  • Integrating new figureheads and lamps made a little while back 0.2.2

  • Changes to the way hats cover hair. If you have a two-piece beard mustache combo, where a hat would cover the beard, the tash shall remain! 0.2.2 <-- most important fix
  • Bugfix procedural icons on 0.2.3 - making them perform as well as I promised in the blog post
  • Banning people
  • Designing something to help new players not get murdered
  • Doing load tests and fixing lots of things
  • Texturing / Mapping the last 4 Saborian engines

  • Changed Open Air sfx, now the further the player is from an island, the louder the sound of being in open air will be... just like in RL
  • Changed the ship sail flapping sfx to be react based on how much the sail pushes your ship
  • Implemented the player damaged sfx to be heard by both local and remote players
  • Added icon and craft information to scannable tooltip when mousing over schematics on inventory UI
  • Optimize procedurally-generated ship part icon
  • Fixed ghost engines only being seen occasionally by players, but not other players (more spoopy buggos)
  • Integrating Alliances
That's all folks!

As always, see you in the skies,

Julia <3
13 comments Read more
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About This Game

The world is broken, shattered from a calamity that time has since forgot. It now falls to you to journey across an endless sky, foraging the remains of past civilisations. Form a crew. Build a skyship. Ally with others to overthrow those that oppose you, and ultimately find fame… or infamy. The future of Foundation will be shaped by your actions - will you help unite the world, or let it drift further into oblivion?

Worlds Adrift is a Community-Crafted MMO with a singular vision: to give players the freedom to redefine a genre. Offering an entirely user-generated environment, the sheer scale of its scope, and beauty of its design, is an invitation to explore. To discover. To unearth…

Countless islands populate an endless sky. What happened? Why? When? Such answers have been lost to the ruins of bygone civilisations. Your only hope is to traverse these strange but beautiful lands in search of an answer. One that’s perhaps best left forgotten…

Have no doubt. The skies are treacherous, and there’s only one way to navigate them - at the helm of your own skyship. But where to find one? Explore the lands and ransack ruins, in an attempt to discover the learnings of those that came before. Though, the question remains: have you the leadership to rally a crew?

While the shattered remains of Foundation are beyond all hope of reform, the same fate needn’t await you. There are those that dream of a new civilisation amongst the clouds. Will you take up the call, and bring order to the world? Or will you revel in the chaos, to serve your own diabolical gain?

Vast and devastating storm walls span the skies. Survive such tempests, and your troubles have only begun! For all manner of players - from scavengers to plunderers, cutthroats to pirates - also call the clouds their home, forever prowling for the vulnerable traveller. With escape unlikely, your only options? Join them, or turn... and fight!

Become a Pioneer

As an Early Access player, you’re helping shape the vision of Worlds Adrift. With this in mind, the Standard Pack includes an exclusive Drissian Pistol. Let the future community know that you helped create the world they’re now exploring!

The Pioneer Pack boasts a selection of limited edition items that will no longer be available upon full release, including an exclusive Drissian pistol, the Figurehead of Alkabar, and the highly-coveted Lightning Bug Lamp. Never forget, you were one who lit the way!

Meet The Team

Worlds Adrift is being developed by Bossa Studios. Yes, the very same minds behind the critically acclaimed (and often meme-tastic!) Surgeon Simulator and I am Bread. This is an incredibly exciting venture for us. Not only are we trying to create something entirely new to the studio, but something entirely new to gaming, as well, which is why your continued support is so greatly appreciated. Scrap that; imperative!

System Requirements

    • 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
    • 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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