
Soar the skies in Aloft, the co-op sandbox survival game set in a world of floating islands. Build any island into a skyship, your home in the clouds. Find lost knowledge, cure the fungal corruption, and brave the hurricane to restore the ecosystem.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.86/day in the week to Aug 27 → 5.14/day in the week after.
About

Aloft is a feel-good, cozy survival game set in the clouds, where you can transform any island into a flying ship and explore the vast skies.
Navigate the world, discover new islands, gather resources, build your dream home, and take care of your animals, solo or as a group of up to 8 friends.
Yet within nature’s beauty, a corruption spreads. Root it out and cure the fungi threat that devours all other life. Uncover lost knowledge, brew powerful antidotes, enrich the biodiversity of the islands, and restore balance to the airborne ecosystem.

Aloft’s feel-good survival is more about rewarding positive action than punishing mistakes.
The sky provides everything you need; cook up delicious meals for buffs, gather resources to craft tools, and explore to find new technology. Soar the open sky freely and discover ancient ruins to uncover the secrets of the past.

Soar the open skies in a vast sandbox world and turn any island into your personal skyship.
Build and customize it into your personal home. With a helm, rudder, and sails constructed, you are ready to sail the winds and explore the skies. You are the captain of your adventure!

The wind is an ever-present ally in Aloft.
Install windmills and a network of cables and pulleys to automate your machines and production. Fly into strong winds to supercharge your crafting power and sailing speed, but make sure your sails can handle it.

Each island is its own living ecosystem, vulnerable to unsustainable gathering and the fungi corruption.
Find and cure islands from corruption by defeating the mushroom creatures in combat. Craft antidotes to save animals and restore islands to a state of harmony. By restoring their biodiversity, you gain access to new special resources, and make them more resistant to the corruption.

Collect seeds and animals on your travels and bring them to your home island.
Plant various crops in your garden to cook up delicious recipes, and care for the cuddliest of animals to gain rare resources. Form a true bond by meeting all their needs, and they will even protect you.

Creativity lies at the heart of Aloft, which can be enjoyed as a peaceful solo experience or with up to 7 other players.
Bring your entire island base when you join another player’s world, and create a small village of sky explorers. Use the in-game island creator to design anything you can imagine, then share it with the community to populate their worlds.
Craft the island of your dreams, challenge the corruption, restore balance, and express your creativity in the limitless skies of Aloft.
See you in the clouds!

Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 878 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Aloft is an idea with a lot of potential. Unfortunately, the game falls into mediocrity in every category (visuals, combat, audio, etc.) except the building. The building falls into the complete mess category. It feels like every 5 items were created by a separate person with no shared motive, intent, or requirements. Many building blocks don't align, such as half-walls when placed over full-walls, or when mixing stone and wood blocks, etc. Spiral stairs cannot be encased in a small circle without clipping. Stone fences don't have an angled variant, and many many other inconsistencies and a general lack of cohesion and unity in the entire building system. Furthermore, a large section of the buildable items do not snap to the grid. This, combined with snap rotations being exclusive to such items that can snap to grid, creates a frustrating experience where nothing can really be aligned without prolonged suffering. I hope the developers address these issues such that the game can serve to at least pass the time without pissing me off.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Reviews, worldwide (the counter carries no country): 0.75/day in the week to Jul 21 → 1/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Ukrainian, Simplified Chinese
Hours played at review time, across 883 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I'm interested to see where this goes, but as it stands right now, I found the loop and mechanics rather boring. Even through a "cozy" game lens, I found it fairly boring. Not to mention there feels like there's a good amount of annoying backtracking, lack of QoL features, and overall lack of diversity in the gameplay loop. No for now, but maybe with a couple of updates it could be somewhere.
This game might be the most unoptimised game I have ever played, I can run unreal engine 5 games in 2K resolution on high settings with no problem yet this game runs on 50-70 FPS and drops to 20-30 FPS on full HD resolution if I build anything. Don't get me wrong the game is fun, there are loads of things to do , exploration is fun but it runs as if I'm playing on a PC from 2010 and it's such a shame because when I'm able to play I really enjoy it. Hopefully the performance issues will be fixed soon but the way it runs now I can't recommend it to anyone unless you have a 9800X3D and a RTX 5090.
很难想象这玩法是怎么有这种好评率的,玩法核心就是净化小岛,净化完所有小岛可以净化大岛,大岛解锁提升等级解锁科技树。怎么净化小岛呢?你要先净化附近的的腐化岛屿,流程就是找冒烟的地方落下去三刀砍掉一个节点,砍掉所有小节点大节点解锁,砍爆了就完了,这就是这游戏的所有战斗内容了。然后你就去小岛上拔杂草收垃圾,收完垃圾找土堆种菜。每个操作都要切换工具每种要找到七八个。终于完成了这些破烂任务你就可以净化小岛了,给你的唯一奖励是没有任何作用还在背包里占一个格子的果子,然后每个区域上述流程重复三次,目前我去了三个区域已经通了九个马桶了,好不容易做了这粪便任务解锁了科技等级你还得去一系列及其无聊的找科技点,堪称弱智的解密,比如开几个开关,把球放洞里,然后你可能要飞三四个岛才能吃上这大粪解密,所有时间就在漫无目的的飞,找科技点,通马桶,没找够科技点你没法去更高级的地图,按这游戏的尿性更高级的地图也没什么可期待的,估计是拔更多草,种更多菜。我真是吐了这粪游戏是怎么特别好评的。
My husband and I play this online with our 2 kids--aged 7 and 10. There is some swordplay for my 7 year old and adorable animals for my 10 year old. Dad and I can build and explore and no one ever "dies" so no one ever cries. Great game. 5 stars with rice.
Game starts in a very relaxing atmosphere, progress flows nicely, you are building your base etc. Then you get into the 2nd biome where you are hit with much more complex puzzles, in fact many of them all crammed into a single island with little to no direction on how you complete some of these. There is clutter everywhere, and research falls behind early on making you back track to get stuff once you unlock the items needed. Back tracking in this game is not fun, it takes a long long long time to sail back to previous locations. So what used to be a very "zen" type relaxing game turned into complete frustration entering the 2nd biome. I can only imagine the mess the 3rd is in, but I'm not exactly compelled to carry on at this point. I very much liked the earlier version of this game I feel like they went wrong a long the way.
Comparing with having put in over 3800 hours in MD, 1100 hours in to Raft, 335 hours into Necesse, 550 hours into 7d2d and now currently at 123 hours into Aloft, I felt is was time I gave my review to counter some of the recent negative reviews. ---First and foremost--- this is still a early access game Pro's: Customizable game play (easy, hard, creative, etc.)You can set controls to player preference. Even in multiplayer, each person can set their own difficulty as well Story, has a beginning, middle and end. Not to complex but complete as some do not and leave you either scratching your head to understand and follow or just leave you hanging. Music Score's are mood immersive and helps create the atmosphere Interesting Art Style Game mechanic's implemented very well, enhanced with a unique style of mini games and combo's to make both resource gathering and combat stand out from other games in it's genre and provides additional dopamine No timers. No stress to "run" back home to end the day. Cozy exploration and imagination inducing creativity. Freedom- No building punishment, +1 for refund the building materials Con's: Only if you do not take the time to READ the in game info and tips, play longer than the 2 hour refund time and give enough energy to figure out the mechanic's, which are both easy and explained You might think its a bit constraining with Character creation because you are rewarded later in game with further Character customization. Optimization can be better improved but even with lower graphic settings (fps, shadow's or clouds) you can fully enjoy and experience the game. I gifted my family and friends the game, started a small server and have built a parkour course on the beginner island. Built a lovely tree house home. Built a medieval style tavern with setting in side and on the attached patio balcony. Hugged a frog. Stepped on a cute lizard. Went to sky limit. Watched sunrises and sunsets while chilling with others. Flew like Ang and raced another islander. Well worth the price, your time, your imagination etc. And did I mention its still early access. What will you experience?
Das Spiel gefällt mir eigentlich echt gut. Es ist entspannt, hat einen schönen Artstyle und eine sehr angenehme Musik. Die Idee, eine fliegende Insel als Basis zu haben, sie Stück für Stück auszubauen und damit die Welt zu erkunden, finde ich richtig stark. Gerade der kreative Ausbau der eigenen Insel macht Spaß und ist für mich einer der Hauptgründe, warum ich das Spiel überhaupt spielen wollte. Klar, es gibt noch einige Stellschrauben, an denen gearbeitet werden muss, und mehr Content würde dem Spiel definitiv auch guttun. Trotzdem fand ich die Grundidee so gut, dass ich die Entwickler unterstützen wollte und sogar das Supporters-Pack gekauft habe. Aber leider muss ich trotzdem einen Daumen runter geben, weil mich eine Sache im Online-Spiel extrem stört und mir die Motivation nimmt, weiterzuspielen. Ich finde es sehr schade, dass man Inseln aus dem Kreativmodus einfach in Survival-Lobbys spawnen kann. Für mich entwertet das den kompletten Survival-Gedanken. Warum sollte ich Ressourcen sammeln, erkunden und mir alles Schritt für Schritt erarbeiten, wenn andere sich im Kreativmodus in kürzester Zeit eine riesige Insel ohne Einschränkungen bauen und die dann einfach mit in eine Online-Survival-Lobby bringen? Ich habe absolut nichts gegen einen Kreativmodus. Für Leute, die genau darauf Lust haben, ist das völlig okay. Aber ich verstehe nicht, warum Inhalte daraus in Online-Survival-Lobbys erlaubt sind. Ein Survival-Modus lebt doch davon, sich Bauteile nach und nach freizuschalten, die Welt zu erkunden und die nötigen Ressourcen selbst zu sammeln. Gerade am Anfang ist das Erkunden anderer Inseln doch einer der Hauptanreize des Spiels. Stattdessen fliege ich los, um Materialien für eine kleine Basis zu suchen, während zeitgleich jemand in die Lobby joint – was ich eigentlich cool finde, weil ich solche Spiele gerne online spiele – und dieser Spieler hat, ohne auch nur einen Stein gesammelt zu haben, gefühlt seine Insel in einen kompletten Sternenzerstörer umgebaut. Natürlich könnte ich das auch so machen. Aber dann frage ich mich ehrlich, welchen Sinn es noch hat, die Welt zu erkunden, wenn die Progression im Kern dadurch ausgehebelt wird. Online im Survival-Modus entwertet das für mich leider jeglichen Fortschritt. Bitte ändert das... Bis dahin bin ich leider raus....
[h1]Un énorme potentiel… mais...[/h1] Je ne peux pas mettre un avis négatif vu l’état du jeu indépendant en 2026 et la difficulté de développer un jeu aujourd’hui. Mais honnêtement, ça me démange fortement pour une raison simple : [b]on s’ennuie énormément[/b]. [hr][/hr] [h2]Points positifs[/h2] [list] [*]Le jeu est [b]magnifique[/b]. L’ambiance est folle, reposante, ce calme et cette sérénité font vraiment du bien. [*]Le [b]housing[/b] est très bien réalisé, agréable, avec pas mal de choix. [*]Le concept des îles à capturer pour en faire un vaisseau est [b]original et bien pensé[/b]. On a envie de toutes les récupérer. [/list] [hr][/hr] [h2]Points négatifs[/h2] [b]Tout vient du même problème : le jeu survole plein d’idées sans jamais aller au bout.[/b] [list] [*]Le jeu est [b]vide[/b]. Interstellairement vide. À chaque action, on se dit : “à quoi bon ?” Rien ne motive. [*]Gros problème de [b]game design et de progression[/b] : on débloque tout d’un coup, puis plus rien. On farm le même biome en boucle jusqu’à l’overdose. [*]Beaucoup de mécaniques sont faites à moitié. Exemple : la capture d’animaux. Super idée… mais il y en a 8, le reste c’est du swap de couleur. Même sans utilité, il en faudrait au moins le double, juste pour la collection. [*]Le système de ressources est [b]anxiogène[/b]. Tout est limité en permanence. On stresse pour la pierre dure ou le charbon (le charbon, sérieusement…). [*]L’arbre de talents est décevant : on débloque des trucs pour farmer de nouvelles ressources qui servent à crafter d’autres trucs inutiles. D’habitude, les points de talents facilitent la vie. Ici, non. Où sont les trieurs auto, arroseurs auto, nourrisseurs auto ? [*]Les coffres et inventaires : joli sur le papier, pas pratique en jeu. Peu de slots, pas d’empilement, certains coffres se remplissent instantanément, d’autres jamais. [*]Les combats… honnêtement, autant ne pas les mettre. C'est ridicule... Le système de nourriture façon Valheim pour se booster ! Jamais utilisé... Je suis plus stresser par mon manque de pierre dur que par le moindre mob ! [*]Le systeme communtaire est moyen, y'a que des îles qui existe pour pallier au problème du jeu ! [/list] [hr][/hr] [i]Tout le jeu se résume à :[/i] [b]“Chouette, une nouvelle mécanique !”[/b] 10 minutes plus tard : [b]“Ah… c’est tout ?”[/b] [hr][/hr] Si les devs lisent ce message : [b]choisissez une direction claire[/b] au lieu de partir dans tous les sens. On a l’impression qu’il y a surtout des graphistes, mais peu (ou pas) de game designers / level designers. Mettez de la diversité, plus d'animaux, plus de automatisation... Et le pire reste la roadmap 2026. La prochaine grosse feature annoncée : [b]le vol[/b]. Honnêtement… [i]tout le monde s’en fiche[/i], la pêche au secours, le système de construction va très bien comme ça....
I love this cozy game. While the complaints ARE true, there is not that many things to do, each of those things is extremely lovely. Don't expect some grand immersive experience. This isn't Breath of the Wild. This is a small, focused experience. Flying around feels great. Building your island up feels great. Exploring other people's islands from the workshop feels great. But that's it, don't expect anything more and you'll be happy. So long as each update adds something that feels great, I don't care how long they take.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
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