Action and adventure video games are often fuelled by a sense of urgency: complete an objective before the time runs out, kill the enemy before they kill you, reach a checkpoint before you lose your progress.
Worlds Adrift, developed by Shoreditch-based Bossa Studios, is different. Like farming games and simulators, it’s designed to be played at your own pace — an eco-futurist MMO (massively multiplayer online) sandbox with utopian ideals, where adventurers with an ethos of co-operation and collaboration are more likely to succeed.
It was made with Bossa’s Farringdon neighbour Improbable’s revolutionary SpatialOS (the company was recently valued at $1 billion) running on multiple servers for a more vivid experience.
From its art style to its adventurous tone, it was inspired equally by classic Zelda game The Wind Waker and the films of Studio Ghibli. “Rather than have zombies and post-apocalypse, we were looking at stuff like Hayao Miyazaki’s Nausicaä of the Valley of the Wind,” explains game designer Luke Williams. “We felt like that kind of adventure style was better than the doom and gloom of everyone fighting to survive.”
[/img Gamers can explore their starter island in their own time, mine resources and construct their own aircraft, then venture off to see what lies beyond the huge storms on the horizon.
It’s this lack of urgency that makes the game feel laid-back and open. “We wanted that chill-out time, when you’re flying between islands. You can sit back and enjoy the view,” Williams says. “In survival games you have that constant ticking — if you don’t eat you’ll die. That forces a lot of hostility from players.”
Rather than denying players the ability to kill each other, Worlds Adrift makes it more valuable to keep other players alive. “Knowledge is like a currency,” he explains. “Players can share and live off each other, you can chat and exchange resources. If you kill someone you don’t get access to what they’ve discovered. They might have something that you don’t have, so it’s far more beneficial to talk to them.”
Nothing demonstrates players’ dedication to working together better than the Cardinal Guild — a group of volunteers who have taken it upon themselves to draw up their own game map.
“We don’t offer a mini-map, so players have to make one for themselves. We’ve even had professional cartographers saying it’s their favourite game because they get to create maps,” says Williams. “They use the compass to map out where they are, fly to a new island and track the speedometer, figure out how long it took to get there, see their compass direction and use triangulation to get exact measurements.”
Making this kind of relative physics possible in such a large-scale shared digital environment is SpatialOS. Every item in Worlds Adrift has weight and momentum, meaning adventurers have to play smartly and try not to crush themselves under trees they chop down.
“We’ve had players say, ‘Can you make it so that if I build an engine it doesn’t roll down a hill?’ And our response is, ‘Don’t put it on a hill then!’” laughs Williams.
Items that players create remain in the game world even when they’re discarded or broken, leaving other users to come and pick them up and use them for something new. “Everyone shares the world, and that player history builds up over time,” says Williams. “Every object has a past, it’s something that someone at some point made.”
Worlds Adrift players have a stake in the world because they helped create it in the first place. Before the beta version of the main game was released, Bossa unveiled the Worlds Adrift Island Creator, and players’ designs are populating the game.
“We have a community member, Synovus, and his islands are just absolutely incredible, from haunted houses to crazy pubs,” enthuses Bossa’s chief marketing officer Tracey McGarrigan.
“People seem to be having fun with the tools we’re giving them — it means you’ve created something that does genuinely offer player freedom. Our community are our second developers. The stuff they’re coming up with is frightening in a way — the level of detail, the number of hours they spend, the creativity they show, the personalities that come out.”
Best of all, while Worlds Adrift is a game where you can spend a lot of time, it doesn’t demand it like more structured RPGs.
“Players who don’t usually play MMOs because they’re so time-consuming won’t have to dedicate a second life to Worlds Adrift,” McGarrigan assures me. Load it up, start exploring and relax.
Follow Ben Travis on Twitter: @BenSTravis
Worlds Adrift is available now in Steam Early Access on PC, from £26.99"
Founder's Packs are available this Thursday & Friday, you can join the Closed Beta and become a Founder right now!
Hi folks! Iain here. I’m the artist responsible for the creation of a lot of the procedural ship parts (cannons, engines, wings) and I’m here to show you the process behind an upcoming new procedural ship part, the swivel gun!
Swivel guns are a different type of ship cannon designed specifically for targeting players instead of ships. This feature is still a little ways off, but we’ve been wanting to add more ship parts that are defensive in nature, because players should be able to gear their ships specifically against attackers. Because the swivel gun would fire scattershot rounds, kind of like a mounted, oversized shotgun, it’ll only be effective in close range against soft targets, like hostile players, rather than wooden or metal targets, like ships.
Guns with a higher power stat will have a narrower spread and longer range, and those with a lower power stat will spread more. In addition to their anti-personnel capabilities, the swivel guns are also a lot smaller and more nimble than the regular cannons – they can rotate a full 360 degrees, allowing you to cover all angles against boarding parties.
To put emphasis on the more nimble movement of the gun, I wanted to keep the central pivot on the gun more upright, like that of a mounted blaster in Star Wars, rather than our standard ship cannon:
Worlds Adrift ship cannon compared to the more upright Star Wars blaster
After fiddling around with the player positioning a little more however, we decided that it looked cooler with the player more to the side of the gun:
This also offered the opportunity to have the camera position in a different place which would mean you’d get to see your character firing and reloading the weapon!
Everyone liked the idea of this new camera angle and the reloading animation too, so with that in mind I went back to Maya to start splitting up the swivel gun into its procedural parts.
As with the regular cannon, the swivel gun is split into four components:
Mount
Body
Barrel
Ammo Loader
After each shot, the character will pull back on the lever to eject the empty shell and bring up a fresh one from the ammo loader.
Now it was time to flesh out a prototype swivel gun and get it in game for real. Here it is next to one of the original cannons:
We’re been hard at work preparing to release a big update, version 0.1.4.1, to the Worlds Adrift Closed Beta! We’ve continued to focus on fixing the bigger bugs and making a lot of tweaks and balance changes, but also managed to get in a few cool new features. For a TLDR, we’ve got a short video for you:
Now here are the (provisional) patch notes in detail. The final patch notes will go live with the update itself next week:
NEW FEATURES
Atlas cores have gained an on-interact ability to send a pulse through the whole ship. The pulse will detach all grappling hooks and climbers, and prevent grappling or climbing for a brief period. This function has a cooldown and uses an atlas shard.
Atlas cores and their upgrades now provide additional lift based on the materials used in their construction.
Players can now find and craft more convenient light sources than the torch. These are equippable in your character’s gear slots, freeing her hands for other tools. Equipped gear items are toggled with T, Spacebar, and V, depending on the slot they fit in.
Players can now freely rotate ship parts when placing them. Tapping Z will continue to rotate an object by 90 degrees, but holding Z allows the player to rotate them more precisely. Some ship parts are still restricted to certain orientations (e.g., engines and wings).
With free-rotate implemented, the schematics for railings are finally being seeded into the world.
Player names no longer display indiscriminately. Crewmates (and in the future, Alliance mates) will display their names when in range, but other characters will only display their names if moused over. In addition, all character names are blocked by line of sight.
Foliage and grass now blow in the wind.
NOTABLE BUGFIXES
The distance calculation for nearby revival chamber now happens at death instead of respawn, and ignores vertical distance. Crewmates should rarely respawn at different islands now, much less different biomes.
After players travelled some distance away from their registered shipyard and returned, they would sometimes enter a broken state where they couldn’t pick up ship parts with their shipbuilding tool. This has been fixed.
Sometimes sunken, deteriorating ship frames would not be salvageable; this should be fixed now.
Death bags should no longer smash into things and do damage.
Ship docking should happen more smoothly and naturally again.
Wings and engines are now mirrored instead of rotated 180 degrees when being placed on opposite sides of a hull, for the purposes of visual symmetry.
Males now play the male vocalisations instead of the female ones now.
Pressing Esc when placing an item cancels the placement instead of opening the menu. Quite the technical feat, we know.
Impassable storms at the edge of the world no longer show a fully black screen - even if it ended up being a very clear indicator to turn around, it was unintended!
Every once in a while a strange black void would appear on islands, rendering everything inside the sphere black. This has been fixed.
Various UI fixes.
Various optimisations and load balancing to improve framerates and client performance have been performed.
NOTABLE BALANCE CHANGES AND TWEAKS
Stormwalls and sandstorms are more difficult to navigate through again, as they constantly turn ships off course now.
The damage calculation formula from physics collisions has been revamped. The ultimate goal is to make ships less fragile, and to reduce the fear in your crewmates' eyes when a loose part slides around your ship interior. Chain reactions should happen less often now, but this is a work in progress, with a comprehensive damage system rehaul to come in future patches.
The Badlands are much less habitable now. Very few players will want to - or be able to - stay there indefinitely, as there will no longer be any revival chambers or fuel(!) in the entire biome.
Resources' stats have been rebalanced and some errors fixed. Farewell, golden combustion internals; your effectiveness was a spreadsheet error!
Individual stats on schematics now have a minimum possible value that depends on the schematic's rarity.
Characters now need to be standing or rappelling (i.e., have their feet on a surface) to equip or unequip clothing and gear - including gliders and the new lights. In a future patch, there will be a larger rework of the glider to make it both more useful over short distances and less exploitable for long-distance travel.
Tweaks have been made to how ships turn. Large ships can now turn more easily when not flying at speed.
Grappling to a shell shot out of a cannon will snap your rope now.
The placeholder crow’s nest model has been remade.
As we are getting closer to the next update, we wanted to show you something that will be part of it and we haven't shared yet. Exploring dark places, caves and building should be a little bit more convenient as we will introduce a new head torch! You can wear it even if you have a hat and you can switch it on / off at any time.
Two news we wanted to share with you regarding Founder's Packs. First, a new batch is now online on Steam and also on the official website! The game will be available until midnight on Saturday (UK time), so that would be in the night from Friday to Saturday. We would like to welcome all new Founder's that will join and support Worlds Adrift!
We also modified a little bit the Founder's Page on the official website. From now on, after each batch, there will be a clock countdown on the page https://store.worldsadrift.com/
That will show you when the next batch will be available and hopefully makes it easier for any player that is considering getting in right from the Closed Beta and become a Founder.
This is what it looks like:
We also received tons of request to ask if it will be possible to upgrade Founder's Packs. Yes, we will make it happen during the Closed Beta, but it's likely that it will be more towards the end of Closed Beta so we recommend until then to choose wisely since upgrading isn't possible right away.
Once again, thank you to all of our Founders for their support!
We are amazingly lucky to have a vibrant community that enjoy sharing their Worlds Adrift adventures. We want to share some of the videos created by the community with everyone that is playing Worlds Adrift, following us or maybe considering to get the game and explore the skies.
Let's start with "Prelude to war" created by Halfblood. A video showing a big fight and quite an impressive boarding party!
Don't hesitate to give Halfblood a like, leave a comment and subscribe to his channel if you enjoyed his video!
Today we released 0.1.3.7, after testing out an unstable version at the end of last week. (For those who helped us by testing out the unstable, big thanks!) The main aim for this version is a series of big optimisations to help reduce the client freeze when flying to new islands. In addition, we reduced the memory consumption of the game significantly. There will always be more to do on both these fronts, as we continue to improve on our delivery of a vast, seamless world filled with unique, player-generated islands! This update is available immediately.
Here are the official patch notes:
NOTABLE BUGFIXES
Optimised client responsiveness. This aims to address the client freeze, general framerate drops when on or near very large islands, and the degradation of performance over time.
Significantly reduced memory consumption.
For those who played the 0.1.3.5 unstable version on the Steam beta branch, 0.1.3.7 fixes the cannon visual duplication bug and the floating island assets bug.
Version 0.1.3.3 is still available on the Steam beta branch “0.1.3.3” for those who wish to stick with it.
The next batch of Founder's Pack will be live this Wednesday at 5 pm BST / 9 am PDT / Noon EDT / 6 pm CEST on our official website and on Steam! We also recently shared on our website (link in the comment) as a blog some of the elements to expect in the future for the Worlds Adrift Island Creator that will ultimately also become part of Worlds Adrift itself.
The new features described in the blog that will be added to the IC will also appear in Worlds Adrift as Island Creators can work on creating (or updating existing) islands.
Thank you so much to everyone that already contributed to our investigations on the client freezes that some players are experiencing ( https://www.worldsadrift.com/forums/topic/the-war-against-freezes-enroll-today-to-win-it/), it’s super helpful! In fact, we were able to start identifying patterns and work on possible optimizations. Great news, we now have a first experimental fix that we would like to try with your help once again. We released an optional patch you can download, this is how to:
– In Steam, right click on the game in your library and choose properties. – Click on the “Betas” tab. – Choose the “client-freeze-test” beta. – Steam will then download the update for you (size: 394.1 MB)
This is totally optional and you can opt out of this patch anytime if you notice any issues with it. Essentially, we are trying to get some feedback see if it’s a step in the right direction before we roll it to all players. It would be greatly appreciated if you try it to share if that helped (or not) reducing the amount of client freezes or if it at least reduced how long it last.