
Sail, scavenge, and rescue survivors in a vibrant floating city-builder. Captain your drifters across the endless garbage sea to uncover soaked ruins, rusting factories, and stories from the old world.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 1.14/day in the week to Aug 27 → 3/day in the week after.
About


Turn ocean garbage into homes, workshops and colorful little gardens.
Collect floating plastic and driftwood, salvage scraps of the old world, and recycle them into homes that stay afloat.
Desalinate water, gut fish and board up a shelter to keep everyone safe
Decorate your town with plants, refurbished furniture and statues that keep your drifters happy.

Set sail to explore the flooded world, from soaked ruins to forgotten islands, and discover what still floats beyond the horizon.
Explore flooded remnants of the old world
Rescue stranded survivors and friendly animals
Re-discover old technology to improve your town. But be careful your drifters don’t get sick. The old world is polluted!

Your drifters each have their own stories to tell. Recruit specialists who unlock new buildings, quests, and discoveries for your floating community.
Find unique drifters like the Birdkeeper, Chemist, and Electrician
Unlock new technologies and story quests through their expertise
Complete personal storylines to unlock new mechanics

Develop cleaner, smarter systems that turn waste into progress and keep your floating town thriving in this feel-good apocalypse.
Research new tech to transition from burning firewood to green eel-ectricity generation.
Build connected production pipelines that turn your floating town into a self-sustaining ecosystem.
Clean food and develop cures for pollution-born diseases and keep your drifters healthy and productive
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 4.6Kreviews | 81% | — | $4.1M |
| $24.99 | 37ratings | 76% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
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 886 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
一款被80,90后刷屏,难到破防,连制作者本人都无法通关的游戏,你见过吗?开局一个破烂集装箱和一个落魄光头仔,你需要不断去收集海上垃圾,升级改造你的庇护所,上万种的改装方案任你自由组合搭配。研发海水过滤器,保证生存来源,为车头加装尖刺和防撞,抵御海盗袭击,夹板装上黄金炮台保持火力输出,底部加装防礁履带,提升动力响应。改装需要大量时间,所以遇到幸存者你一定要收留他们,这样可以提升建造效率。当你解锁了上百张S级海域地图,才发现刚刚进入游戏世界,走出新手村。还在等什么?疯狂水世界,游戏启动!
受不了B站天天推那个傻逼疯狂水世界直接来找原版玩,发现出乎意料的好玩,很棒的游戏!
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.1M | 4.3K | 82% | $24.99 | |
| $4.1M | 18.4K | 87% | $9.99 | |
| $4.1M | 13.8K | 95% | $14.99 | |
| $4.1M | 5.2K | 76% | $19.99 | |
| $4.1M | 4K | 79% | $29.99 | |
| $4.1M | 13.3K | 98% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.5M | 4.9K | 88% | $22.00 | |
| $1.4M | 2.3K | 81% | $19.99 | |
| $574.4K | 1.1K | 80% | $19.99 | |
| $1.4K | 8 | 75% | $4.99 | |
| — | 0 | — | — | |
| $56.9M | 41.7K | 96% | $24.49 |
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, Dutch, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese*languages with full audio support
Hours played at review time, across 887 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I'd like to give it a sideway thumb. (Experience from finishing the game's story once) The art says it all. It's a cute, relatively relaxing, non-combat, forgiving colony sim. It's like "what if Raft, but a city builder game." The game is alright if we expect a chill time. But the scale tipped down because it was fun only for the first few hours until the colony stabilized, then the game became just a big, prolonged, unfulfilling, unrewarding fetch quest, because the post-mid-game progression is designed to be just a pathway to the ending with no new unique challenge or charm of its own. Not to mention that the game's menus/UI can be buggy.
Game is several years in development and I can find tons of bugs in first 30mins of playthrough, how is that possible... For example, if you use map and use mouse to navigate instead of keyboard, when you exit map boat is no longer on your screen position so you have to find it; You can build scavenge boat, when you click it it says the boat is ready to use, but from that point onward you lose ability to scavenge islands because boat refuses to be used, and people do not swim directly to islands either... Like come on, if I can find these issues in initial hours with game, what were devs doing for all these years?
Flotsam A city builder, Exploration and Management Game I´ve got this game on my Radar for quite some time. Like many others out there, I burned my fingers sadly way to often on Early Access games, that sold Promise and Potential but never Delivered. So I bought this game discounted after its 1.0 release. Carefull to not exceed the 2hr mark for a Potential refund, but this game was Fun actually. The Gameplay loop is solid. You Start out with a little Boat and a few people, start collecting Garbage floating on the Ocean and start Adding to your Boat. Progress is quite fast and you early on see how you shape your Floating City. The Artstyle is a bit "too Happy" for my Taste. Looked like something nintendo would come up with. For something, thats set in a Post Apocalyptic setting this game is pretty Nice and Wholesome. Not totaly my type of Artstyle but it still worked fine for me. Game never really gets hard or complicated tho. Obviously, like most other games of this Genre, in the lategame you get some refining Production chains but it stays easy untill the end. No inflated hyper complicated Production chains that you need to check with a calculator. Later on, when you unlock the Ability to grow Crops and clean Water without using Fuel, you´ll basicly beat it. You could go on forever and define your Settlement, Start making things Pretty and all That. I am not that kind of Player. Luckily, there is a Questline that makes you able, to Finish the Game. I´ve never encountered a Single bug, no crashes and the Performance was smooth. Never went below 60fps. This feels like a Polished and Finished game that I quite enjoyed for my 20 Hours of Playtime. If you´re a completionist, you can come back for some Achievements if you´re into that, besides that there isnt much Replay Value to be honest. If you Finish the game once, you´ve basicly seen all the game has to offer. Enjoyable nonetheless. BUT Lategame gets somewhat Tedious, when you´re above 25 Population, it starts to become a Hassle. Your Storages are allways full, something still is allways missing/low and you´re constantly busy micromanaging some Production Chain. 8/10 Thanks for Reading
Despite being a Full "1.0" release, after YEARS in development, the game is STILL chock FULL of BUGS. Buildings frequent leave ghosts on deconstruct. Farms dont save their water settings. the AI on your villagers breaks occasionally. even upgrading, occasionally doesnt work right. Others report game breaking bugs, like if you collect a quest item before you get the quest. and these are ALL key components to the game that are so easily ran into, that its not like the developers DIDNT know about them, these should have been iron'd out BEFORE a 1.0 release.
没有尿液过滤器
A lot about this game is great, and for the most part I truly would recommend it. But it is just too buggy at times. When there is 36 water, and yet people start to die of thirst? When you have an empty bird house that was perfectly functional before, but after moving some things around, the birds now pretend that it doesn't exist, so they stubbornly tell me they don't have a home while the empty birdhouse just stands there. The birdhouse is not filled with food, even though there is birdfood in storage, and all my drifters are capable of bringing food to the birdhouse.. And as said before, the birdhouse functioned before I moved it, so what on earth? I worked really hard on making a beautiful floating island basically, completely powered by solar pannels, giving all the drifters an outstanding home. Leveled them up and asigned them good jobs. Grew a rediculous amount of crops, fish and seaweed. And for a long time had an abbundance of food. But as stated before, when I moved some things around, all of a sudden no matter what I did, it was constantly low on food.. The game also started freezing a lot. My computer was doing fine, and the map cuts off when you go too far back (I'm assuming so the game doesn't go crazy when you travel a long way) And yet the game kept freezing, forcing me to restart it over and over. Basically: I had a lot of fun with this game, until I didn't.
Decent colony-management game, but kind of nothing special, IMO. Competently made on a technical level, but really doesn’t offer anything unique beyond its setting and various gimmicks. I think there is real lack of challenge and adversity for a game like this, that makes anything beyond early game quite boring. That to me is the core issue. All that changes as you progress is that the resources you need become more and more tedious to obtain. This fundamental flaw is reflected in almost every facet of the game. Base building and planning are not relevant. The colonists move fast enough that the potential time-save from a carefully planned layout is almost non-existent. Food and water management is not relevant. The game provides you with enough food on the map to never come under threat of potential starvation, and acquiring the food is also not much of a challenge. Some more complex, late-game food items take quite a bit more effort to produce, but the effort is not worth it. All food items restore the same amount of hunger. All that changes is that the “better” food items give your colonists more happiness. Which brings me to the next point: Happiness is not relevant. As long as a colonist has access to food, water and a place to live (which is trivial to accomplish), you will literally never need to worry about their happiness. Medicine is not relevant. Colonists take forever to get sick, provided you don’t spend days in the polluted areas (which there is never any need to do because of how salvaging works). I’ve gotten to the very end of the game without a single colonist ever getting sick. As far as I can tell, the only way the game knows how to provide “challenge” is by making things take forever. Growth cycles, energy accumulation, etc. I think I’ve spent the majority of the mid and late-game on max speed, just trying to advance time so the thing I needed would get made faster. The end-game is especially guilty of this, and is the primary reason I’ve decided to give the game a negative review. The amount of waiting required to produce all the necessary resources is quite frankly insulting. To sum up, the game is just quite shallow, mechanically, and doesn’t really seem to understand what makes these types of game enjoyable.
This game is incomplete. It starts off strong, and at this point I'm thankful for a city builder that doesn't take place in medieval fantasy setting. Building your town outward from a central boat on an endless ocean is a good idea because it keeps you focused on only building what's necessary with your limited space, a challenge that's fun without being impossible, along with making sure your city isn't too heavy and your boat has enough fuel to propel it You also have to keep your rescued survivors fed, happy, and not sick from swimming in the polluted water, another reasonable and varied challenge. Crafting items and buildings from junk found around the map, to maintain the wellbeing of your survivors and build more complex buildings and items, a gameplay loop that is often tedious at the best of times, is passable here due to the abundance of items and the different biomes on the map. The only real problem at this point is making sure your survivors know to prioritize making food or drinkable water and not just making one thing endlessly until you run out of space and materials. Thankfully you can set limits on how many copies of an item are made, something that really should have been spelled out in the tutorial. Unfortunately the game completely falls apart in the back half. Once you got a balance on your survivors needs there's nothing else to do. Most of the items you craft are single use for quests, gameplay elements like the weight of your ship or levelling up your crew's skills become pointless, the map repeats itself, you run out of ways to make your crew happier except for complicated recipes, the few new late game tools you can make like the fish farms or the seagull collectors are useless or impractical, and the late game quests items you have to craft rely on ingredients to appear rarely on the map. And this isn't just the final act of the game, it's the entire second half. It's like the creators just had the a good premise for a game but didn't know how to take it to the finish line. I feel ridiculous spending several extra hours creating breathing respirators for my crew that didn't even clean out their pollution and had no effect on the endgame.
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.