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:
Mostly Positive (252) - 70% of the 252 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (1,978) - 70% of the 1,978 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 (206)

July 17

Tech Tuesday: How to get YOUR islands IN-GAME!

Hey y’all, it’s ya boi Malford. King of islands and God of Hats (Julia: Malford destroyed the hat economy on our last Hunt a Dev stream Recap: CLICKY).

We originally built the Island Creator as an internal tool so we could build islands for Worlds Adrift, but after Tom made it excellent we decided to release it to the community. The islands you guys have made are one of the most amazing, impressive and beautiful things about our game and we’re forever grateful to our amazing community for that.


The Island Creator is a great creative tool, and we love people having fun with it and making cool, creative stuff. As we use the community crafted islands to build our world we’ve been asked plenty of times what our criteria for choosing islands are by people keen to increase their chances of getting an island in-game.

The key thing we look for in an island is that it’s believable. This is all a bit vague though, what specifically do you need to do to make a “believable” island?

Here are some tips:
  • Our main goal is to preserve a sense of immersion for our players in Worlds Adrift so the first thing we look for is consistency with the world that we’re creating together. Some islands might break immersion because the structures seem like something you might see in real life, but wouldn’t see in Foundation.
  • Keep it natural! We don’t get a lot of simple, natural islands submitted, but they’re a lot easier to get feeling coherent. When I make a Wilderness island I just try to make somewhere that feels like it would be fun to chill out.
  • Trees are usually a big factor when considering if an island will successfully be chosen to be in the game so you may want to take into account:
    • Tree size: those that are more or less 50% size of the normal default tree size work really well when designing your island. If you go bigger or smaller than that, it can create collision issues or be immersion breaking.
    • Keep it real: trees that are kept at a realistic angle help keep the level of immersion high for players. One way to avoid planting trees at crazy angles is not to use the “surface align” function when you place them, that way they’ll all be basically upright. You can add a bit of variation of angle manually later if it looks a bit unnatural, but it’s usually fine.
    • Tree colour: rather than a range of colours, one or two colours on trees looks great and a little more natural.
    • Attached items: remember that if a player cuts down a tree, any items attached would float in the air as a result. Avoiding attaching items to trees helps our selection.
  • When using the mass placement tool, take time to visually check that objects haven’t merged into each other.
  • Water effects are currently hard to recreate with the tool. The paint tool will give you a block of blue colour but probably it doesn’t look quite right, and if a player sees what they think is water and it turns out to be blue sand this will break their immersion.
  • When you prepare a landing area on your island, keep in mind that currently, shipyards can only be placed on normal terrain. You cannot place a shipyard on stones or on buildings. Planning this area in advance means players can visit your work, and we are more likely to select your island.
  • If your island has an underground structure and tunnels, you may want to consider having something at the end of it such as lore, a reward, or a nice room to avoid explorers being frustrated or disappointed if they only find a dead end.

We can’t guarantee that every island submitted will eventually make it into the game, but we hope this gives you an idea of what we look to include. These guidelines will keep evolving over time with each update and addition of extra features of the Island Creator.


You can also find more tips and discussion via the Island Creator forum, where some amazing community guides have already sprung up, and where you can share your own guidelines to help others.


Stay creative and see you in the skies!
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July 13

Captain's Log: Melting

Greetings Travellers,

Hope all is well in your lives and games!

We've had a bit of a hectic week, if you follow the Bossa Studios twitter account, you'd have seen some of us were at Develop, the rest of us were trying to survive the heat of London.

For those of you not living UK - London is a big, busy, beautiful city absolutely not equipped to handle any kind of weather! So in a heatwave we kinda melt, so not much happens around that. No drama or anything.

So, what have the devs been up to this week?
  • Scoping out the new creature refactor! Looking likely that turrets will be the first 'creature' to be implemented, but there's a long way to go yet as we need to refactor the Unity entity lifecycle, transform synchronisation, rigidbody synchronisation, damage and hitscan projectile firing first
  • Been helping out to get the alliance and crew chat working on the new server
  • Feature complete on loot accumulation over time, additionally all chests and containers will be permanently visible on islands but will be closed if they contain loot. Should be ready for 0.2.4
  • Balancing reviver charge ship damage, aiming for 0.2.4
  • Creatures now drop more resources such as leather and meat, depending on their biome. Will be used in new schematics as well as adjusting old ones to make use of new resources. Looking at 0.2.5+ for that.
  • Balancing new wind system, wind shouldn't just randomly change direction and flow a bit smoother so sailing can be more predictable. 0.2.4
  • Working on Tier Zero documentation and starting implementation of related features
  • Fixes for build pipeline
  • Bugfixing alliances
  • Making our UI error handling a bit more verbose
  • Working on UI mockups for improved user experience and nicer visuals
  • Added different sfx to loot chest, loot contains, ruin piles and death bags
  • Made a change to the ship yard ownership, so when an unregistered ship dock to a ship yard, no matter who owns the ship yard, it would clear the ownership of the ship yard. Players can then claim the ship yard to take control of the ship
  • Made a potential fix to deathbag not interactable bug
  • Fixed the bug where blight doesn't end properly
  • Working on login refactor TDD
  • I've been working on the last few bits of the t0 overall design, working through some details etc.
  • Working through the island curation backlog so our list of usable islands is getting bigger and better
  • Investigating dead zone issues with Improbable (believe we are now making some progress towards resolving some of those issues)
  • Investigating crew beacon and crew chat issues
  • Tackling bugs relates with Delta DNA analytics
  • Helping the n00bs git gud! (aka Tier 0, worked with Allan to finish the TDD, deal with feedback, make a task estimate, and started some work on splitting the world in two separate areas)
  • Finished the design for Overheat Implementation in both Engines and Cannons! Handing off next week to programmers

As always, see you in the skies,

Julia <3

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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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