On Stream:https://store.steampowered.com/app/718650/Driftland_The_Magic_Revival/

About This Game

After a devastating war between ancient mages, a powerful spell is all that holds together the shattered planet of Driftland. Faced with the destruction of their entire civilization and life on the planet, the warring factions called a truce and tried to repair the damage – but it was already too late. By using all their remaining magic to cast a powerful spell, they managed to keep their world in relative balance.

Many dark ages passed, but when all seemed lost, a ray of hope emerged once more: new sources of magic appeared, and new mages were given birth to across the planet. Now, as the dormant conflicts once again surface, this rediscovered power will determine whether Driftland is restored to its former glory or wiped from the cosmos entirely.

You take on the role of a Mage Overlord with your own castle, tower, and a small realm on one of the landmasses. With your unique powers, you can explore a procedurally generated world and connect floating lands to expand your kingdom.

Gameplay focuses on setting general goals for all your units without the need to micromanage each of them. The warriors, archers, and mages under your command are able to tame and ride different kinds of flying beasts and create various aerial units.

  • Procedurally generated world
  • Resource- and magic-based economy
  • Move and terraform scattered landmasses with magic
  • Tame and ride dragons and other creatures
  • Explore and fight on the same map
  • Set goals instead of directly controlling units
  • Single player, campaigns, and multiplayer

    • Requires a 64-bit processor and operating system
    • OS: 64-bit Windows 7
    • Processor: AMD Ryzen 3 or Intel Core i3 (3 Ghz)
    • Memory: 4 GB RAM
    • Graphics: AMD Radeon 7970 or NVIDIA GeForce 770 or or equivalent DirectX 11 card
    • DirectX: Version 11
    • Storage: 5 GB available space
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Size: 2.1 GB


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Jeff Sproul

Posted: November 29, 2017
Early Access Review

A new RTS by a dev team with no other games out, priced affordably? I had my doubts about the quality.

It’s a great game at an affordable price, that feels like Northgard and Majesty had a baby, but that baby will one-day grow up to be better than its parents. (And the baby has a hobby involving sticking islands together, which is awesome.)

First off, I’m going to go ahead and say that the quality I’m seeing, is on par with Northgard. If you’re not familiar with Northgard, keep reading.

Driftland is like a beautiful mashup of (I’m going to say Northgard again) and Majesty, with floating islands that can be bridged together to create a kingdom.

Driftland fulfills all the ‘promises’ that it seems to make, with its description and the overall premise. Floating islands can be smooshed together to create a kingdom, the economy in the game is fluid, but easy to figure out, but is also has depth that allows you to approach it in a few different ways. I wouldn’t go as far to say that the economy is settlers-like, but again, I’d say it’s more like Northgard in that you have to play a balancing act of where your people are gathering, what they’re gathering, and making sure they’re fed.

The more islands to ‘bridge’ together (witch actual bridges) the more your empire grows, the stronger your economy gets, and the greater your military potential. With each island, you actually feel like you’re becoming stronger (and on a normal-sized map, I felt like there were plenty of islands, but not too many.)

I was a little…iffy, on the combat, at first glance. My troops (which are majesty-style, in the sense that they do their own thing unless you set a flag to send them somewhere) were flooding one-by-one into a nearby AI controlled territory. I didn’t know what to do to stop that from happening. Just-so happens that those bridges I mentioned, were able to be destroyed. So you can cut-off another player from their own islands, by destroying their bridge. You can build towers to protect your own islands, but…the AI can still just re-make the bridge, which brings me back to the problem of my units flooding in one by one, if they have access. So, maybe that’ll get worked on during development.

Aside from the few oddities with the combat, I can’t find any issues with the core gameplay, after 2 hours of play time (which, you don’t need much more, to figure out if the game is solid or not.

Apparently a campaign is being worked on, as is multiplayer. I think the game (in its current state) would totally be worth a $14.99 price point, but it’s currently $17.99 on sale, with the default price being $19.99. Once the game gets a campaign, its last 2 factions, AND multiplayer, it’ll easily be worth $24.99. So, currently it’s not quite a steal, but pretty close.

I did not receive this game for free, I paid for it, I don’t have any stake in giving this game a decent review. It simply earned it.

Lore Squid

Posted: April 3, 2018
Early Access Review

I absolutelly love the game concept and execution so far. With as many hours as I’ve spent within it, I can summarize my impressions after playing a couple of maps, mostly medium and large varieties.

The plus side:
> Very well structured tutorial. I actually found it funny how the tutorial simply kicks off on any skirmish you start and adapts to give tips as stuff happens (aka attacks, famine, resource lack), basically swapping the usual linearity of most tutorials of "Do X, then next scripted event part of the tutorial happens."
> Visuals are amazing. Very few times did I choose to tab into the ‘map’ view, sometimes just to make sure my field of view on surrounding islands was encompassing.
> Although not fully mechanically diverse, each faction has its own unit types that differ through model. Which is really appreciated!
> The magic! All the spells I end up trying always look so colourful and well designed. Even if most are just reskins of the same shared spells, it’s really immersive and thematic to have (in an early access) so many icon and colour variations, when most of development has to go into adding features.
> Biomes actually affect your output. At first I was a bit indifferent on the biomes when playing dark elves and humans, but only when I ended up playing wild elves did I notice the biomes give advantages and disadvantages. So the transmutation spells made more sense afterwards, and their value to the game.
> The upgrades system! At first it was confusing, but once you got into how it works, it’s easy to remember in following playthroughs. The problem however is that most of the time you might be more compelled to leave the upgrades to mid-game and then begin mass-upgrading and buying them.
> Self-destructing buildings! I know, this SHOULD be bad in any situation you try to think it, but when you have a resource deplete, the associated gathering buildings will demolish themselves too. That way, no more micromanagement to worry on what building is or not gathering stuff. Good on you!… Just make sure to change the message, too frequently did I think those blew up because enemies were attacking.

The issues (this is mostly constructive criticism, I’ll try to give ideas on what can be considered alternatives) :
> First and foremost, while the ‘flag’ system works well for small raids and such, once you get a few islands, the units roam around too much. Only when they choose to go to a campfire can you really expect all of them to gather up and be prepared for an attack. That being said, maybe add in a ‘rally’ option? Not useable on islands you don’t own or have structures on (so that way it can’t replace the ‘flag’ system), only works on an island that you have built on. So in that way you can rally your army and make portals to where you wish to invade or make them wait for the bridge to build so they can march in, without having them roam around like silly. They end up a lot of times far away from eachother, taking extra time to arrive where they are needed and thus funnel themselves alone/one by one to the enemy and get obliterated quickly.
> Please make spellcasters stop running from a magical task. Far too many times did I have barbarians or enemies roam over my islands, and even if my army was massive enough to make the threat be nearly null, often my spellcasters decide to interrupt their casting of either biome change, destruction or creation spells to help in. This gets really frustrating if you are targetted frequently by enemy raids, making any of the second, third and fourth island spells practically useless due to the immense cast time that resets whenever a spellcaster decides to quit the job to fight off some raiders.
> Resource redundancy. Namely the resource allocation per island. It’s fine when you have like 500+ resources, it gives a reason for you to try and mine them off than waste and destroy them. But when some islands have between 10 and 400 resources, it often makes it hard when you have more islands to manage and a lot of decissions to make on where to mine what. For gems and rubies and the rarer resources it works well, but for wood and stone it kind of feels a bit useless to mention them. Maybe hide the resource all together if under 500?
> Currrently island variety is a bit limited. I’m sure there are plans to add more things like events or such, so I’m not holding this as a full negative.
> Mounted units love to fly to their death. The AI seems very keen to literally fly 1 or 2 mounted units at random due to exploration purposes. That I can understand. But I feel maybe a quick fix to this would be for the AI to ‘mark’ out an area as off-limits for exploration if it’s a player encampment? Most of the times and especially early game, these AI scouts don’t do much other than fly over and aggro your army, and are too quick to take down unless you have many archers, so perhaps dividing exploration and scouting could fix this issue?
> Rebelling troops have a glitched name. This will likely be patched, but when you dive into famine for too long and begin to have citizens rebell, their names display an error code "Not_Scripted_Unit".
> Conquering islands is confusing. Whenever I would have the army ordered to attack and destroy everything on an island, the units would march on and sometimes not even capture the eagles nests, pursuing enemies even if they run back to another island. Which is a bit inconveniencing since it often means 1-2 soldiers at a time walk into instant death. But the worst part is that the islands you cleared out arn’t "yours" untill you destroy the bridge connecting them to the rest of the enemy islands. Perhaps make it so that once an island is cleared, your units can capture it by building a flag?

Even with all the issues listed above, I have good faith that what I have seen so far is a great example of what to expect. I want this game to really shine, it’s unique especially with the mechanic of interacting with islands. Sometimes I feel the islands should also be in some even larger chunks, but often it’s not that much of a headache to have small ones too. So yes, I very much recommend people to try it out and support development!


Posted: September 12, 2018
Early Access Review

I played the game for 17h now and can say it’s really fun and you can see the dedication of the developers.
Little details like the interface and background music are amazing. The art and visual representation in general is really good.

Definitely worth buying if you like strategy or city building games.

Unfortunately the game is (for now) lacking content to keep playing it much longer than that.
But the finished game should have multiplayer and a campaign, so that’ll solve this eventually.

Problems I had: (Mostly putting this here because the devs might read it)
– The tutorial only explains the very basics. It took me quite a few tries before I knew what I was doing.
– The game assigns hotkeys simply by mouse-clicking something while holding the key. I like scrolling while selecting buildings though, so I constantly (unintentionally) assigned w a s d as hotkey for something.
– First skirmishes happen too late. By the time you can really start exploring and looking for your enemy, you already have a totally stabilised economy.
– The island creation spell feels too cheap. Both the theme and mechanics of the game suggest, that islands are precious. But with this spell they really aren’t. The spell should take a long time to cast, and be a lot more expensive. Maybe even require a special (very rare) resource.


Posted: November 17, 2018
Early Access Review

A beautiful and well-crafted strategy game that’s all about cutting down on micromanagement while staying challenging when it comes to your decisions. I love that I don’t have to babysit buildings, keep track of a dozen unit groups, or worry about retreating injured heroes from battle. Moving islands around, creating them, terraforming them, and destroying them is all a blast, and the arrangement of your islands will make a big difference when war erupts. I gave in to the easy strategy of making a thin line of islands to expand outward quickly, only to learn that huge swaths of my territory could be easily cut off if I were raided.

Driftland is an extremely polished experience, with great UI elements such as the ability to see which buildings can be upgraded at any time (even from the strategy map), as well as little graphical touches like seeing your buildings upgrade piece by piece.

My only real gripe so far is that with units being a little samey and no direct control over them, battles tend to amount to "throw everything at the enemy and spam your spells until win." This usually makes the objective and location of your battles more important than the battle itself.


Posted: November 29, 2017
Early Access Review

Driftland is in Early Access at the time of writing so my review considers it not a finished game. It looks like the campaign mode is missing, bridge upgrades, certain building upgrades, etc.

With that being said, I loved the old Majesty games, this feels very much like an updated version of it with cool new features. The biggest of which is the island gameplay. You move islands into your realm and harvest them for resources. You can also build farms for food and cottages for people resources on the islands. You are also able to create new islands and destroy old. It is a really interesting gameplay mechanic bringing island resource management into play.

Gameplay is pretty fast and doesnt feel like epic 4x games.

The UI is easy to navigate.
Gameplay is fun already.
I love the Majesty like gameplay.
Island play is an interesting mechanic.

Obviously still in early access.
Some of the upgrades seem too easy to unlock / quick to unlock.
No real camps of monsters to level up your characters on.
AI bugs where units got stuck, and a few crashes happened.
No way to make groups of characters that I could find.

Overall I would say its close to the early access price worth of fun. However I am extremely excited for the finished product.

Pelle Pirate

Posted: June 24, 2018
Early Access Review

– Cool concept that they’ve manage to make work in practise
– Cool magical animations, casting spells on entire islands really gives a sense of epicness
– Much potential in strategy, whether in battle strategy or resource acquisition strategy
– Pleasant graphics
– Spells make a difference, and you can (but don’t have to) harvest mana to try and out-mana the enemy
– Good music that fits the epicness
– Interesting resource management and good diversity of resources (not too many, not too few)
– The terrain expansion is itself a challenge which I enjoy
– Units are individually levelled and upgraded, this adds a cool extra depth to gameplay

CONS (at the moment, it’s early access so expect improvements over time):
– AI is still too easy, even after a recent AI update that was supposed to make it more of a challenge. At the moment the problem is that the AI seems incapable of taking advantage of the player. You don’t need to have much of an army (just a small initial army to stave off skirmishes) and can pretty much just focus on outgrowing the enemy.


Posted: December 31, 2017
Early Access Review

Driftland is a mix of Majesty and Northgard that has a lot of room to improve.

The good:
+ Neat and pleasant graphics and art design.
+ Decent gameplay reminiscent of Majesty (you recruit heroes that you can’t control) and Northgard (you expand by absorbing nearby provinces and you spend much time juggling resources).

The bad:
– Tiny units – can’t see what’s going on. Majesty had large, cool-looking units.
– The units in Majesty had distinct personalities. One reason for that is that those units had more to do. There is little to do in Driftland and the units are bland.
– The races are mirror images of each other. Think Warcraft not Starcraft.
– The AI posed zero challenge on normal.

The EA:
– Right now you can only play skirmish.
– Only two of the four races are available. Once you win a map on hard with either race, there isn’t much else to do.
– Some new feature involves accumulating "knowledge" to do global research; but right now the bonuses are too weak and the rate of knowledge accumulation too slow.

The game could develop into a new Majesty or Northgard, but it’s not quite there yet. At it’s current stage it’s decent fun for 5-10 hrs.

General Curmudgeon

Posted: December 1, 2017
Early Access Review

I’m fairly picky about my RTS games. I dislike clickfest games, games that try to disguise poor AI by throwing hordes of enemies at you, and games that require high levels of unit ability micromanagment to succeed. I’m happy to report Driftland has none of that.

Unit numbers are small and you actually don’t have direct control over your military units. It uses a system similar to the Majesty games where you place reward markers down where you need things done and can prioritize them by adjusting the size of the reward.

I’ve recorded some gameplay playing as the humans:

Things I like:
  • Floating Islands: You can use your magic to rearrange the islands and even magically terraform them.
  • Leveling heroes: the heroes in your army gain levels and can learn new abilities from buildings and find them while exploring.
  • Interesting economy causes tradeoffs.
  • The building design is visually interesting.

Not so crazy about:
No tactical pause: I prefer single player games that allow me to pause the action and look around occasionally. The only way I have found to pause the game is to call up the main menu and then I can’t interact with anything. However, the pace of this game is slow enough I can live with this.


Posted: December 3, 2017
Early Access Review

If you liked the game Majesty, you’ll love this game. Stop reading this review and go buy Driftland. Right now.

I remember when Majesty 2 came out. I had such high hopes of a "newer" version of Majesty with deeper gameplay and better graphics. I drove 60 miles round trip to pick it up at my nearest EB. Unfortunately, what I got was a game that was kinda OK, but that had huge (to the point of extreme frustration) difficulty spikes from scenario to scenario (with no way of bypassing them). Even worse, it had no random map generator (which was one of the most replayable aspects of Majesty 1).

Driftland wasn’t even on my radar and came out of the blue, but it really feels like the spiritual successor to Majesty 1 to me. The biggest point of comparison to Majesty is that you build structures (such as a Wizards Guild) & hire units, but the units act independently. To get them to do tasks for you (such as attack a certain creature or explore & clean out an area), you place "flags" with bounties to attract them into action at that location. That game mechanic is pretty unique and while it might sound convoluted or overly difficult, it really works very well. It’s nice to have my AI guys taking a little initiative and doing something beneficial for me instead of me needing to control their every movement for a change! 🙂 The one downside, is that they will often fight to the death, but this has been discussed by the developer (in the forums) and they’re already working on a mechanic to address that issue.

Driftland has a lot of features that Majesty did not. This is a multiple resource economy with gold, food, stone, wood, iron, etc., that requires you to build structures and to assign citizens to "farm" them. The land masses on the map are islands, floating in the air, that you have to use magic to pull closer to you and build a bridge/portal to be able to occupy/exploit the resources (an idea that I thought I’d really hate, but have grown to really like). There are other creatures in the game that you can defeat for their treasure stash or in the case of the giant birds in the game, you can take over their nests (which allows you to "tame" them, build them as units, and your warriors will independently mount them to become aerial units… Pretty darn cool!). The economics are somewhat of a balancing act of growing your population, growing your army, and collecting resources. It all works together very well. I could go on and on describing the game, but it has a relatively simple learning curve that’s filled with discoveries and realizations. If you like this kind of game, you should go try it for yourself. I doubt you’ll regret it.

At present, I’m only 7 hours in, but I have already gifted this game to a good friend. To me, Driftland is like a cross between Majesty and Civilization-lite. I know its early access and to some gamers (that have been burned before), that’s like showing Dracula the Holy Cross. But to me, the game is already fun, the developers have been very responsive to posts, and I’m really looking forward to what this game can eventually become. Best of all, it’s already scratching that Majesty itch that I’ve been waiting for years to scratch. Thanks for that alone, guys!


Posted: March 16
Early Access Review

To me, it feels like Majesty with a little less humor, more depth, and an interesting map/strategy mechanism. Majesty is a damn fine game, so I’m in.