
From stardust to cosmic sovereign! In this unique space game, evolve by devouring everything. Grow from a tiny rock into a massive galaxy. Each swallow brings growth, each evolution brings victory. Unlock the universe's ultimate secrets!
Modeled estimate, not a reported figure. How we estimate →
About
"Drifter Star: Evolution" - The Path from Stardust to Galactic Sovereignty
In this unique cosmic evolution game, you will embark on an epic journey across time and space:
Core Gameplay:
Start as a tiny asteroid and continuously grow by devouring surrounding cosmic matter
Evolve through collisions and consumption, progressing through different forms like planets, stars, and black holes
Make critical choices at each evolutionary stage to shape your unique celestial body
Game Features:
Dynamic Growth System - Real-time devouring, instant evolution, experience the thrill of power growth
Strategic Evolution Tree - Choose different evolutionary paths: Frozen Fortress, Cradle of Life, or War Planet
Danger Meets Opportunity - Carefully avoid larger celestial bodies while seizing growth chances
Stunning Cosmic Landscapes - Experience visual impact from asteroid belts to galaxy clusters as scales change
Your Objectives:
Wisely select consumption targets
Develop long-term evolutionary strategies
Balance risks and rewards
Continuously ascend the cosmic food chain
Ready to become the master of the universe? Begin your devouring evolution journey and uncover the ultimate mysteries of the cosmos!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese*, French*, Italian*, German*, Spanish - Spain*, Russian*, Japanese*, Traditional Chinese*, Korean**languages with full audio support
Engagement
Reviews
Themes across 207 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Fairly entertaining for an hour or two. There is some gameplay variation, but it is kind of repetetive in general.
Primeiro, parabéns! Realmente muito bonito e intuitivo. O jogo apresenta uma qualidade técnica notável. Embora seja single player, tem um ótimo fit para mecânica multiplayer também, e isso é um desafio interessante: manter ambos os modos funcionando sem ficar desbalanceado é complicado (especialmente evitar que um jogador level 1 enfrente alguém muito superior no mesmo lobby). Mas eu sei que vocês conseguem fazer isso, pois o jogo já demonstra qualidade técnica sólida. A simplicidade aparente do gameplay só é possível com dedicação real. O resultado é um jogo limpo, agradável e bem construído. SUGESTÕES DE MELHORIA: 1. Indicadores de Tamanho Cósmico: Adicionar no HUD a visualização do tamanho atual que estamos e também progressivo (Asteroide → Planeta → Estrela → Buraco Negro). Não precisa ser intrusivo : um pequeno ícone ou barra de progresso ajudaria o jogador a entender sua evolução visual e progressão. Acho que melhora bastante o feedback do progresso. - 2. Cronômetro de Sobrevivência: Um simples contador de tempo mostrando quanto tempo estamos vivos enriqueceria a experiência. Funciona como métrica pessoal e desafio adicional. - 3. Passagem de Tempo Estelar: Como o jogo trata de evolução estelar, uma métrica de "Anos-Luz" ou simulação de passagem temporal faria muito sentido tematicamente. Reforçaria a identidade do jogo e tornaria a progressão mais imersiva. - 4. O Grande Desafio: O Endgame: Aqui está minha principal observação: o Endgame é extremamente rápido e sem desafios. O Early Game tem um pacing perfeito - há tensão, dificuldade progressiva, necessidade de estratégia. Mas ao chegar no Endgame, simplesmente não há mais desafios. O jogador fica parado engolindo tudo ao redor. A progressão morre. Sugestão : - Obstáculos progressivos no endgame - Se implementar/manter multiplayer: sistema equilibrado que considere zonas de level, para evitar desbalanceamento entre jogadores - Metas de sobrevivência (bater recordes de tempo) - Eventos ou zonas de perigo mesmo para o endgame O jogo tem fundações sólidas. A diferença entre o Early Game envolvente e um Endgame mais passivo é clara. Com ajustes na progressão do Endgame, Drifter Star teria um loop muito mais satisfatório do começo ao fim. Ótimo trabalho na qualidade técnica e design. Recomendo! 👍 ################################ # ENGLISH # ################################ First, congratulations! Really beautiful and intuitive. The game presents remarkable technical quality. Although it's single player, it has a great fit for multiplayer mechanics too, and that's an interesting challenge: keeping both modes working without becoming unbalanced is complicated (especially avoiding a level 1 player facing someone far superior in the same lobby). But I know you can pull it off, since the game already demonstrates solid technical quality. The apparent simplicity of the gameplay is only possible with real dedication. The result is a clean, pleasant, and well-built game. IMPROVEMENT SUGGESTIONS: 1. Cosmic Size Indicators: Add to the HUD a visualization of the current size and progressive evolution (Asteroid → Planet → Star → Black Hole). It doesn't need to be intrusive - a small icon or progress bar would help the player understand their visual evolution and progression. I think it greatly improves progress feedback. - 2. Survival Chronometer: A simple time counter showing how long we've been alive would enrich the experience. It works as a personal metric and additional challenge. - 3. Stellar Time Passage: Since the game deals with stellar evolution, a metric of "Light-Years" or temporal passage simulation would make a lot of thematic sense. It would reinforce the game's identity and make progression more immersive. - 4. The Big Challenge: The Endgame Here's my main observation: the Endgame is extremely fast and without challenges. The Early Game has perfect pacing - there's tension, progressive difficulty, need for strategy. But upon reaching Endgame, there simply are no more challenges. The player just stands there consuming everything around them. Progression dies. Suggestions: - Progressive obstacles in the endgame - If implementing/maintaining multiplayer: a balanced system that considers level zones, to avoid imbalance between players - Survival goals (beat time records) - Events or danger zones even in the endgame The game has solid foundations. The difference between an engaging Early Game and a passive Endgame is clear. With adjustments to Endgame progression, Drifter Star would have a much more satisfying loop from beginning to end. Great work on technical quality and design. I recommend it! 👍
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Hours played at review time, across 207 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
10分钟就结束了,就不能出个无限副本吗?能存档一直玩就好了
The entire gameflow is literally: Smash into other rocks-> Some rocks gravitate toward you-> Gain mass and occasionally an upgrade->Die/ Become a blackhole-> Game ends. There’s really not much else besides that. Very empty game.
制作组我操你们妈,你们他妈的会不会做游戏?死了之后能不能给个存档或者退两个阶段重新开始而不是直接回到陨石?变成稍大一点的行星之后就他妈开始有一堆比你大得多的行星恒星追着你杀,还抢你吃的,你们他妈玩过你们自己做的游戏吗?别跟我扯什么科普之类的事情,首先你们做的东西得先是个游戏并且好玩能让玩家有成就感再谈别的而不是教玩家做事,毕竟你们的游戏是收费的
内容太少
This game is a nothing-sandwich. It's easy, repetitive, and uninteresting. You might get a singular hit of dopamine out of it when you pick the laser gun planet, and then you'll be disappointed 3 minutes later when you're not allowed to have it any more.
我是宇宙中的一颗天体,我不知道我得罪了哪路神明,但是我知道我在太空中游荡的时候总是会有一些天体被下了追杀我的命令,我之所以知道是因为这群家伙完全无视别的天体的引力,就死盯着我加速,甚至连锐角转弯都做得出来。虽然我可以通过吸收少的可怜的物质碎片升级,但祂好像总是知道我到了什么阶段一样每次都派更高级的天体来追杀我,还好物质碎片也无视这些家伙的引力让我能够正常升级。 后来我变成了黑洞,但还是被四五个黑洞追杀,我一气之下把他们都吃了,于是我变得超级大然后爆炸了,创造了一个属于我自己的宇宙,那个狗屎神明再也叼不到我了。
The Idea of the game is nice and could be fun. But... The AI seems to be chasing only the Player, not themselves. Very annoying. Everytime you increase your level, instantly there are even larger objects, which starts to chasing you. And everytime you "crash" an object and want to collect it, as they have the bigger mass, you get only some breadcrumbs.
Quick and fun
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
The games this title's players most often review too — audience affinity.
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