
Land Drifters is an incremental RPG game that can be played idle or active. Explore islands, unlock new skills and combat classes, overcome obstacles, and more! The game is jam-packed with many paths of progression intertwined throughout the game!
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About
Land Drifters is an idle game about exploring new islands, leveling up new skills, and unlocks through progression!
The world is set in a medieval-style setting with many trade-skills to help you progress through the game. Mine precious ore and craft your strongest armor, battle against monsters to unlock new areas to explore. Claim your ship and set sail and drift to new lands to uncover their story with plenty of mysteries to uncover!
Lots of skills and tons of masteries to level up. Whether fishing mighty beasts, working with specific metals in smithing, honing your swordsmanship, or obtaining poison resistance through exposure, there will be a lot for you to enjoy and progress.
There are also plenty of side activities to unlock and keep you busy if you choose while you make progress. Claim rewards with an optional cosmetic currency you earn to spend in the game. Many of these activities range from fun games that challenge you in many ways, like speed, spatial memory, language, and more.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 33 reviews with recorded playtime.
Reviews
A mix of Melvor Idle and NGU Idle. Very creative and fun so far. I recommend if you like incremental games. I would say it's not necessarily 100% idle. You can actively grind or idle. [Random Gameplay] https://www.youtube.com/watch?v=DVk55LRxsy0
its a mess of various ideas, presented in a way that just doesnt work. Its neither idle not active nor crafting. It lacks the automation of the idle genre (you can only automate a single resource gatherer and a single screen of crafting). It has a pointless 'clicker' mechanism that halves the crafting speed by half (so , instead of looking at a screen for 4-5 mins doing nothing, now you can stare at it for half that time, still doing nothing). But there is no auto-craft, no auto-battle The UI is a mess, the colors are ugly, the fonts are basic, the icons too generic (and in some cases they appear stretched), the borders are misaligned and in many cases overlap with the icons. It has no options for any kind of visual settings. No accessibility options also. In all cases, the first couple of hours of a game, are usually the most polished, the most attractive, the most play-tested. In this game, not even the dev seems to have tested how the gameplay loop plays - there is no way you can convince me that staring at a static screen (with a small animation of 2 frames) is game-worthy material. All in all, it seems to me to be a junk game.
Ive been excited to play this game for years since I started following the devopment. The amount of content that came out of early acess is more then most idle indi games and It is very fair prices. the creators plan to still add a lot to the game and I am very excited to see what new they will add. I Hope a lot of people give this idle game a try Its very very great for the price and a lot more to come.
I didn't realize that at time of writing this, the game only had 25 reviews. Land Drifters is a pretty fun idle game, while it is in early access and eventually you reach a point you realize that certain systems aren't implemented yet, or that you're running out of content, etc. I have like, actively played it for dozens of hours and left it running on my computer throughout the day to check in and fiddle with some things, so I'd say having gotten almost "300" hours of game time, (915 hours of... account age..?) the price tag is well worth it, and I'm still enjoying my time with it as I try to get millions and millions of cactus for no reason. My main criticism for this game for all players, is that the lack of transparent information is crazy, like it's basically impossible to know how some systems work because there's no like, functional way to check what anything does, so you just kinda need to intuit it based on vibes, Stamina/Focus/Mana is a really strong and important, but how many people are realistically going to click the question mark and open the help page? even if a system is simplistic and easy to understand, the way information is presented in this game is nonsense, because even if you do find the question mark button, some things don't get help menus. What do Strength/Dexterity/Intelligence do? damage. but how? what's the scaling, how does it work? does intelligence benefit a hunter? you can't hover over any of your stats in any page to see what anything does. What do debuffs / resistances do? you literally have to get hit by them, and then look at what happens to see, and the game still doesn't really fully tell you, some debuffs have detailed descriptions and some don't. Like the first debuff darkness, what... does it do? like actually? It makes it harder to hit the enemy sure, but how? and how does darkness resist mitigate darkness debuff? How should I know? (does 10 darkness resist equate to 10 darkness debuff? my first intuition was, that the torch would allow me to fight on an even level as if I had no debuff at all, and then i could swap my combat trinket out for something more useful, but that, never happens, in any zone, at all. The combat trinket you get that gives you the resist for the next zone, is always the correct choice 100% of the time.) Another thing that deserves brief mention, is the lack of character customization in the game, it's woefully lacking. There's 9 character skins, most are pretty difficult to unlock, and both default characters John and Jane doe, cannot be customized, so you will be the generic white boy with no drip, or the pink haired anime girl. Custom image support for character skins, or like a color slider for changing outfit/skin colors, would be very welcome. (Combat Avatar customization is quite good though, but the aforementioned color slider or color editor for sprites would be really nice.) I'll heartily recommend the game for anyone who likes idle games, but I will list some of my feedback here, please note this is relevant to how the game is in April 2026, I would also preface this by saying this is very "meta" / balancing related, so for a new player, I'd recommend just experimenting with the game and going at your own pace: 1 - Despite being identical in function and mechanics, woodworking and mining are absolutely unbalanced in reference to each other(they also have minor differences in the skill trees), Woodworking makes weaponry for all three classes, and is the only crafting that makes weapons for Hunter and Sorcerer, while metalworking is entirely based around strength and armor, giving you everything for one class. (armor, weapons,) 2 - nodes can be pointless depending on how the player interacts with the game, I was in no rush to optimize the game or hurry, as yes, there's a wall of "the game is not finished yet" that an early access game is like to have, however even in my lazy vibes based gameplay, I skipped vitality level 0 copper almost entirely, leaving it around like level 14, and then got to vitality level 40 bog iron, bypassing leveling Iron, Mithril, and only briefly dipping in to Specterite. Now that I'm on the last zones in the game and have nothing left, I've been retroactively going back and leveling everything, wood working was infinitely worse, as I essentially skipped everything, vitality level 0 through 50, straight to 60 Cactus. The only reason I leveled any mastery was when I unlocked hunter / sorcerer, which made me make a mastery 7 bow, and eventually fully leveling each for their mastery 50 and 52 cane / wand. (Farming is somehow better and worse, because you do level linen/cotton/silk, but, coarse and plain are useless, I only level them when I have enough crystals to upgrade my tool capacity for tailoring or cooking, other than that, you just do everything on fine/linen/cotton/silk because it's the highest stats.) I think some sort of "zone prestige" or "ascendency" system would be good to provide relevancy, or maybe make higher tier items/tools at 60+ 3 - Combat resists and zone buffs/debuffs are whack and kinda one-note, there's no point in a resistance when you can farm all enemies in the zone / the zone itself freely. Maybe modifiers which make dungeons / zones harder (higher leveled enemies, bonus debuffs and buffs added, make monster attacks more diverse so a witch isn't hitting me with skull crush, and is instead doing ice bolt cold damage that effects my cold resist, and slows me, or make more enemies inflict poison and bleed, or nausea. Have enemies hit you with temporary debuffs that last like 30 seconds or something(cleansing on zone clear), a heat enemy leeching your max HP and that lasting until after the next fight in the same zone, something like that.) Basically, combat needs more variety, and even if it slows progression in new combat zones, you can add more mastery weapon actives so the player can keep up, or buff passives (or add more of them, or make certain types of gear give resistances alongside armor and their respective stat, so if Specterite was cold or whatever, it'd give you heat resist, etc etc.) (P.S as a random aside, food buffs should probably be re-worked, since I don't know how satisfying or meaningful well fed is, it's just eat fish every time you log on so your food buff stacks infinitely and never runs out, but it means you just ignore every fish besides the two most recent ones.) (P.S.S as another random aside, my friend, doesn't like the font when I show her the game. she's a stickler for stuff like that, if there's a way to change the font she'd buy the game. I think the font is fine. But it doesn't spark joy.) (P.S.S.S Getting a submarine and woodcutting coral and like mining aquatic metal or something would be sick af ngl)
If you liked the demo, this is just more of it. When I started it a week ago it was a bit rough around the edges. Small minor things, not something fundamentally wrong. The dev is very active and quick to react on feedback or help out which has been a pleasant surprise because I'm not really used to that. So with that kind of enthusiasm behind, this will turn out even better from an already good foundation. The game itself is a chill idle game with some active parts. Bit standard, with no major surprises in mechanics but I don't mind that. It's what got me interested in the first place from the trailer.
Один из лучших идлеров за последнее время, глубокое развитие, пока вот довольно сбалансированно. Очень похоже на Melvor idle, но с некой визуализацией и продвижением по карте. Есть конечно мелкие недостатки и условности, но разраб вроде старается, фиксит что то почти каждый день. Надеюсь дальше игру не забросят и будут развивать. Для поклонников жанра рекомендую, отсутствие русского языка почти не мешает.
Отличная игра! Вот еще бы версию для Mac OS.
It's a fun idler. However, it is pretty idle, so expect to need to put it down to make leaps of progress. Though you can play it a little more actively to get a small thing you need here or there. The world itself is very cute, I like the art and getting to explore a proper world map and find stations to work at. Once you unlock a station, you can access it from anywhere, but letting you probe around first and find the workshops stops this from being entirely a slog of menus. Overall at its price I think it's worth a shot if you like idler games. There are a few bugs or typos but quick updates over the last day or so have removed a lot of them, and new functionality was added (hold to click). Thank you devs!
норм
At this time, I cannot recommend it. I have given it so much time. There is a difference for me between idle clicker games, and almost completely idle. I wish I had the ability to speed things up in a meaningful way. I might continue to try and see if it ever gets better, but at this time, I just feel like I have wasted so much time with very little satisfaction or enjoyment but with a lot of frustration and disappointment.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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