
Nova Drift distills the mechanical depth and strategy of an ARPG into classic arcade space combat. Control an endlessly evolving bio-mechanical ship, face legions of strange and deadly foes, and ride the wake of a dying star across the void.
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): 0.43/day in the week to Sep 9 → 3.86/day in the week after.
About






Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 | $6.11−66% | 14.6Kreviews | 96% | — | $1.8M |
| $17.99 | 72ratings | 92% | — | 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 878 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Highly recommend. Super super super stimulating. The mod trees and wild mod system give a lot of strategic depth to both what to build and how to game your chances of building it fast, and the core action gameplay absolutely thrives on the core tradeoff between dodging and shooting (and corollaries like prioritizing targets to clear up space since ultra-tight dodging like in a Touhou-style bullet hell is literally impossible by design). One of the most consistently fun games out there. Aesthetically, the flat colors and simple geometry are always very easy on the eyes and can feel surprisingly creative, while the sound effects are satisfying and the music (which reminds me favorably of the FTL: Faster than Light soundtrack) sets the tone very well without ever getting stale. I do have a few quality of life gripes: First, you can't save a run mid way through--you either quit the run or you leave the game running. Usually not a problem, and sometimes it's even nice because it makes me think twice about starting a run on a whim, but when runs can last upwards of 40 minutes at my very low skill level it can kinda suck. Second, the default keybindings are questionable in a few places and changing them is a little annoying--if you just <Esc> out of the menu it doesn't save your changes or warn you it didn't save your changes, and for new players it's not obvious that the Fire/Thrust 1/2 bindings do the same thing (ideally there would just be multiple columns for the same control row). The default <Enter> to upgrade is a pain if you're playing with mouse controls (which is probably most people) because it's the only thing you need on that entire side of the keyboard (if you set it to WASD instead of arrow keys--which, I will say, it is very considerate of the developer to include as an alternate defaults set!), and once I unlocked the Research body I started finding it far too easy to banish stuff by accident either fat fingering right Shift while pressing Enter or just pressing left Shift as a stim. (My solution, which I advise for new players, is binding upgrade to Q and banish to E then unbinding the Strafe Left/Right controls since you can just use Shift+A/D anyways.) Third, experience flow is weird sometimes. I don't mind there being chance to it or there being missable orbs from enemies that flee combat, but it just feels bad to get too many enemies running away too early in the game to kill them all or for a huge wave to suddenly just get sucked up by a freak singularity. Singularities in general are just kind of unfun for me--I was absolutely wowed the first time I encountered one, but ever since then they've just felt tedious, having to spend what feels like the better part of a minute burst thrusting to effortlessly keep my distance or just dive straight in and emerge with a guaranteed proportion of my hull intact. I might like to see a future update overhaul singularities to be a wave type rather than just a random celestial hazard, still presenting risks of lost orbs if you haven't completed the previous wave yet but spawning with dedicated enemies that know how to not fall in. (Asteroids and comets, meanwhile, serve admirably to keep things dynamic *without* disrupting the flow of gameplay.) Fourth, this is kinda petty since Nova Drift has absolutely SPOILED me with how well and in-depth it explains so many of its mechanics and how mods affect them, but there are some holes in explanations of some things, particularly things like Salvo and Singular Strike that offer increases "with diminishing returns". I think more than anything this would be best covered for by letting you preview your stat changes on the mods screen. Fifth, visual clarity can be a little weird given the player's color can vary. This is very rarely a problem since it's kind of hard to play the game without tracking where you are regardless, but there have been a handful of times I've lost myself in a chain of knockback and heavy VFX then taken whole seconds to reorient myself because I just blended in with the enemies right next to me. The aiming hint is pretty subtle, and I like that, but (without mods like Blink) it and your shield VFX are the only things that clearly and consistently distinguish you from hostile entities, and the shield VFX aren't even there if your shield is down. That all being said, I wouldn't even think of all those things to complain about if this wasn't an AMAZING game. These are all things that it's very easy for a lot of things to do wrong that are also very easy to brush off and/or cope with--they only stand out because they're blemishes on an otherwise excellent experience. If you're reading this review asking "is Nova Drift worth my time", the answer is a very very firm YES.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.8M | 2.4K | 89% | $19.99 | |
| $1.8M | 3.5K | 88% | $14.99 | |
| $1.8M | 3K | 96% | $14.99 | |
| $1.8M | 2.9K | 74% | $24.99 | |
| $1.8M | 9.7K | 97% | $9.99 | |
| $1.8M | 6.2K | 68% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $0 | 0 | 93% | Free | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $570 | 3 | 67% | $7.99 |
Reviews, worldwide (the counter carries no country): 1.43/day in the week to Jul 23 → 1.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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, Russian, Simplified Chinese, Traditional Chinese, Japanese, Polish, Portuguese - Brazil, Korean, Spanish - Spain, German
Hours played at review time, across 882 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game broke my Balatro addiction!
Pretty cool game, I love the way constructs work (and specially the construct weapons) and soundtrack is awesome
I've played this game a lot. Mostly on steam deck. It's a great game. Very fun with a good feeling of progression. Waves of enemies seem to not be the same always so it's nice to have different problems to deal with. I bought when it was early access and it has only got better. +++++
Bug Zapper go brrrr
very satisfying pewpew
very good
I LOVR TNIS GAME SO SO SO SO SO SOS OS OS OS SOS OS SOS OS SOS SOS OS SOS OS SO MUCH
МНЕ НЕ ДАЛИ НИ ОДНОЙ АЧИВКИ, ХОТЯ Я УБИЛ ПОСЛЕДНЕГО БОССА ЛОЛ. По плюсам: + В принципе, неплохой, сделанный со вкусом к дизайну космический арена-шутер/буллет-хелл. + Звучки прикольные, а-ля 8 бит. + Прокачка интересная. Можно стать КОМАНДИРОМ ФЛОТА с кучей ботов, или быть маневрённым и долбить всех ваншотами из рельсы. А можно раскачать залпы ракет и просто делать ВЖУХ ВЖУХ БУМ с фейверками. По минусам: - Нет сюжета. Вообще. Вы - просто кораблик в космосе, уничтожаете другие кораблики, иногда НЕХ (?!). Иногда вас засасывает в сингулярность. Но на геймплей это никак не влияет, просто часть HP отнимает. - Ачивки не работают. Хотя я уверен, что большую часть того, что в ачивках описано я уже сделал 100%. - Управление - не очень удобное. Изначальная раскладка - это кошмар. Кое-как под себя переставил, но тот факт, что нельзя уйти вбок - очень напрягает. Нет тормоза у корабля, только вперёд и повороты на стрелочки или мышью. - Саундтрека ноль почти. Иногда играет какой-то лёгкий DnB, но он настолько незаметный, что я его не запомнил даже после 10 забегов. По итогу: Игра на пару вечеров, неплохо, но желания задротить и открывать всё в игре - не возникает. Тем более, что тут ачивки не работают даже. Для цены со скидкой в 30-40% - сойдёт. Для игры за 10$ - нет
fun, very good game
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.