Land Drifters blends idle progression with active RPG exploration across multiple islands, letting you develop combat classes, unlock skills, and manage interconnected upgrade paths. The hybrid design supports both hands-off progression and active grinding, though automation is limited to select resources and crafting tasks. Best suited for incremental fans comfortable with a less streamlined experience who enjoy mixing idle downtime with occasional engagement.
About this game
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!
What players are saying
▲ Recommended43 hrs
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.
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.
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.
The castle vault can get of pricey if you try to ugprade everything, so the price caps at 50 silver, 50 lumber, and 50 bricks. Gem tiers also now are set to T1 for the first two, T2 for the next two, and T3 for the last two. Build 0.5.11 Castle Vault prices are now capped when they reach 50. Gem tiers updated, first two sets of gems are T1, next two are T2, last two are T3. Fixed an issue with storage discount not applying to the very first upgrade at 10 storage. Fixed Billy the Slime name issue in statistics section.
This update was targeted toward resist exp as it slows down in later levels.It wasn't gaining combat exp bonuses because those first few levels could be trivialized, but once your level is high enough, it can still be fun to see numbers go up and make stuff like fear or nausea less problematic.It now benefits from your combat exp bonus, but it scales with your resist level up until 50 where it reaches the full amount of the bonus. Your combat exp bonus is actually pretty substantial as it is all multiplicative with each other. Not to mention how your total class levels and total kills increase indefinitely. This means some people might see numbers even higher than 500% more resist experience.To make it more obvious, your combat exp bonus now shows up in your combat stats.Plus some other changes and bugfixes that can be seen below.Build 0.5.10Combat exp bonuses (Soul Dagger/rift talent/etc) will now benefit resist exp, however, this bonus scales with your resist level, reaching the full amount at level 50 to ensure earlier levels aren't too fast when introducing new resists.Combat exp percent now shows up in combat stats (It's multiplicative with rift talents / soul dagger / gear).If you kill an enemy too quickly, sometimes you could miss resist exp as it ticks every 2 seconds. It will now award you exp on kill if the enemy died too fast.Crafting locks now show level requirements for everything on mouse hoverMedium bowls are now tagged T2 and large bowls T3.Mouse hover description delay reverted to zero.Fixed a bug with offline combat where the kill count tracked data only added toward the initial enemy.
Welcome Land Drifters!This update brings some quality of life features!You can now access vault menus from your inventory! Left click an item and look at the right. You can deposit or withdraw items!If you do not have the item unlocked in the vault yet, these two buttons are replaced with a different button to unlock it.Storage items now will show green text when you have enough storage items for the next storage upgrade! Increase your storage discount from gathering skills or the rift. (It still shows red when full)You can also mouse hover enemies to see what they drop!Plus other changes listed below.Note: Testing how it feels with mouse hover descriptions having a slight delay before popping up to see how people like it.Build 0.5.9You can now use the vault from inventory by left-clicking an item and accessing the vault/inventory buttons on the right of the item selected menu.You can now unlock vault storage in inventory.Storage will now show green text when you have enough of that item to upgrade it.Combat enemy will show its loot on its portrait mouse hover.Item Focus Menu reworked a little bit.Fixed some zone 1 crafted gear of higher tiers having higher than expected stats.Some text now has a shadow to pop out better.Fixed a building being reachable early.Additional optimizations for gathering.
Posts come from Steam's official announcements feed.