Worlds Adrift Wiki
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Welcome to the Worlds Adrift Wiki
a user-created database on Worlds Adrift from Bossa Studios.
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We are currently maintaining 1,344 pages (343 articles).


Worlds Adrift

Imagine yourself as a nomad of the skies...

You and your ragtag band wander from island to island on your cobbled-together airship, scouring for lost technology and scavenging for resources. You are constantly trying to improve your ship, keep it fueled, and keep it repaired. Sky predators, storms, and other travelling bands; all of which could be a threat to your ship, will dominate your thoughts. But in the back of your mind, you still ask yourself questions: How did your world become this way? What calamity, a thousand years ago, could have shattered the world into a thousand pieces? Deep down you know that the world was not always this way, and your questions are what drive you onward and upward, towards the endless skyline.

Worlds Adrift is entering uncharted territory, we’re not sure if some of the things we’re now capable of doing are any fun to play with, and if together they create a game anyone would like to play. After all, what good is a new idea if no one enjoys playing something built with it? This is where you come in. As a player, you know better than anyone what’s fun and what’s not. The devs wish to open up the development of Worlds Adrift so we can go on the journey together, and so you can help craft the game everyone would all love to play.

Game Features

  • First, Worlds Adrift is set in a persistent, shared multiplayer environment. That means anyone who plays the game will be in the same enormous world. (Due to the increased importance of low latency in a game with physics, however, the current plan is to have separate servers for different geographic regions—we can’t overcome the speed of light, I’m afraid).
  • Secondly, the world will live and breathe. Worlds Adrift will not be an MMORPG as we know them. There are no quest hubs and no NPCs standing around forever, waiting to give you tasks. There are no low-level zones and high-level zones, because there will be no levels. There are no static, choreographed environments and events that replay for every new player.
  • Instead, there will be Creatures that eat and live and die, and Trees that grow, and Ruins that hold secrets, and Wreckage that rusts and rots, all inside a world that doesn't revolve around you, but that can be permanently affected by your actions. You are a part of the world, and it’s up to you to decide which part that is, and how it relates to all the other parts.
  • Lastly, the world will behave according to believable physics. You can see in the devs latest video (and can read about the specifics in Rodrigo’s blog post last week) that Ships are constructed of pieces — each of which can be snapped off if there’s a strong enough impact. Much of the world will also behave like this: creatures, wreckage, loose objects on the ground. And of course there will be plenty of Rope Physics involved in player movement.


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