
Drift away in the serenity of the desert. Carry your fragile cargo across a top-down world, and discover fragments from a time before. Untwine labyrinthian roads, where sweeping dunes make way for twisting canyons, and find oases in which to plan. Where will your journey take you?
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About
In ADRIFT you find yourself behind the wheel, in the middle of nowhere, in possession of only one goal - deliver the Energy Core. Why, where and how are but questions that dance in your mind.
Set out in your off-road truck as you drift through winding canyons, accelerate along sand dunes, and handbrake turn your way through rocky plains in a world which has been lost to time.
Tick-tock, tick-tock, tick-tock. Make sure to explore and plan your route before racing to your next safe haven. Every second the mysterious Energy Core spends in the desert heat is a second closer to your doom.
In the serenity of a long-forgotten desert, discover what happened to this land, craft shortcuts, and plot your own route through a top-down vaporwave-inspired world.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Reviews
The concept has potential, but aDRIFT currently feels more like an interactive Lo-Fi music video than a fully realized game. Here is some constructive feedback: The main menu is misleading; it features a headless statue in a desert, neither of which appear in the game, and there is no visual indication that this is a driving title. The initial settings pop-up for Motion Blur and Flashing Lights feels redundant, as players typically check the options menu immediately anyway. The UI animations and general UX decisions also feel disconnected from the core gameplay. The car physics need significant tuning. For a game named aDRIFT, the drifting mechanics feel clunky and unpredictable. Invisible bumps on the road often cause the car to bounce uncontrollably. A basic tutorial is necessary to help players understand the intended driving style, as I felt I wasn't playing it the way it was designed to be played. The text that appears on the side of the road uses a font that is far too small to read while trying to stay on track. While the blurry, Lo-Fi aesthetic successfully creates a 90s-dream vibe, the lack of player agency and meaningful decision-making makes it hard to stay motivated to complete the objective. The game is a decent way to kill time, but it needs more depth beyond just holding the throttle and avoiding the edges. Focusing on physics consistency, UI readability, and aligning the menu's visual identity with the actual game would go a long way.
Kinda hard to rate the game honestly. People complain about having to do entire sections again after their core exploded but actually this is the "core" gameplay loop (pun intended). It makes you scout ahead for the best routes, then go back, pick up your core and see how it all works out. Driving feels satisfying, almost reminds me like the driving sessions in BLAST CORPS, a N64 classic(although it doesn't share much else with it). Adrift is visually pleasing as well, although the grainy and blur effect are a bit too strong for my taste. The art style itself is quite nice and compliments the mysterious tone that the soundtrack and story offer. It's dirt cheap on discount so it definetly won't feel like a scam at all. I kinda liked the demo and wanted to see what the full version will have to offer and yeh, can say that I got what i expected. Not a full playthrough yet but everything feels like I expect it to feel so give Adrift a chance. It's not cozy but it's very relaxing to just wind down and explore the wastelands.
This is a love letter to rallying. Whoever put this together really loves rally and it shows. It's taken the core aspects of rallying and remixed them into a scifi game without the usual cruft of rally games, centered around an offroad truck that takes work to drive quickly. You're not racing for position, you're just ultimately hauling an item cross-country. Simple. Note: I originally wrote too much for Steam to post this. I wound up tacking on a few comments to get the rest of my thoughts out and committed. But hey, this is Review #300 and I saved this for an extra-wordy ramble. Obligatory sidenote: Rallying, as a form of racing, is a point-to-point race against the clock on complex roads, often dirt. These are not immaculate, mirror-smooth circuits (though I desperately adore circuit racing), they're often crap roads: rough, nasty, and diabolical with blind corners, jumps, surprise rocks. Drivers get a navigator and are allowed a couple drive-throughs to preview the bit they're going to race, and the navigator makes notes to call out to the driver when it's time to do the course competitively. Here, you have to do both roles yourself, the only navigation to be found is whatever you do your own self. If you don't make notes, you get no notes, if you don't have strong recall well, best of luck! If you're lucky, you can find a map station to give you a decent but not 100% accurate overview of the area. Instead of racing, you're trying to transport a rapidly-overheating power core. There's cooling stations hither and yon, so you need to find a station along the way, then rapidly transport the core to it. In your truck, it overheats, so time really is of the essence. Unhappily, you don't know where the cooling stations, so you'll have to find them on your own. You're not left entirely twisting in the wind. Wander around, you may find a map station as mentioned above. It's good enough to get you around, and [i]may[/i] point out other locations of interest. I started taking screenshots of them and assembling composite maps of the region in my second monitor for my own navigation. Regions covered by two maps reveal how inconsistent the maps the stations give you are, they're really more of a vibe, a back-of-the-napkin doodle. It gives you the gist of what to look for. And, ultimately, that's why the game is called "ADRIFT". Not "aDRIFT", "ADRIFT". It means "lost". You get lost a lot, that's kind of the point. Meander about the countryside, what's left of the wholly abandoned, gone-to-seed ruins of some old world, following what might be left of the old road network, to locate the next cooling station you need. Hope to blunder into a map station so you can start getting a picture of what to expect. Ultimately, you work out the route you need to take, make note of shortcuts, and when you're satisfied, go pick up your core from one station and dash to the next. Hope your navigation is good. If you don't get there in time, the core goes, and that's it for you and, gosh, a lot of the planet I suppose. Or just respawn, the accident never happened. You know, video game logic. Fortunately, the game has a few mercies for the player. You can, at will, teleport to the last cooling station you've deposited the core, so if you're desperately lost, you don't have to stay that way. Even with the core in your truck, you can still go back, so you don't have to go experience the gameover screen if you totally wang your dash to the next checkpoint. I ssaid before that the devs love rally sport, because there's a lot of attention lavished on your truck. It sprays out great gouts of dust when you mat the gas pedal, wheels spinning, engine screaming and banging off the rev limiter. A power drift shoots an arc of dust. Big jumps have your wheels dangling, suspension slack. It's clearly got a lot of travel in it, squashing down on hard corners, understeering so much you measure your turning radius in kilometers. You need to work that beast to get it to turn, getting set up in advance, shifting the weight to the front wheels to get them to bite, a skosh of handbrake to get the back end loose. The engine is weird, high-pitched, like an electric and combustion engine had a weird bastard child. It's clearly got a rev limiter and transmission, but it screams in a high-pitched key, and you never worry about gas. The "roads" are lumpy and a bit slippery from dirt, but the truck is heavy, stable and utterly indestructible (the core going off notwithstanding). Even still, it has terrible inertia, it's not agile, so you need to work it into a slide (which takes effort, it's a freakin' overbuilt truck after all) and load up the suspension for cornering well before you get to that corner. Happily, while it's fast for a truck, it's not fast for a racing vehicle, so if you can convince yourself to look ahead and plan for your moves, you'll be fine. It's not exactly leisurely, but it's not twitch-reflex fast either. The world is weird. It's abandoned, overgrown, not a trace of another human anywhere. The colours are beyond saturated, they're actively blown out, almost painful to look at. Dirt is not just red, it's [i]RED[/i], the very essence of redditude. it's fast to drive on, it's often your road and sometimes isn't when you're crossing the red desert. Heavy plantlife is green, it slows you down a lot, so it's best to stay out of it when you can (but some shortcuts may be worth it). Really difficult, dangerous terrain is blue: anything that can high-center you, cliff faces, that sort of thing. Best avoided, but sometimes worth it. Some of the colour schemes changes later, but it's always easy to spot fast/slow/dangerous terrain. And the water is luminescent, thick enough you can drive over it, though not quickly The camera pulls back as you gain speed, reducing the sound of your engine as it goes. Go fast enough (like in a long straight) and it's the engine is entirely inaudible, just some quiet, weird ambient music playing as your truck hauls ass. Reminded me of helicopter chase shots of the Baja races, in a way. It's weirdly peaceful. When you're just meandering the countryside to find the next checkpoint, there's no time pressure anyway, so it literally is kind of relaxing. As long as you don't mind being lost. I mean ADRIFT. You might stumble on a repair kit in your blunderings about the countryside, which you can use to repair a bridge and give yourself a shortcut. Supposing you can remember where that bridge is. These are sometimes required but often not, but generally worth the effort. Every now and again, you do something that provokes some poetry. The poetry stays on the screen longer than it's welcome, if you ask me, and maybe you'll find beauty in it. I'm not often a poetic sort of person (though I do appreciate an artfully-crafted psonnet, I suppose), but I know others feel differently. Give yourself permission to enjoy it, nobody else has to know. Your secret will stay safe with me. That said, some of the poetry gives hints on general navigation notes, so it's worth a glance. And it does work better than a Sushi K rhyme.
Vibes are immaculate with this one. I'm anticipating many more rainy day sessions this winter.
A very chill and vibey game. The vehicle feels fun to control, bouncing over dunes and kicking up clouds of sand in a turn. The gameplay loop is enjoyable so far - explore the wasteland to find the next goal, plan a route and make a dash with the payload. My only criticism is that I wish there was more to find in the wasteland as it feels a little too empty.
Like another review, I find it hard to rate Adrift. I can't give it a negative review because it's well done in many ways. The vibe is off the charts. Post apocalyptic Outrun? Hells yes, sign me up. The poems felt very Dear Esther-y in a good way. But I found it to be a little too hollow. The world is empty and huge. I often went around in circles and several times fell through the map or transported to some other area, becoming stuck on rocks. The respawn mechanic is well done (you hold a controller button and reappear at your last checkpoint) but despawning happened often and it was frustrating to have to back track to wherever you think you were. The satellite points are the only map that you have access to and they're usually off the beaten path. All of the exploring wouldn't have been so bad if there was a bit more to find in the wilderness, or if you had your own map function that you could consult. I can't give this a negative review because I truly don't think it deserves it, so I will rather suggest you stay within the return window. I'm on the cusp of it and am not sure if I'll keep playing. The good news is I think you'll know rather quickly if this game is for you or not. Regardless of how I feel, the devs should be proud of their work. I may revisit this later when I want something to chill to on a stormy night. :)
First glance: Adrift is an open world exploration racer. The aim is to get the energy core to its destination before it blows up due to the heat, which continuously counts down. The objective is simple enough…pick up round flashy boomy thing and take to the next fridge before round flashy boomy thing goes boom. For the most part the game nails it The beginning When I first jumped into Adrift the vehicle felt slow and sluggish to control but after a couple of minutes I started to get the hang of things and settled into driving the vehicle. The vehicle comes with the usual controls…throttle goes forward, brakes slow you down and go in reverse, steering to avoid things and turning obviously and a handbrake. To me, I feel like the handbrake is totally underutilised and I never really felt that I needed to use it other than to try it out and I think that is because the vehicle you drive is like a Dakar rally car. It’s big, bouncy and doesn’t have well used piece of asphalt beneath it like a WRC car would. Even in places where there is concrete or asphalt it just didn’t feel right. However the rest of the time and once you understand that you are driving on deep sand then the steering does feel ok and that the understeering feels quite natural The World and the visual story telling The world you drive in is a highly saturated and a vibrant one. A deep rich red colour tells you where the sand is and the best route to possibly take, grass and trees will slow you down causing you to lose precious time if you are holding the energy cube. A cool pastel blue colour warns you of cliff edges, rocks and obstruction in your way and this has a strong contrast from the sand or surface that you’re driving on so that when the inevitable sandstorm blow in you can still understand where you are. Then there are other smaller details that show off broken roads and different ways to traverse the landscape and these are key to being able to find the satellite stations that will show you a small piece of the local map helping you to find your destination. The depth of field gives the world a nice feel, as if you are watching the vehicle through lens of a nearby drone as the focus of the vehicle shifts and changes as you dash around the scenery. The vehicle looks like a heavy duty low-poly rally car and it reminds me of the Art of Rally game that came out a few years ago which does all lean into the overall Dakar design of the vehicle. When you stop off at a cooling point…fridge….cold spot whatever you want to call it, the old world starts to be brought forward with strange golden holographic images, pillars start to glow and visions of the old walls and decoration around start to appear allowing you to start to feel the past being brought back to life. Along with small paragraphs of texts found on your journey it begins to tell the story of where you are and what happened. The Sounds The sound design in the game is ok at a push, the music has a nice synthwave feel and is quite calming on your journey however is does become a bit dull after a few hours of playing. The roar of the engine sometimes fades out depending on where the camera is pointing and even though is not a big issue, I feel like it would have been better if the engine was heard no matter what. The energy cube will start to let you know when time is running out and you really need to get a move as the volume of the warning increases. Final Thoughts I like the concept of the game and it has the potential to be something unlike the other driving games out there. I love the colours, the vibrancy and the idea of what the small team have created. But there are some issues. The world is a beautiful but empty, there was no threat in the three hours that I played it. I could just leave the energy cube at one of the fridges and just drive around without a care in the world. In a waste land like this surely there would be something? A crazed creature, bandits, maybe even damage after you drive head on into something. The satellite system is a nice feature, but you can’t keep a copy of the map you have just found? However, you can take notes of the bits of text you find. This seems like an oversight and in the grand scheme of things doesn’t make sense as if you live in a world that has a satellite system and a futuristic energy core then why wouldn’t you be able to download or copy what you have seen? Another thing that would be nice is if you were able to select a point on the map and an arrow would appear and point in that direction, if you cannot copy the map then there does need to be some sort of guidance to make sure that the player never feels that lost. I’m not talking about a full on gps system, just more of a ‘it’s in that direction’ sort of arrow Why don’t you have a compass? Yes the map and view is stationary but still, it could assist the player in feeling like they have some control. There are also a few quality of life issues that need to be addressed. The game would benefit from being able to turn the camera and this could feed into the compass problem. If you drive nose first into a cliff then you can’t see what is stopping you from turning around, there could be an additional tree or pile of rocks blocking you from moving around. There are some holes in the game map where you can fall through beneath the map stopping your progress until you find a work around. I had to make sure that I didn’t drive on a certain point when getting towards the Dam check point. In a few places you could see where the terrain didn’t quite blend properly into the rocks and you could possible get stuck. All in all, I had fun with Adrift and will hopefully figure out how to move past the dam/towers/lake what ever it is bit that I kept running out of time on in the near future. I also think this game would be perfect on the Steamdeck for long journeys.
Played this game in early stages I enjoyed it and couldn't wait to see the finale results and release date. It's finally out and so happy to play the official version of the game I can tell I'm gonna spend hours on this game trying to figure out every pathway and best routes for fast progression in between just exploring and leaving the Energy Core in a station so I don't have to worry about exploding when the timer runs out haha. GREAT WORK! I look forward to seeing what the future holds.
An enjoyable driving adventure where you have to explore the map quite thoroughly to get ahead. It felt a bit difficult to make progress later in the game. I would have liked some additional game mechanics to make it easier to find the next checkpoints.
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