We're tired of endless grinding, mini-maps and predetermined fun. That's why we intend to redefine MMOs and empower our players to find their own destiny, write their own stories, and leave a lasting impression on the world they helped us create. How will you impact it and what will your legacy be?
Recent Reviews:
Mostly Negative (92) - 38% of the 92 user reviews in the last 30 days are positive.
All Reviews:
Mixed (3,502) - 63% of the 3,502 user reviews for this game are positive.
Release Date:
May 24, 2017

Sign in to add this item to your wishlist, follow it, or mark it as not interested

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.

Twitter - https://twitter.com/WorldsAdrift
Facebook - https://www.facebook.com/worldsadrift/
Read more

Recent updates View all (293)

May 29

The End of Worlds Adrift


At Bossa Studios we love taking risks and making stuff that no one dares to do in order to create great original experiences for players. Worlds Adrift was an ambitious undertaking for us: a community crafted MMO built on freedom and player agency with multiplayer physics, set in a huge world. We are proud of what we achieved with the game since development began five years ago out of a humble game jam.

We are immensely grateful for every Traveller that’s come to experience this community crafted world. However, Worlds Adrift just hasn’t reached the level of popularity it needs to continue. The challenges that came with our ambitious project meant that all our work went into making the game work rather than making it the experience we wanted it to be. As a result we failed at making a game that could capture the imaginations of millions. Creating an MMO like Worlds Adrift is a huge financial commitment and unfortunately the game is just no longer commercially viable.

What does the end of Worlds Adrift mean for its community?

Bossa Studios will be continuing as a developer and publisher of games, but Worlds Adrift is coming to a close. To provide a special experience in the game’s final months, all the cosmetic items in the in-game shop will be given out to every player. Additionally, Worlds Adrift Founder Captains will receive a free copy of Surgeon Simulator and I Am Bread as a thanks for joining this journey, and to give a glimpse into the kinds of experiences we’re looking to create going forward. Founder Captains’ names will also be immortalised on the game’s website, which will remain live as a tribute to the world we’ve built together.

Worlds Adrift will not be sailing quietly into the night. We will host an End of the World event which will be live streamed on Twitch and will feature an AMA with the team. The exact date and details of this event will be announced here and on our other community channels (Twitter, Facebook, Steam Forum and Discord) soon.

We know you’ll have questions, so please take a look at our extensive Q&A below.  If you can’t find the answer to your question there, then please contact us.

We’ve really appreciated all your feedback on Worlds Adrift throughout development and we’d love your ongoing support with our unannounced titles. Our Bossa Studios Creator Club is a group where like-minded and also not-so-like-minded individuals help us make the very best games we can, through surveys, playtests and more. Anyone can join the Creator Club and you can find more details on how to do so here.

Thank you all for joining us on this incredible journey,

The Worlds Adrift Team.
303 comments Read more

May 1

Update 30 Patch Notes


  • Improvements to telegraphing:
    • Made the Blight screen overlay transparent when looking away from the centre of the storm to make it clearer which direction to travel in to get out.
    • If you can see particles you're at risk of destruction (you're near the destruction radius)
    • Destruction VFX will last longer. Now it will fade to black over 7.5s and 'dissolve' over 2.5s. Colliders should also be disabled halfway through the dissolving process.
    • New lightning VFX to make the Blight look more dangerous
    • Blight will now turn on if the server hits 75% time dilation for 30 seconds and disable when it gets to 85% time dilation for 30 seconds
    • Blight is now visible from 6km away
    • The Blight will now smoothly fade out when it disappears. Also, it's now more visibly windy in weather walls and inside the Blight!
  • Improvements to Blight logic:

  • Initial Blight position is no longer based on weather cell positions but on a K-Means cluster analysis of the priorities and positions of all of the entities on the FSIM
  • Blight will now cancel if it hasn't fully activated but the server has recovered
  • While active, Blight will now continually refine its position to move towards the highest priority entities in its radius. It has a maximum speed that varies based on time dilation. So the worse the FSIM is performing the more aggressively the Blight will chase ships!
  • Blight will fully retarget (analysing all entities) every 30s to avoid destroying a ship in its entirety when there is a more important one somewhere else
  • Blight will attempt to retarget if enough stuff has been destroyed.
  • Below 25% time dilation, entity destruction cooldown will smoothly get lower, tending towards 0.
  • Docked ships will be not be consumed by the Blight within an hour of their construction.
  • Destruction priority is now based on the following:
    • More colliders = more expensive
    • Manually determined importance to the player
    • Entities attached to ships that have registered revivers will have double the player importance (so lower destruction priority)
    • Only entities that are 'dynamic' (meaning they have physics) should be considered
    • Metal scrap and atlas shards will now be cleaned up
    • Nothing should be destroyed unless it has been 'logged in' for at least 2 minutes
    • Entities in the Blight will be destroyed every 10s by default but this can be overridden per entity type.


  • Revamped knowledge tree to include various set schematics previously found on islands. These are categorised into branches that reflect what they are used for, such as exploring or shipbuilding.
  • Scanning an island or island object displays the number of databanks still to scan on the island.
  • Knowledge nodes will be automatically unlocked if you had previously found and learned the schematic.
  • Knowledge gained is now displayed in the same fashion as gaining resources.
  • Removed Knowledge from scanning every object on islands, except databanks..
  • Scan UI has been revamped and moved from the bottom left corner and is now much more clear.


  • Deleting offline ships from server memory Improving server response.
  • Saving ships to a per deployment cloud storage.
  • Refactor the way ship/reviver/player are linked using ShipReviverBookeeping unique authority
  • Added feedback giving Reviver lost reason when online. Customer Service will have access to that information and can use it during ticket handling.
  • Customer service has a greater capacity to help in the event of the loss of a ship, however, it is not guaranteed.


  • Ship logout flow now has a new design.
    • Logout has been updated to differentiate between Logout and Exit game especially when the player has a reviver attached to the ship.
    • The logout button will keep your character in-game until the ship logs out completely if you are the last player in-game with a reviver attached to the ship.
    • The Exit button will log your character out whilst your ship will stay in the world for some time. (30s in Pve, 3 minutes in PvP)
    • Any interaction with the ship during logout (except players logging out) will interrupt the logout sequence.
    • If a player logouts or exits while standing on a ship they are not attached to, they will respawn either in their own personal reviver or in the closest ancient respawner.


  • Marauder Chests loot adjusted to be more valuable, they really liked hoarding their quality 10 metals.



  • Fixing ship parts not interactable by relying on hierarchy state instead of accumulate state, and checking whether it’s the root before trying to set the root to none. This should fix the helm bug.Added shipyard placement feedback.
  • Give marauder compass item health state.
  • Added logic where a ship will ask whether it should approach or not to the shipyard instead of approaching regardless of the shipyard state. Shipyard can refuse which will display a message to the owners of the ship saying they cant approach.
  • Changed logic between ship and shipyard slightly, so you can only dock on your own or abandoned shipyards
  • Update the new Bossa NTP server.
  • Maintenance should kick player correctly
  • Added range feedback to Salvager and Repair tools
  • Added range feedback to Ship Building tool
  • Impact damage on the ship was removed
  • Patch Notes: increased sail HP, increased gear duration, lifter weight increased, rebalanced some food recipe costs, bandage healing increased.
  • Increased Rhegus greaves climbing speed
  • If a client crashed or player closes the application, materials are returned that are on player's multi-tool crafting slots.
  • Simplified and reduced the length of various tutorial prompts
  • Tool reticles now have unique icons, and animate and look good no matter screen resolution or UI size.
  • Add a cooldown overlay on buff icon.
  • Added skip tutorial option at character creation time.
  • Added Rarity display to Stash
  • added select server text above server select
  • changed logo colour to white
  • Increased knowledge gains from salvaging schematics.
  • Procedural schematic loot drop rarity now better matches the biome you are in, so now the Badlands will have significantly higher chance of Exotic schematics.
  • Significantly increased drop rate of potion mats by around 4x in the Badlands, but also a bit in the Expanse and Remnants.
  • Minimum metal and wood quality in the Badlands is now 7!
  • Added a 2s timer on enabling the confirm button when taking an action that would cause you to unregister from your reviver. Also added this timer to skipping the tutorial.


  • Fixed the duping bug linked to Delete action in inventory.
  • Fixing one of the barrel variants being disabled...
  • Fixed the marauder compass doesn't drop off when attached ship part is destroyed.
  • Bonus bug fix - Potentially fixing an exception that completely stops the UI from working…
  • Fixing an error popup that appears when unlocking nodes with connected bonus nodes
  • Stash UI bugs.
  • Fixing missing decks crazy race condition!
  • Randomizing death clouds destruction to avoid all parts being destroyed at once.
  • fix to respawn SFX being in 2d in certain situations
  • Fix to respawn sounds being 2D is some instances
  • clipping fix on the male fugitive torso
  • Made default wind direction nicer for main menu prettiness
  • added hair to the store masks
  • Barrels should now always spawn properly!
  • Fix to Ship panels z-fighting
  • Fixed the bug where if a player learned new schematics that had no cipher slots unlocked even they have them unlocked in the knowledge tree
  • Fixed issue where if the user tries to enter the game on Offline Mode, it would remain on a black screen forever.
  • Fix the bug where schematics have more cipher slots then the unlocked slot number.


  • Validating message for Wings can be wrong when trying to place wing on deck.
  • If a player is blocked from crafting at a crafting station, they will be prevented from crafting at any crafting station they place subsequently. They must either complete crafting or clear obstruction preventing an item being crafted
  • The Capulca engine does not update to have the correct number of cipher slots
  • The schematic counter is inaccurate
  • A player will be unable to interact with their marauder compass for 10 minutes. This happens if it is placed on a ship and only for the 1st 10 minutes after logging in

(Credit to Neon Sirius from the Official Worlds Adrift Discord for the screenshot \m/)
20 comments Read more
See all discussions

Report bugs and leave feedback for this game on the discussion boards


Update 29: Will of the Council (December 2018)

Building on the hugely ambitious groundwork laid out by New Foundations, Update 29 - Will of the Council - continues to address the amazing feedback we’ve received from the community during Early Access, and is another momentous milestone for the ongoing journey that is Worlds Adrift.

Together, New Foundations and Will of the Council mark our most significant update to Worlds Adrift yet, not only introducing a multitude of bug fixes and performance tweaks (including a significant improvement to FPS) but also a selection of highly-requested and game-changing features.


As requested by our community, the PvE server arrives as an alternative option to the current PvP server, to allow for a more exploration-based style of play.

Proximity Voice Chat - Bark orders, bellow threats and plead for your life, all from within game now!

Expanded Customisation - For the first time ever, travellers can now craft their own unique clothing and equipment by hunting creatures for their skins, and foraging plants for dyes.

Personalise your vessel with a selection of fittings and fixtures, from tables to chairs, lamps to wall art.

Ciphers - These salvageable devices allow you to tink and tailor your ship’s stats. Want faster engines but less powerful cannons? Done!

Ship Painting - Further customise your beloved vessel by individually painting its various parts and components.

Another suggestion to surface from Early Access, Haven is a tutorial starting zone to better prepare travellers for the world of Foundation.

Cooking - Travellers can now cook a range long-lost recipes. From Manta Curry to Marauder Rum (great together!), unlock a range of nutritional buffs.

Epheremus Drifter - Jump from ship to ship, island to island, with the Epheremus Drifter; an atlas-fuelled jetpack!

Suffice to say, New Foundations only marks the beginning of what’s to come for Worlds Adrift. As always, we’re enormously grateful for your ongoing support, and greatly anticipate what we’ll continue to achieve together come next year… and beyond!

About This Game

The world is in pieces, shattered from a calamity that time has since forgotten. It now falls to you to journey across its perilous skies, foraging the remains of past civilisations. Rally a crew. Build a skyship. Conspire with others to overthrow those that would 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 chaos?

Worlds Adrift is a truly ambitious undertaking that's redefining the genre through its use of crowdsourced content. Not only the world's first Community-Crafted MMO, having been designed for and ultimately shaped by its passionate fanbase, it also marks a technical breakthrough as the first game to employ the exciting possibilities of SpatialOS; a platform allowing for the physical simulation of skyships with unprecedented customization options. 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 a seemingly 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 very 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 its people. 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 seeking the vulnerable traveller. With escape unlikely, your only options? Join them, or turn... and fight!


PvP and PvE Servers - Worlds Adrift offers both PvP and PvE specific servers, to accommodate all preferences of play.

User-Generated World - Every stone, brick and blade of grass is there by design, thanks to our dedicated community, who created each and every one of the three hundred islands using our free Island Creator tool.

Open Development (Public Test Server) - Worlds Adrift prides itself on its open development approach, and thanks to our Public Test Server, we’re able to react to your feedback better and faster than ever.

Ambitious Roadmap - This is only the beginning for Worlds Adrift. There’s a long list of exciting features we plan to add, including trading, territory control, new biomes and additional creatures.

True Freedom - Not only are you free to travel anywhere at any time across our truly expansive world, but you’re free to adopt any role within the world, too, whether that’s a builder, a pilot, an explorer… or something far more villainous.

Proximity Voice Chat - Bark orders, bellow threats and plead for your life, all from within game, thanks to our recently-added VOIP functionality!

Bespoke Shipbuilding - No two ships are the same thanks to our robust shipbuilding tool; gather resources, design your vessel, take it for a test flight, and tweak as necessary! You can even paint the various components, and tweak its numerous stats, to truly personalise it!

Grappling Hook - Swing from island to island, ship to ship, with our fan-favourite grappling hook and experience real-life physics at its most impressive! Failing that, there’s a wingsuit, a jetpack, and gravity-defying surface-stick boots to be found!

Thriving Community - From in-game trading posts to trouser-stealing pirate crews, what role will you play in the wondrous world of Foundation?

Become a Pioneer

As an Early Access player, you’re helping shape the vision of Worlds Adrift and are an invaluable asset to its ongoing development. With this in mind, the Standard Pack includes an exclusive Lightning Bug Lantern as an emblem recognising that you were one who lit the way!
The Pioneer Pack boasts a further selection of limited edition items that will no longer be available upon full release, including an exclusive cowl and the highly-coveted Drissian pistol. Let the future community know that you helped create the world they’re now exploring!

Meet the team…

Worlds Adrift is being developed by Bossa Studios, the studio behind the critically acclaimed 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 i3-4130, AMD FX 4300
    • Memory: 8 GB RAM
    • Graphics: GeForce GTX 750 Ti, RX 470 Graphics
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 20 GB available space
    • OS: Windows 7/8/10 (64-bit versions)
    • Processor: Intel i3-4170, AMD FX 4350
    • Memory: 16 GB RAM
    • Graphics: GeForce GTX 1050 Ti, RX 480 Graphics
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 20 GB available space

Customer reviews

Review Type

Purchase Type


Date Range
To view reviews within a date range, please click and drag a selection on a graph above or click on a specific bar.

Show graph

Display As:
Show graph
Hide graph
Excluding Off-topic Review Activity
There are no more reviews that match the filters set above
Adjust the filters above to see other reviews
Loading reviews...