
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 887 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I only got the game 3 days ago and already have 14 hours in it! The gameplay loop is super addicting, and it's neat to be able to see your progress in the form of how your floating town grows. I also love the art style, and the fun character designs. Resource management can be a little challenging sometimes-- just enough to keep you engaged without being stressful-- perfect for people like myself who prefer a chill time over a hard time! Overall: I'm loving it. I hope the developer makes more games with this style!
very buggy windmill has no prio settings and apparently no skill so you can make the villagers do it through that either no matter what you do. no one will load this windmill up i have like 500 wheat. forcing them to move wheat out of storage. they dont load it into the mill. they just walk past it and move the wheat into a storage on the other side of the village... this is micromanagement hell - the game. it is mostly annoying. but sometimes also fun.
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 | 13.8K | 95% | $14.99 | |
| $4.1M | 5.3K | 81% | $24.99 | |
| $4.1M | 4K | 79% | $29.99 | |
| $4.1M | 13.3K | 98% | $9.99 | |
| $4.1M | 5.2K | 76% | $19.99 | |
| $4.1M | 4.3K | 76% | $49.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.5M | 4.9K | 88% | $22.00 | |
| $1.4M | 2.3K | 81% | $19.99 | |
| $575.9K | 1.1K | 80% | $15.99 | |
| $1.4K | 8 | 75% | $4.99 | |
| — | 0 | — | — | |
| $56.8M | 41.7K | 96% | $34.99 |
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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 888 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
On peut dire qu'il s'est fait désiré avec 5 ans de dev (il me semble). Je pense qu'il est dans ma wish list depuis 3 ans et je craignais qu'il ait été abandonné. Graphiquement il est super sympa. Les constructions ont un design très fun. J'adore cette DA. Le gameplay est original et ça fait du bien de voir un jeu qui innove un peu. On pourrait croire qu'il est plutôt casu mais je le trouve assez technique. A partir d'une population de 10 drifters, la gestion de la bouffe et eau peu s'avérer délicate. J'ai lu un commentaire qui critiquait le fait de "ne pas pouvoir tourner les batiments". Cette restriction fait justement partie du gameplay. Chaque batiment doit avoir un accès aux passerelles et leurs géométries apportent un challenge dans l'agencement cohérent et efficace de la ville. Exemple un batiment 3x4 et un autre 4x3 doivent avoir un acces sur la première valeur, donc 3 cases pour le premier et 4 cases pour le second. Ceci complique volontairement les alignements. Faut donc bien organiser ses placements au risque d'avoir des kilomètres de passerelles ou une ville de 10000 tonnes. J'ai débloqué le mode "architecte" un peu tard. C'est pas le plus important mais il aide bien. Je conseille de focaliser sur les spécialistes. Durant ma première partie j'ai recruté tous les péons que je croisais mais ça fait déjà bien assez de bouches à nourrir avec les spé. Ces derniers sont obligatoires si vous voulez aller jusqu'au bout. Si vous n'êtes pas frileux au farming un peu long et aux biomes peu variés, vous pouvez passer un moment agréable.
I really enjoyed this! My first playthrough got a little buggy, so I restarted, which also meant I could make better choices in the early stages of building the city.
I'd give this a soft thumbs up. Overall I enjoyed the gameplay and the setting, though I had more than a couple ♥♥♥♥♥♥♥. Most of my frustration came in the end game where spent a couple hours trying to find the one biome a resource I needed for the final project, which was quite tedious. Otherwise the systems came together very nicely and the progression from scavenging anything and everything, to self sufficiency was quite a satisfying process
This game is absolutely addictive, i am having so much fun, for my city builders and simulation players this is one to have in your library for sure!
위기가 있는 생존 게임이 아닙니다. 본인이 폐품 수집을 좋아하는 사람이라면 하십시오.
This game is fun and chill, unfortunately there is no way to automate your base. Because of how resources are managed an the crew you need to fully develop your base, it's not possible to automate your resources meaning you will be always having to move and gather all resources available. You won't be able to do this in a relaxed way though since your crew will become hungry and thirsty every day if not fed and you have to manage what you store for most of the game as well due to the very limited storage options. On top of this there's a severe lack of content, there's not much to do other than surviving in a strenuous race for resources.
Great city builder, really enjoyed my 25 hours before rolling credits. Very chill and satisfying gameplay loop, beautiful and charming art direction/animations, just enough creative expression in the building without overwhelming with options. def recommend to any builder/settlement mgmt fans'
I don't usually recommend games I'm on the fence about, but I've decided to make an exception in this case because this is a really cute game with a lot of lovingly developed content and it's very likely its heart is in the right place. It is set in a beautiful fantasy world in which humanity has mostly removed itself from the equation but the oceans are not cooked or acidic and life down there is thriving. You sail along on a beautiful blue sea, admiring the sponges and whales and sea life below, encountering the occasional flourishing island bright with wildflowers, etc... What a beautiful dream, no? There's pollution to contend with apparently, but I've played for 33 hours and so far it has been idyllic. So that is my first reservation. It used to be a truism in the world of environmental activism that if you addressed people's climate anxiety they would feel empowered to inform themselves and take action. That hasn't worked, obviously. Who has benefited from that approach, I wonder. Anyway, this game is very soothing. For a commercial project, it is surely a difficult theme to tackle. Finding the balance between fun engagement and meaningful representation has got to be tough, and I just don't think they've found it yet. It's cozy and comforting, but I'm not sure that the scenario presented truly addresses the underlying issues, potentially pushing the impact from 'hope/resilience' to 'complacence'. But I'm aware that my perspective is a little different and that there are some (misguided) people out there who find the collapse of society more concerning than the collapse of natural systems. It is possible that this game is more for them than for me. My second concern relates to the ways in which the 'resource management' genre has been adapted to fit the theme - or rather how it has not been adapted. An overgrown island? Let's chop down all the trees! A school of fish? Excellent, let's send out a fishing boat and catch them all. I can't tell my drifters to catch, say, 10 of 20 fish; I can only manually intervene to prevent depletion if I'm paying attention, which doesn't always fit the very casual flow of the game. I interpret this as scooping up the surplus, for my own peace of mind - just assuming if they show me 20 fish, there are 100 they are not showing me. But resource abundance isn't exactly the theme of the game, so I am uncomfortable. Are there consequences for over-exploitation of resources? Apparently not! There's a bit about rebuilding civilisation in the intro that gave me the willies and I feel like various elements are coming together to make this potentially a very cute and pleasant game about how nice it would be to have the opportunity of repeating all our worst mistakes. Finally, the tone/register is inconsistent, which is just mildly irritating. 'Master baiter' really seems to come out of nowhere. On the other hand, some of the auto-generated town names are philologically speaking excellent. Something for everyone? I think the visual quirkiness is significantly more polished and works better than the verbal humour. The visual style is strong and can carry a lot; the English text could benefit from a re-work. Currently, it's a cute but casual base-building / resource management game with very pretty scenery and a theme I try not to think about too deeply. So I would like: increased difficulty, a more physics-based research tree, a bit more environmental realism, better adaptation of genre to theme. Experimental branch looks promising! Finally, I am a hypocrite, because a year or two ago I left a grumpy public comment somewhere saying 'insufficient content', and now that they've developed a really huge amount of content I'm saying 'pfft all this content is a distraction from the real issues!!'. The amount of work they've put in is staggering, and the game feels (in the nicest possible way) like the product of human labour, human processes. There's a lot to appreciate and I'd like to see where they go with it. On balance, for me right now it is still more a game to watch (with interest) than a game to play.
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.