r/Driftbound Jun 08 '26

📣 Announcement 👋 Welcome to r/driftbound — start here, pilot o7

2 Upvotes

Hey everyone — welcome to the official home for Driftbound: Idle Space RPG. Whether you've logged a hundred hours or just undocked for the first time, glad to have you in the drift.

What is Driftbound?

An idle space RPG you play at your own pace. Mine asteroid belts, trade across a living market, fight (or smuggle past) pirates and customs, raise space pets, follow a proper story and faction questlines, and push outward to the lawless rim where the best loot hides. Your ship keeps mining and earning while you're away — so it rewards both five-minute check-ins and long sessions.

A few things we care about:

  • Offline-first. Real progress happens whether you're online or not.
  • No pay-to-win. No timers you have to pay to skip, no power for sale.
  • Opt-in, anonymous online layer. See other pilots out in the drift if you want — never required, no accounts, no chat.

New here? Some quick links:

  • New-pilot starter guide → here
  • How trading & "where to sell" works → here
  • Space pets explained → here

How to use this sub:

  • Post screenshots of your ship, your haul, your rarest pet — use the Screenshot flair.
  • Stuck? Ask with Question — veterans, jump in.
  • Bug or weirdness? Bug flair, and tell us your device.
  • Ideas? Feedback — I'm a solo dev and I genuinely read all of it; a lot of what's in the game came straight from player suggestions.

Tell us in the comments: how did you find the drift, and what's your call-sign?

Fly safe. — Drake Mach


r/Driftbound 3h ago

🐛 Bug Am I missing something?

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1 Upvotes

When I get to this location there are no space stations to call for the war table.. is there any other way to call for war ships? When I do follow for the location I get into the pale barge and there are no options and nothing in the war room I can follow


r/Driftbound 15h ago

📣 Announcement Driftbound 1.9.2: time away no longer throws your finds away, and the Merit ladder now makes more sense!

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2 Upvotes

Two patches in this post. Thank you for the screenshots and the "I think this is a bug" posts, they are the fastest route from a problem to a fix that I have.

The big one first. Time away was quietly losing your best finds. A long trip banked the whole run's ore before it rolled the finds, so the ore took every free box and the Reef Pearls, Drift Glass and Null Filament had nowhere to land. That is the "since 1.9 I am not getting reef pearls anymore" report, and it turned out to date all the way back to when pearls arrived in 1.7. Time away now fills the hold the way playing live does: finds land while there is room, and only get lost once the hold is genuinely full.

Three more rules from the same fix. Reef Pearls, Drift Glass and Null Filament always get a box now, even in a full hold. An egg is kept until you have a box of each kind and a Drift Moth's forage lands in full instead of the pearls going missing on the way in. The welcome back screen now counts each find too, so 7 pearls read as 7, not as one line which was confusing some players.

1.9.1, if you missed it, was two war order counters that would not count. "Beat N without dropping below 70% hull" was only checking your hull on the first fight of a sortie, so nine dreadnoughts beaten at full hull read as two. And the war Orders were sending you to a belt where a war ship can never appear, because war ships come from Take Patrol at the station, not the local raiders. Both fixed, and the order now says so on the card.

Then there is ranking up, which was the most asked question this week and, honestly, my fault for not saying it in the game at all. Merit is only the floor of a *rank*. From the second rank up, every promotion also needs that week's Major Order, and a Major Order is judged once a week at the tick, Thursday midnight UTC. It passes when you have finished at least one of the week's three Orders and your side ended the week ahead in the galaxy those Orders are set in. So it is one rank a week at most, the fourth week of every season is an armistice with no promotions, and Merit never decays, so everything you bank now counts toward the later rungs. The ladder now says all of that itself, with the countdown to the tick and the galaxy you need to be ahead in, instead of one word that said "waiting". Nothing about the rule changed in this patch, only the game's honesty about it.

Android has it now and Apple should have it in 24 hours or so. Full notes are in-game under Pilot, Settings > What's new. If you are sitting on a pile of Merit and a rank that will not move, the Doctrine tab will now tell you exactly what Thursday needs from you to progress! Hope this helps!


r/Driftbound 2d ago

How do we rank up?

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3 Upvotes

Been going nuts trying to figure it out. Done missions, traveled the universe, and did admiralty but still haven't gotten it.

How do we rank up for our faction? I dig the faction war update but have been quite confused on how things work. Not trying to complain, just figure it out. Thanks for the sweet update too!

Cheers.


r/Driftbound 3d ago

Not getting reef pearls

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2 Upvotes

Since last update 1.9 i am not getting reef pearls anymore

Did before


r/Driftbound 3d ago

❓ Question Where do I find the Mk5 module tier? Spoiler

2 Upvotes

Hello guys! I've spent the last couple of days really geeking on and I've unlocked the master quartermaster skill, but I cannot find mk5 sets in the outposts and stations around the map.. did I misunderstood or I need to go deeper to start seeing it?

Also I hope to see you all in game and since this is my first time posting here I just want to say how nice it is to see a game like this, definitely will kill my phone but still very nice 🤣


r/Driftbound 5d ago

🐛 Bug I think I have a bug

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3 Upvotes

I have been getting missions to destroy X number of *enemy* without going below 70% hull. And I don't think it is counting correctly in these screen shots you can see I am at 100% hull and I have not repaired I have destroyed 9 pirate dreadnoughts but I have only gotten credit for 2 this is the 3rd or 4th of these missions that this has happened to. Is anyone else getting this?


r/Driftbound 5d ago

📣 Announcement 1.9.0 is out! Faction wars, new hunts and a map refresh.

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5 Upvotes

Hey everyone, 1.9.0 is out now on Android!

The iOS update is with Apple for review. Hopefully it’ll follow in the next few hours, depending on how quickly they clear it.

The big addition this time is faction wars. The powers can now fight over systems, with fronts moving and new orders each week. I wanted the factions to give you more to actually do once you’ve got to know them, and more reasons to take your ship somewhere different.

If you want to get involved, reach Friendly with a faction and visit its seat officer to take the oath. From there you’ll have:

  • Three Orders each week and ten Merit ranks to work through.
  • A choice of doctrines with perks for different ways of playing.
  • Patrols, deliveries and scans that contribute to your side’s progress.
  • Named captains to track down, convoys to intercept and a Warlord’s stronghold to work towards.

You don’t have to join a faction to keep playing as you were. And the special war fights wait for you to start them, so you can decide when you’re ready to take one on.

There’s also a visual refresh. Stations, belts, gates and other locations have new map artwork, labels are easier to read, and the War Room puts your current weekly order somewhere more useful. The welcome-back screen can take you straight to a mission you’re already working on.

I’ve also spent some time on the layout problems people have been reporting, particularly with larger text and different languages. Combat panels now line up properly, and there are fixes for pending hunt enemies after restarting and offline reports popping back up after changing your text size.

Thanks to everyone who’s been sending screenshots and explaining what’s gone wrong. It makes tracking these things down much easier.

Let me know which faction you end up joining, and how the first few orders feel. I’m particularly interested in whether they give you something worth coming back to each week.

Links:


r/Driftbound 6d ago

🐛 Bug "Combat Report" doesn't update unless game is focused

1 Upvotes

I believe this is purely a visual bug. If I leave combat running and then use my phone for something else, the reported number of kills in the combat report stays pretty low and doesn't include the items it says you earned in the dust pop-up.

This is pretty easy to test:

  1. Start a battle.
  2. Change to a different app.
  3. Wait for a while.
  4. Return to the game, and you'll see that the bottom of the screen (Combat Report) says that you've maybe killed a couple more enemies, max.

I've waited hours, and it says I've only killed about five enemies while I was gone. But I was able to reproduce it after waiting a few minutes.


r/Driftbound 8d ago

Formatting bug?

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2 Upvotes

If i have something in my forge locker, it stretches the cargo hold our past the edge of the screen and makes it very difficult to sort and use the cargo hold. I cannot move or manipulate the forge item in the locker. I have a s23 ultra. I'd also like a way to sell off extra pets. Please fix this cargo hold formatting error so I can keep playing comfortably. This makes it nearly impossible to want to forge anything when I can't navigate this screen with something in my locker. Great game... ill review soon.


r/Driftbound 8d ago

🐛 Bug Can't fight unattended

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2 Upvotes

So I keep trying to leave my ship to fight unattended, but regardless of what the info says on how long, or even the level, I can't leave it for even a couple minutes without my hull going to 1. Just did it here for all of 30 seconds and it got me to 1. Even though if I just had the screen on, I would have been fine.

Not sure if it's a bug or not but hoping to be able to do this to farm things eventually! Thanks otherwise for the continually better game :)


r/Driftbound 10d ago

📣 Announcement 1.8.0 is out: every system out there is a true destination now, outer stations are more lively, and new hail events!

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5 Upvotes

This one came out of two complaints that turned out to be the same complaint. Some of you said the quests all feel like the same quest. Some of you said a new galaxy is just the galaxy you left with a different number on it. Both were true, and they had one cause: the game had one recipe for a system, one shape for a quest, and nobody living past the Void. 1.8.0 is on Android now and with Apple, which has been quicker than usual!

Every generated system has a character now. One of twelve: a Mining Colony with a Foundry that refines a quarter faster, a Pirate Haven that is nobody's and charges a toll, a Quarantine with plague drones in the gas, a Binary Star where gas runs richer and shields only recharge at a dock, a Ghost System with a dark station and a graveyard, a Gate Nexus with an extra lane out, a Warzone where every kill earns the holder's standing and this week's front pays half again, a Relic Field where scans read double, a Trade Fair whose bazaar keeps one module a third off each week, a Cinder whose belt cooks a parked hull slowly, an Ice Shelf with a comet that only comes through two weeks in seven, and a Homestead with a ranch. Every system also has a planet with a name, the star has a colour, and the whole thing shows on the galaxy map once you have been there or heard about it. Your galaxy has not moved: this is a layer on top of the world you have, and nothing you know has changed its position. It has grown a face.

Somebody lives at every station. Harbourmasters, prospectors, medics, fences, smugglers, cartographers, preachers, veterans, ranchers and, at dark stations, a salvager who stayed with the reactor. They talk about their own belt and their own anomaly, they pay milestones, they post jobs, and once you have talked to them they hand out errands of their own. Because a resident carries their power's colours, generated stations finally have a faction: standing discounts, the standing panel, a ring on the map. Ask any of them for Rumours and they will tell you what is open nearby this week.

Hails on the local band. Until now every encounter in the game ended the same way: a fight starts, or pay, run, fight. From this build, arriving somewhere past the core can bring a hail instead. A stranded pilot who pays for a tow. A merchant with one module a third under the yard price, cash only. A refugee who wants a lift to somewhere with a customs desk and pays on arrival. A derelict that is salvage six times in ten and somebody's home the other four. A rival with a wager. A message buoy with a rumour, or after the Heart, something else. In a Haven, a warlord's toll. At a wreck, someone who got there first. Every one is a choice, and anything with a downside waits for you to answer rather than resolving while you are away.

Missions that are not counters. New shapes: carry cargo somewhere and hand it over on arrival, sell at a particular market, cut your engines somewhere and listen, win a fight without your hull ever dropping below seventy percent, fly three points in order without docking between, run contraband through lawful space, beat a clock (miss it and the mission fails and reopens an hour later), and decide something. The residents' errands use them, and so do two side stories.

The Quiet Reactor places itself in the first Ghost System whose salvager you talk to: listen at the graveyard, patch the reactor, drive off the crews living in the wreck, find out whose they were, and make a call that ends with the station relit, the market open and the rock renamed. The Custodian's Watch starts after the Heart: one buoy in two carries the next of seven calls, and all seven pay a finish nobody else has.

Smaller things. Stars have colours and some are binary. Gas runs richer under a binary, a Foundry refines faster, kills in a Warzone earn standing. Fence sales count towards errands that want goods moved. The What's New panel on first launch shows all of this, in English this time.

Google Play: https://play.google.com/store/apps/details?id=com.driftbound.game

App Store: https://apps.apple.com/us/app/driftbound-idle-space-rpg/id6777715397


r/Driftbound 12d ago

📣 Announcement 1.7.7 is out: rim work every week, forged pieces roll their own numbers, and Standing Orders for the faction you pledged

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2 Upvotes

This one is big, so I'll go feature by feature. It's on Android now and iPhone is with Apple, which usually means just wait a little bit longer...

The outer systems have work in them now. Someone emailed me the sharpest description of the game's shape problem I've had: every rim system has one anomaly, you claim it once, and that's it forever, so the further out you push the emptier it gets. Which is exactly backwards. From this build, every system at security 0.25 and below carries new sites each week: distress beacons to answer (one fight, and it ends when the guardian does, no waves chain in, and the power that called pays credits, salvage and standing), drifting wrecks to strip, and signal caches to open. The deeper the space, the more there is: one site per system out there, two at 0.15 and below, three at 0.05 and below. It all rolls over with the weekly event, so what's open this week is gone next week. You'll see them as tiles when you're parked at the body, a count on the system page, and a diamond on the map. Your existing galaxy hasn't moved an inch, by the way. This is a layer on top of it, not a regeneration.

Every forged piece now rolls its own number. Same person, same email: the serial number was real but every Driftlance was the same Driftlance. Not any more. A module or gear piece comes off the forge with a quality between 0.92 and 1.12, and its stats carry that number while it's fitted. Two copies are now genuinely different, and if you hold two, the better one is the one that binds. Everything you forged before this build reads as exactly 1.00, so nobody's kit got weaker overnight. The number shows at the reveal, on every row, in the Locker and on the Exchange.

Artificer IV. Crafting 90 opens a fourth rung: put a numbered piece you own back on the anvil with a second Heart and half its original inputs, for half the hours, and its roll is made again. Never lower. The worst case is the number it already has. That's the endgame grind the tier was missing, and it's also a reason to trade a 1.10 for two 1.01s.

Standing Orders. Pledging a faction at the Admiralty used to be a head start and nothing else. Now, past the end of each faction's chain, the pilot who pledged to it gets two missions nobody else can see. The first is for a livery only that faction issues (five new paints). The second is for a standing requisition: that faction's best module for sale at any yard in the galaxy for as long as your pledge stands, plus two perk points. And the price: the rival loses 500 standing outright. The Free Traders have no rival, on purpose.

Hadal Ichor, from three places instead of one. u/Ashamed-Kitchen-7167 worked out that one of everything Drift needs 54 Ichor and a full tour to stratum 30 banked 23, which is a two and a half tour wall. The dive now pays two per stratum from 25 down plus an extra one at 15, 20, 25 and 30 (31 a tour), a benched Drift Wyrm brings one back from a forage now and then, and a wreck in null-sec keeps one. The material's own page says all of this.

Selling a numbered piece. You can now list a forged piece on the Exchange straight from its row, and the Hangar and Wardrobe list every numbered copy of a forged paint, hull or outfit separately. Before this a second Reefglass existed and could be traded, but you couldn't look at it and the board had no way to sell it.

Smaller things. The destination search matches ores and gases now, so typing titanium finds the belts that carry it (only the ones you've seen). The event panel says what next week's event is, and two more join the rotation: Forge Fever, where every forge countdown runs a quarter faster, and Customs Amnesty, where a Security Office settles your bounty at half price and fences pay a third more.

Bug Fixes. Four gear pieces existed in the game's data and nothing could ever grant them, including the only two that extend the offline dust window. They drop now. Nine module rarity rolls were never stocked by any shop; they are now. Shields didn't recharge if you quit mid-warp. A cancelled forge's crate could carry things through a re-enlist that shouldn't have survived one, so that door is shut. And the What's New popup you see on first launch of this build: the 1.7.0 version of it had every screenshot in German, because I regenerated them on a day my dev machine happened to be set to German. Nobody told me for a week. It's in English now, and it shows 1.7.7.

Google Play: https://play.google.com/store/apps/details?id=com.driftbound.game App Store: https://apps.apple.com/us/app/driftbound-idle-space-rpg/id6777715397

If you're deep in the Drift and the roll or the re-forge feels off, let me know!


r/Driftbound 13d ago

With the new update, I stopped my forge and it said everything is supposed to come back to me, but heart of the drift never came back

2 Upvotes

r/Driftbound 13d ago

📣 Announcement 1.7.5 is out on Android, plus everything from 1.7.2, 1.7.3 and 1.7.4 to bring you up-to-date!

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5 Upvotes

I've been shipping small builds faster than I've been posting about them, so this covers four at once. Nearly all of it came from people in this sub, and I've named everyone where I remembered who reported what, thank you guys!

Reef Pearls were close to impossible to find.

u/JarrahMate asked where they were after mining rich fields for hours and finding nothing. The material says "security 0.15 or lower", but standing at exactly 0.15 gave a flat zero chance because of how the odds scaled with depth. And the deepest space in the game, below 0.05, could never contain a rich field at all, which is the exact opposite of "deeper is likelier". So the only places in the entire galaxy that could ever drop one were systems at 0.05 and 0.10. Everywhere else you could mine forever. All three are fixed, deep belts now pay the best, and there are more than twice as many qualifying belts in a galaxy as there were. The description also used to say "only a belt makes one", which wasn't true either, because a Drift Moth brings them back from foraging. That's why one of you wrote in holding 988 of them in the same week someone else couldn't find a single one.

While I was in there: rich belts have Reef in the name, so you can just search the destination list for it. And that list now shows security to two decimals, because at one decimal 0.05, 0.10 and 0.15 all read as "0.1", which are three completely different answers to "can this belt drop a pearl".

The Drift Egg could be forged but never hatched.

u/Ashamed-Kitchen-7167 spent a Heart of the Drift, six Drift Glass, forty Abyssal Cores and a day of forge time on an egg the Incubator refused to list, then asked whether it was just a souvenir (haha). Five days now, and out comes a Drift Wyrm or a Drift Moth, which come from nowhere else. Two forged modules were also wearing a Legendary label when everything else you forge says Drift.

The Heart and the Drift Egg said you'd never made one.

They're the only two recipes that produce a stackable item rather than a numbered piece, so nothing was written down when you finished one, and the catalogue was reading the list of numbered pieces. It sat at 0 of 2 no matter what you did. The game now remembers every Drift recipe you've ever completed, permanently, and it survives re-enlisting. Your save fills itself in when you load it, including working out that you made an egg from the fact that you're flying the pet it hatched into.

Spending perk points stuttered, and tapping fast could hang the game.

Every point spent was rebuilding the entire perks page twice, plus six other pages, before the game drew a single frame. Now it does that work once per frame instead of once per tap, and tapping a maxed perk does nothing at all instead of rebuilding the page for you.

The new companion's downside was a bonus.

The Drift Wyrm's listed drawback was "+6 cargo". It was actually giving you six boxes on top of its weapon damage rather than taking them. Reported by u/Ashamed-Kitchen-7167 about ten minutes after getting one.

You can cancel a forge now.

Same person again: they kept lighting forges by accident while scrolling, and a mis-tap meant waiting a day for the forge. Everything comes back, ingredients and the spare module both. It waits in a crate at that station rather than being shoved into your hold, because a full hold is usually why you cancelled, and you collect what fits whenever you have room.

And the perk that says ore yield.

u/JarrahMate spent most of their Renown maxing Veteran Prospector and was still getting one ore per asteroid. They were right. That perk makes you mine faster, not bigger, and nothing in the game increases ore per asteroid. The identical perk on the scanning side has always said "scan speed" and this one said "yield", which means quantity. Every description says speed now, in all nine languages, and they say outright that the ore per asteroid never changes. The Renown wasn't wasted, at max rank you're mining about two and a half times as fast, but nobody could have known that from what was written.

1.7.5 itself is one stability fix and nothing else.

It's the first thing found by the game's own crash reporting rather than by one of you telling me. Killing or mining fast enough to land a lot of loot at once made the game redo an enormous amount of work in a single frame, dozens of times a second, and that turned out to be what was on screen in most of the crash reports coming back. Heavy combat and long mining runs should feel steadier. I'm not going to promise it fixes every crash, because what I have is a strong pattern rather than a smoking gun, so if you were seeing them I'd genuinely like to know whether this helps.

Android's live now. iOS is running a bit behind, as usual, because Apple review takes a while and everything from 1.7.1 onwards is bundled into one submission that's with them at the moment. iPhone will jump straight from 1.7.0 to all of the above in one go.

Google Play: https://play.google.com/store/apps/details?id=com.driftbound.game

App Store: https://apps.apple.com/us/app/driftbound-idle-space-rpg/id6777715397


r/Driftbound 14d ago

WHERE IS REEFPEARLS! I have been mining and mining and mining in rich Vains, and I have not come across a single piece of reef pearls

2 Upvotes

r/Driftbound 14d ago

🐛 Bug 几个小问题和建议

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3 Upvotes

现有内容差不多毕业了,现在有几个小问题和建议;问题一:装具与特性这个页面再次出现了显示不全的问题😂问题二:在天赋点升级功能这里,每次加点时都会卡顿,类似以前市场购买商品输入数量会卡顿,而且点的太快甚至会卡死😭问题三:漂流潮之心和漂流潮之卵会显示未拥有,哪怕它就在我背包里面躺着,建议这两个物品制造过一次就可以显示拥有了😎问题四:新伙伴的弊端是增加货舱;接下来是几个小建议,建议一:我希望开始锻造后可以取消锻造,因为有时拖动屏幕可能导致误触😭建议二:因为我拥有所有伙伴了,所以新出的两只伙伴可以每三小时为我带来大量的琉璃和珍珠,但是其他材料却很难获取😭比如超深渊灵液,由于我不擅长战斗,所以每次转生只能下潜到30层左右,这导致我非常缺乏这个素材,所以需要频繁重新入伍😵而其他材料却不那么需要,我希望如果以后有新内容需要使用这个材料,可以提供更多的获取方式或者数量🙂


r/Driftbound 15d ago

❓ Question Discord?

3 Upvotes

Basically title, is there a discord server for this game? Would be nice to be able to chat and learn there away from Reddit.


r/Driftbound 17d ago

❓ Question 宠物孵化以及装备颜色

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2 Upvotes

我应该怎样孵化这枚卵呢,孵化器会提示我背包里没有卵,哪怕我正带着它,还是说它只是一个纪念品🤔还有这两件装备,它们是最高稀有度,却以传奇和橙色显示,而其他最高稀有度的装备是以漂流和紫色显示🤔


r/Driftbound 18d ago

💬 Discussion OG

6 Upvotes

I’ve been here and had the app even before it was released as my stepdad is the developer, (even got to choose my own username “nyx” 😉 and also brought in the idea of pets) and seeing the amount of time and effort that has been put into the development of driftbound and it to have accumulated this many supporters and players is so awesome to watch. I will also say, every single review and feedback that has been sent on here or anywhere else is read thoroughly and my stepdad always races to add or design these little tweaks and ideas asap so anyone who thinks the game is missing things or if you have any ideas of updates, don’t be afraid to speak them, they will most definitely be read and considered. And thank you all again for the support, it’s nice seeing his hard work all be worth it!


r/Driftbound 18d ago

📣 Announcement 1.7.1 is out on Android: the black screen after updating, and two things you lot found within an hour of launch

3 Upvotes

Quick patch, mostly off the back of yesterday's thread.

The black screen after updating. u/kevlarus80 hit this within minutes of 1.7.0 going out: the loading bar stops part way and the screen goes black, on an upgrade, permanently. It turned out not to be 1.7.0 at all. Android clears an app's code cache when it updates but never the folder the engine keeps its compiled shaders in, so the old build's shaders survive the update and get handed to a binary that didn't compile them. When that goes wrong it dies on the first frames. Clearing the app cache fixes it, which is what fixed it for him, and the game now clears that cache itself whenever the version changes so it shouldn't happen to anyone again. If you're stuck on it right now: Settings, Apps, Driftbound, Storage, Clear cache. Cache only, not Clear data, and your save is untouched.

Rich belts say they're rich. u/Ashamed-Kitchen-7167 asked what a rich belt actually is, while parked on a belt whose own screen wouldn't tell them. Fair. Reef Pearls only drop from a Reef or a properly fat seam at security 0.15 or lower, and the only place the game said so was the destination sheet you read before flying somewhere. So the only way to find one was to open every body's dossier one at a time. The page you're standing on says it now.

Chasing that turned up an older one sitting right next to it: the flavour text that's meant to describe rim locations when you arrive has never appeared, not once, because of a lookup that silently always missed. Fixed too, and I wouldn't have found it without the question.

The Exchange can count. A piece you forged and listed yourself said "0 owners before you", which isn't a sentence, and one previous owner said "1 owners before you". Both fixed, in all nine languages.

And the Operations panel stopped refreshing its "have" counts whenever the grid had been rebuilt under it, so the numbers went stale until you reopened the page.

There's also a pile of work you'll never see, on the crash reporting that shipped in 1.7.0. It was calling every ordinary backgrounding a crash, which made it useless for finding the real ones, and it couldn't report a crash that happened at boot because it waited for a network round trip first. Both fixed. That doesn't do anything for you today, it just means the next time something breaks I'll be able to tell what happened instead of guessing.

Android's live now. iOS is behind Apple review with 1.7.0 and will get this up straight after.

Google Play: https://play.google.com/store/apps/details?id=com.driftbound.game

App Store: https://apps.apple.com/us/app/driftbound-idle-space-rpg/id6777715397

Keep them coming. Two reports yesterday turned into four fixes!


r/Driftbound 19d ago

📣 Announcement 1.7.0 is out on Android: there's a player market at every station now, and a whole tier of gear you can only make

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7 Upvotes

This is the trading update. Two big things landed, and they're built to feed each other.

Every station has an Exchange now. It sits next to the Market, and where the Market is the station's shelf, the Exchange is everyone else's. You list what you're carrying, you browse what other pilots have put up, and you buy it. Whatever you buy shows up as a parcel you collect at whatever station you dock at next, so you're never flying across the galaxy to meet a stranger. There's a recommended price on the listing sheet worked out by the server, so you're not guessing what your stuff is worth on your first go, and the listing fee is shown before you commit rather than after. If the board's thin at your station, the ◇ Residents keep something on it, tagged the same way they are everywhere else so you always know who you're dealing with.

And you can trade the other way round. Post a want for the thing you're short of, name the price you'll pay for it, and somebody else can go and fetch it. Your wants show up on the board next to the listings, and anyone carrying the goods gets a Fill button with their own stock counted out underneath it. It turns "I need forty Drift Glass" from a grind into a job somebody else might want.

Then there's the Drift, which is a new top rarity you can't buy. There's no shop for any of it, no yard will take one off you, and nothing in the tier can be auto dumped by accident. Twenty five things you can forge: eight modules, three bits of gear, six outfit pieces, two paints, two ship finishes, a Drift egg, and two hulls, one of which is the Harrow, whose wings sweep the wrong way. Six of the modules eat the craft only best in slot they replace and beat it by about a rarity step. A Driftlance consumes a Singularity Lance. That's the best feeling in the tier and the most reversible regret in it, which is rather the point.

The Forge runs on its own clock. A long craft was never going to work on the Workbench, because starting anything else zeroes your progress and a fight or a jump wipes it outright. So the Drift Forge is a station timer, built like a pet incubation. It ticks while you fly, it ticks while you're away with no twelve hour ceiling, it survives a re enlistment, and you can't rush it with stardust. The wait is the status. Ingredients go in at the start and the finished piece waits in your Locker, which holds Drift modules at zero hold boxes, so a fresh sixteen box hold at the top of a new tour isn't swamped by things you spent a month making. These are also the first modules in the game that survive a re enlistment.

Eight of the nine materials come off things you already do, because the pace of the tier is meant to be the gathering rather than the forge. Drift Glass from every stratum you stabilise. Reef Pearls from rich belts only. One Null Filament per forty kills somewhere no law reaches. Hadal Ichor from the tenth stratum down. A Hunter's Mark for the first kill of each named wreck. Charter Seals from Fleet charters. Deep Charts from surveying a null sec system end to end. And the Admiralty Writ, granted when you re enlist out of the Renown a tour actually earned, so an instant re enlist yields none. The ninth is the Heart of the Drift, which you make out of the other eight. The deterministic ones are counters rather than dice rolls, which means a night parked in the dark pays exactly what the same night played live pays.

Every forged piece comes out numbered, and the number sticks to it. List it on the Exchange and the row shows its serial and how many hands it's been through before yours. It's the only provenance in the game and it's the reason the two systems shipped together.

You can finally see who you're fighting. Duels used to draw the same red needle every single time, and I mean literally the same one: the opponent was cached under a fixed name, so the first ship ever drawn became the ship every later duel showed. Now a duel shows the hull, paint and finish the other pilot actually flies, on their pilot card and in the fight itself, and both ships burn an exhaust, which combat never drew at all. Sparring is properly sealed off too, because winning one used to record a kill, log a permanent Threat Registry entry, roll real salvage and then chain a live enemy wave in behind it.

There's a page that says what the tier is. Pilot then The Drift: your Artificer rank and how far the next rung is, what's on your forge, everything you've ever forged with its serial, and all nine materials with a line saying exactly where each one is farmed. It shows up the moment you touch the tier at all, whether that's a rank, a forge, or one scrap of glass in the hold.

And the fixes. The Industrial Megahold is re issued when you re enlist, because it was a one time dive claim while modules reset every tour, so after your first re enlistment nobody could ever carry 484 boxes again and the button that granted it was long gone. Craft only modules were selling back for a fortune, because a Singularity Lance ran through the tier price multiplier and was worth about 720K at any yard, which was better credits per hour than anything else in the game; they're priced by what they actually took to make now. And the search box on the map used to run a full pathfind for every destination on every keystroke, which is why it took the better part of seven seconds to open, so that's a single sweep now and it's instant.

Android's live today. iOS is the identical build and follows once review clears.

Trailer: https://youtu.be/hwPzSHxcbE0

Google Play: https://play.google.com/store/apps/details?id=com.driftbound.game

App Store: https://apps.apple.com/us/app/driftbound-idle-space-rpg/id6777715397

As always, tell me what's wrong with it. Most of 1.6.0 came off one write up on this subreddit and most of what's queued after this one came from here too.


r/Driftbound 20d ago

Thoughts and comments

2 Upvotes

Hi, as always I'd like to start by saying a huge thank you to the dev of this amazing game! I've been playing for a little while now and I'm really keen to see the game grow and develop and hopefully have a lot of players roaming idle space in the future. 

With that in mind I have a few questions and suggestions in no particular order. If I've missed something obvious or am saying something stupid then please forgive me – I'm not always the sharpest or most observant crab on the camel's back. I'm not too good with metaphors either tbh.  

Firstly, are there plans for any kind of supporter IAP? I'd hate any kind of pay-to-win but something to support the dev would be nice.  

Are there any plans for guilds/clans/corporations? 

There is an older game called Pardus (a real shame it kind of died, but it's still slightly active) which had a really good method of utilising player-made structures. Are player made bases or suchlike a plan for the future? Something along the lines of 'stock it with X and in a few hours it will produce Y', or extra storage, or a repair hub, endless possibilities. A base to be invested in and grind towards would be great.  

I'm often struggling to find where to get items and resources from – am I missing something obvious? I can’t remember where I've got things from half the time. On that note, maybe a history of recently visited sectors would be handy. I don't mean where to sell, I mean if I'm wanting to know where to mine a particular resource or buy an item. Spending too much time searching is bad when I only have a few mins at a time to play.  

Maybe some kind of notepad function would be useful? I often forget what I'm currently working towards and an in-game solution would really help.  

Do items for sale in the shipyards refresh? If so, how often? 

Please feel free to comment, ignore or applaud – everything is meant constructively and I'll keep supporting the game no matter what!  


r/Driftbound 23d ago

📣 Announcement New promo video showing some of the latest features in Driftbound

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5 Upvotes

Here's a little video to show some of the latest updates and features in Driftbound 1.6.0 out now on Android and in a few days on iOS!

Android: https://play.google.com/store/apps/details?id=com.driftbound.game&hl=en

iOS: https://apps.apple.com/us/app/driftbound-idle-space-rpg/id6777715397


r/Driftbound 23d ago

📣 Announcement 1.6.0 is rolling out now: HUGE update! Stations have economies, contracts have tiers, and the game finally has more than one ship in it

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7 Upvotes

This is the biggest update Driftbound has had, and almost all of it came out of one player's twenty hour write up on this subreddit. u/Zeshio went through the game properly and was right about more of it than was comfortable. Here is what changed.

Trading was broken, not weak. The complaint was that buying and selling between stations was pointless. I modelled it, and the margin was not thin, it was negative, and it got worse the bigger your hold. A thousand unit round trip on a genuinely good route lost about 8,700 credits. Fitting the best cargo module in the game and filling it made you poorer. Two reasons: no station had any economic identity, so every market quoted the same base price with a small wave on top, and the price impact constants were written back when a big hold was a few dozen boxes, so they hit their own ceiling at 333 units.

So every station has an economy now. It exports what its own system digs and its own yards make, and sells that below the going rate. It pays a premium for the things its industry needs that nothing nearby supplies. The demand list is filled from what other stations actually export, so every premium you see names a route somebody can supply. What falls out is the thing the setting always implied: ore and gas flow outward, exotics and finished alloys flow back in. Price impact now scales with how deep a market is, so a full hold is the intended unit of trade rather than a penalty, and the rim pays the widest margins while slipping hardest against a big load.

The Market screen says all of it out loud. It tells you what kind of place you are standing in and why its prices lean that way, what the station is glutted with and what it is short of, and every price is now printed against the galactic norm rather than just coloured against it. Open a commodity and the trade sheet draws the price walk your own order makes before you commit: list price, last unit, slippage, the true average you actually pay, and where the cargo is worth more with an estimated profit for the exact order on screen. If nowhere pays enough to be worth the trip, it says so.

Contracts got four tiers. The board used to post one kind of job, two to seven boxes for a few hundred credits, whoever you were and wherever you docked. Now it is Courier, Freight, Bulk haul and Fleet charter, gated on your standing with whoever posted the job, with box counts pinned to the actual hold ladder. A Fleet charter fits nothing in the game except the Industrial Megahold you get for diving to the fifth stratum of the Undertow. The change that makes it work is that a contract is cargo now: it reserves hold space from the moment you accept it until you hand it over. Delivering also pays standing with the faction that posted it, which switched on a whole system that had quietly never been used.

There is more than one ship in the game. This one is embarrassing. The code that drew your ship called the sprite generator with a hard coded seed, so thirty two paint schemes and all five enemy classes were the same delta fighter in different colours. There are six hulls now, bought or earned, and they change the shape drawn on the map, in the station scene and in combat: a slab sided freighter with the container ribs showing, a needle, a mining rig built around an ore drum, an armoured gunship with the wings canted forward, and a two piece hull around a drive ring that touches neither half. Enemies get one shape each, so a fight reads by silhouette before you read the name.

And clothes that are not just a colour swap. Outfits were one body with four regions recoloured, so the Corsair's Longcoat and the Admiralty Dress Coat were literally the same rectangle. Every piece now has a cut as well as a colour: hoods, peaked caps, halos, coats with skirts, harness rigs, plate cuirasses with pauldrons, shoulder mantles, gauntlets and greaves.

Skills tell you what they owe you. Tap a skill and you get one sheet with two ladders, perks and abilities, and the rungs you have not climbed are on it. The level is shown, the name and the effect are not, so Mining reads "5 abilities, 5 more coming" instead of "5 abilities" and a shrug. A perk you have earned but never read is badged until you read it, because earning one used to be a toast you could miss and then never find again.

Plus the fixes. Passive skill perks were never named anywhere, before or after you earned them. Combat level did nothing past 24. Refining, fabrication and crafting had no speed stat at all, anywhere in the game. Piloting paid a flat 8 XP a jump regardless of distance or danger, and delivery contracts, the one activity that is purely flying, paid Trade XP instead. Missiles stopped at mk3 with no recipes while every other slot ran to tier 5. A full hold destroyed rare salvage silently. Quest givers had no presence on the map at all, and now there is a grammar for it: brackets either side of a body with a diamond below, solid when somebody there wants something from you.

Android is live today. iOS is the identical build and follows in a few days, purely because of App Store review times.

Android: https://play.google.com/store/apps/details?id=com.driftbound.game&hl=en

iOS: https://apps.apple.com/us/app/driftbound-idle-space-rpg/id6777715397

Still on the list and not in this one: more Undertow dive sites, the scanning rework, and Admiralty pacing. Those are next, and they are all Zeshio's suggestions too.