About This GameADR1FT is an immersive First Person Experience (FPX) that tells the story of an astronaut in peril. Floating silently amongst the wreckage of a destroyed space station with no memory and a severely damaged EVA suit slowly leaking oxygen, the only survivor struggles to determine the cause of the catastrophic event that took the lives of everyone on board. The player fights to stay alive by exploring the wreckage for precious resources, and overcomes the challenges of an unforgiving environment to repair the damaged EEV and safely return home.
"ADR1FT brings your childhood dream of being an astronaut to life"
"No floor, no ceiling, just cold open space"
"A gripping, tense experience"
-LOS ANGELES TIMES
- OS: Windows 64 bits
- Processor: Intel Core 2 Quad CPU Q9550 @ 2.83 GHz / AMD Phenom 9850 @ 2.5 GHz
- Memory: 8 GB RAM
- Graphics: GPU: NVIDIA GTX 650 2GB or AMD HD7770 2GB
- DirectX: Version 11
- Storage: 6000 MB available space
 ADR1FT-STEAMPUNKS.Torrent [1fichier.com]
*Note: This is a non-VR review.
ADR1FT is one of those games that it’s better to look at as an "experience" than as an actual video game. The heart of ADR1FT is in its ability to immerse the player in its world space, and it does that with startling effectiveness. However, it’s hard to commend an experience that forces you to spend the majority of your playtime solely floating around at a snail’s pace in zero-gravity – even though the views you’ll have abundant time to ogle at are truly breathtaking. While ADR1FT surely has some critical design faults, it fully delivers on bringing the cosmos to life; in an all-too-close for comfort fashion.
ADR1FT starts with you waking up in an amnesic-state, alone in a blown apart space station. You soon learn that you are Commander Alex Oshima of the Northstar IV, a research facility in orbit around Earth in the year 2037. Your primary goal is to repair the main systems of the station so that you can power up an escape-pod and return to solid land, but questions about what caused the catastrophe of the Northstar IV, and the fates of your fellow crew members pervade throughout the narrative. These uncertainties challenge you to explore the facility in its entirety to discover the truth of what happened, and to rediscover the identities of the friends you’d worked with onboard the station.
Graphics & Sound
Turning to the graphics, ADR1FT is visually astonishing. The daunting vastness of the open environment coupled with the crisp graphical power of the Unreal 4 engine makes the game a pure pleasure to explore and observe. In fact, I often found myself stopping and staring at my surroundings just to take it all in, whether it was the mesmerizing carnage of the station, the beauty of the blue dot beneath me, or simply the cold boundlessness of space and its distant stars. On the audio side ADR1FT is not lacking much either, I had no sound issues and all of the effects seemed high-quality to me. The ambient track, while a bit repetitive, was well composed and fit the tone of the setting nicely. Altogether, the presentation of ADR1FT left me thoroughly impressed, and contributed greatly to the atmosphere.
It’s true that ADR1FT looks great, but its biggest achievement is its skill at making the player feel like they’re genuinely in space. The controls are fairly complex in how you can move and rotate Alex around in zero-G, which serves to make you, as the player, understand the difficulty that would undeniably arise from trying to navigate a weightless environment. It’s easy to be accidentally flipped upside down, or rotated 1 to 360º in any direction, just by tapping against a solid object or surface. This does present a problem to some, as many reviews mention motion-sickness ruining people’s experiences. I had no such problem, instead I found that the extreme level of disorientation at times only increased how immersed I was; as on several occasions I’d find that I’d been craning my neck for 3 minutes straight without even realizing it. Though this level of physics-based accuracy was nauseating for some, ADR1FT’s capacity to pull the player in through its zero-G movement is where most of my enjoyment came from.
Homing in more specifically on the gameplay design, I don’t have many more positives to say. The core loop of the gameplay mechanics consists of floating, very slowly, from subdivision to subdivision of the Northstar IV, in order to turn them back online to provide enough power for your escape. You repeat this four times in four different section of the station, completing essentially the same task four times over. All the while, your oxygen supply is perpetually depleting, requiring you to seek out an oxygen canister every 2 minutes or so in order to not suffocate. Oxygen resupplies are abundant throughout the station, so my complaint doesn’t come from difficulty, but from how recursive and banal this gameplay was. Sections of narrative discovery break up the pacing to provide some level of intrigue, but it doesn’t change the fact that what you actually do is just not entertaining. The ruined Northstar IV and the open space that envelopes it may have been atmospheric and immersive, but in the end the basic mechanics aren’t that enjoyable.
Changing topics, the story of ADR1FT is implemented much more successfully than its gameplay. If you take the time to explore the station; several audio logs, radio transmissions, and computer notes vividly construct the events leading up to the disaster, as well as the personas of the various other astronauts aboard the Northstar IV. The endearing hopes and dreams of these people aid in conveying the tragedy of the situation, and attaches the player to the events at hand. Unearthing the unique lives of the crew members puts weight behind the circumstances of the Northstar IV’s ruination, and makes the culmination of the narrative all the more impactful. While the story’s pacing was much too slow due to the sluggish speed at which Commander Oshima can move, once the pieces are put together I found the writing to be quite clever, and appreciably profound.
Accumulatively, ADR1FT is a mixed bag, and was that way all throughout its 4-6 hour runtime. I adored the stark beauty of Earth’s orbit and the tactile immersion I experienced while playing, but it’s also true to say that I never did anything especially exciting during my stay on the Northstar IV. The narrative was well written, thoughtful, and coherent throughout; but also bogged down by lethargic pacing and a slight level of predictability. In many ways I’m of two opinions on ADR1FT, but when they’re melded together I do believe the experience it offers is valuable, even though heavily flawed. If you’re of the mind that "gameplay is king", then this is not the game for you. However, if you find merit in a game that can immerse you in a new (even if not all that entertaining) experience, then I’d say ADR1FT is definitely worth a go. Based on my thumbs up, I guess you know what camp I’m in.
Great graphics and nice audio, stunning for the first 30 minutes, but it falls short, the game is has simplistic and repetitive gameplay.
I thought I would give this game a shot at least for the fancy visuals but the pacing is so slow and the gameplay so simplistic that the visuals won’t save this game.
The gameplay consists of going to point A where you are told something is broken and you need to go to points B C D to repair the broken thing by simply pressing a button in each of those places, getting to each place takes 5 minutes or more of just slowly and painfully floating around while sometimes looking for oxygen canisters to refill your space suit in order to survive and waiting for doors to slowly open.
There are no puzzles, no problem solving and no thinking involved, no events, no conflicts, the game just drags you from a point to another to press a simple button while finding and playing some audio recordings that tell a bit of the story and systems of the space station re-activate and animate as you repair them, that’s it.
The ambience audio can be pretty repetitive at times and really makes things even more boring and annoying.
Interacting with doors or other things requires to hold the F key for a few seconds, while waiting for an animations to play, waiting extra time to regain control after the door has been wide open for a few seconds… it kills the flow and it could be all in one key press instead without locking the player’s controls.
The control and movement is slow and touching any wall ceiling or floor at slow speeds damages your suit and punishes the player, why? it would have been much more fun being able to move faster and bouncing off walls with your legs and arms like real astronauts sometimes do, then again if the movement system was faster the game would be very short but at least moving around might have been fun.
The navigation map is a mess, the game is often confusing as to what the objective is or where it is.
ADR1FT should have either chosen to focus on the experience of exploring and experiencing the environment freely with the backstory playing as you go around OR being a game with actual depth to its mechanics.
(Tip: If it makes you feel dizzy in VR – Pick far off distances to help with your orientation, don’t move your head around too much, and keep the spinning around to a minimum (Q and E)).
I would highly recommend this game to all ages
ADR1FT was a game I desperately wanted to like, the presentation is outstanding, the visuals look incredible and runs smoothly (GTX 970), and while I have yet to try this game in VR (waiting for a vive myself (and for the possible addition of Vive Support in the first place)) I can only imagine how immersive this game must be.
It is a shame then that this game undermines itself at every point, unsure of what game it wants to be; the early panic for survival is instantly mitigated by early oxygen upgrades and infinite oxygen points that make the game lose much of its tense moment to moment experiences, and thus the game becomes about going to point a to b, with very few moments of actual danger, and the occasional audiolog inbetween.
This means that the game is more about characters and story than the survival ideology it initially seems about. The problem is that the characters are 2 dimensional, and the story, is by all means pretty terrible. While not trying to spoil it, the whole experience is a failed attempt at a guilt trip for the player character, constantly sputtering stuff about how this guy had a child, and now he’s dead possibly because of you etc. etc.
It’s guilt for something your character did before the game, the actual reasoning is pretty dull, and the girl whom you play, alex, is void of character, any real dialogue, any sense of personality, and any ability to relate as the game keeps going "Alex is a bad person" with no real resolution or thought behind it, with an ending that’s just saying that again for no reason, because it hasn’t been hammered home enough anyway.
Its lack of focus on survival means that it fails as a simplistic but fun space survival romp a la gravity, but it’s attempts at quiet moments and interesting story are far surpassed by its contemparary’s such as Firewatch.
It’s a real shame,
what we have here is tech demo with so much potential,
Bad writing, bland repetitive design, and a 4-5 hour game length that really begins to drag on when the story fails to have any kind of redeeming value breaks something that leaves me with nothing but bitter disappointment.
A lot of love clearly went in this game, sadly it seems it was wasted on a narrative thread that only comes off as pretentious by the end, I’m sorry game, I really wanted to like you, but I can’t!
The visuals are stunning, and I’m sure it’s even more amazing with a VR headset. However, the gameplay is monotonous and painfully slow. I realize for the sake of realism, you’re not supposed to be flying around with crazy speed, but the overall pace of the game is at best relaxed and at worst, a maddening crawl.
The game basically consists of traversing a damaged space station in microgravity, repairing various sections of the ship in order to get the return vehicle operational and get home. Meanwhile, I suppose you’re supposed to piece together what happened to the ship and the rest of the crew (more on that later). You also deal with your EVA suit problems by constantly hunting down O2, which is pretty much everywhere. The physics are relatively accurate, so that’s a plus. Only thing that irked me there is that somehow electrical shocks translate into kinetic energy and knock you off course if you touch an exposed wire…?
The game mechanics, while extremely repetitive, were just as visually appealing as the scenery. I was hoping that eventually your suit would be repaired to the point you no longer needed to scrounge for oxygen, but that aspect of the game didn’t bother me as much as it did other players. What confused me is that entire section of the game was devoted to repairing the communications array, but even after it was repaired, the player character still didn’t speak. What’s the point of fixing communications if you aren’t going to talk to mission control?
The story(?) is buried in audio tapes and uninteresting emails that don’t appear to make sense if you don’t find and read/listen to them all. Despite finding a lot of them, I couldn’t seem to see how any of the dialogue shed any light on the situation at hand. Most of the dialogue was bland and I found it difficult to relate to any of the characters. I didn’t understand the end scene’s dialogue in the slightest, probably because the poorly communicated storyline didn’t register. I finished the game feeling like I wasted time trying to find a deeper backstory or plot that wasn’t there, and I really don’t want to have to play this game again to find it, given the repetitive nature of the gameplay.
Overall, this is one of those games you’d love if you can manage the incredibly slow pace and are willing to deal with it to the point of collecting all the dialogue tapes and piecing together the story. I’m not a little kid who expects the game to play itself, but I have to draw a line somewhere. While I was initially excited by the incredible visuals and potential for a great story, I was let down when I couldn’t find the latter.
My recommendation: don’t play it unless you have a VR headset and it’s on sale. The visuals are worth the $10 I paid when it was on a promotion, but IMHO, it’s not worth much more than that, and would be better used as just a gimmick to introduce yourself or others to VR.
When you do boot up the game, the other major thing most people notice is “Holy crap that’s Earth down there.” The fact is the graphics in this game are very good, and no matter what, that’s the one thing that’s kind of impressive in this game. Graphical fidelity is top notch.
Then you pass the training section which shows you all sorts of minor abilities and you play the main game. Starting with a scene right out of Gravity. You’re hanging by a single wire and then pull yourself back to the station. Now, this is where the game started having problems. You’re placed on the station and if you scan you have an indicator to go in a specific direction. So you press the control stick towards that location and as you get close to what is the first O2 boxes, you die. I don’t mean the screen fades to black, no… instead, you die HORRIBLY, your player’s hands come up and grab the helmet and your body shakes and you DIE. It’s horrific, in fact, I wonder if the same thing happens in VR because that would be extra jarring.
Then you respawn about where the game started with more oxygen, and try again. I didn’t want to give up so easily, so I started a new game twice more dying again before I got to the first O2 boxes. It seemed like the most horrible design to require you to restart to get enough O2 to survive.
Then it dawned on me, the player is supposed to only push forward for a short time. Holding the direction will bleed crucial oxygen while not allow you to move faster. Suddenly I was able to reach the O2 box, but I also wondered if they spent the money to have a simple EVA Tutorial, why is this crucial mentality not hammered into the player’s head.
From there I moved forward and pretty much the next two hours was the same gameplay. Look at something you want to go to, which was O2, because anything else risks running out of O2 and dying the violent death. When you choose a target, thrust towards it. Then wait. Wait a rather long time, long enough to look away for a minute without worrying. When you get close, aim your view at what you want and hold X to grab it. If you aren’t spot on, you’d sometimes have to do a short boost towards it.
The entire time you’re in flight you leak O2, and it leaks fast. You can’t move very fast, you can only look at locations and boost towards them, but each piece of boost uses that precious air, and there is a top speed which isn’t that fast.
There is also the fact that you can take damage to your suit. Which could be interesting as a concept, but in practice, it’s painful. The issue here is your body is ethereal. You can’t look down and see your feet, but if you go through an airlock or just scrape your non-existent feet against something your helmet takes some damage. This seems like it’s intending to be a punishment but it just feels like an unnecessary one. Sometimes you get too close to a wall and take a hit, not by any fault of your own. I don’t think I died because of it, but maybe I did, the game doesn’t inform the player of the status of their suit except when you get close to a repair module.
After about two hours I reached my first goal and got an upgraded suit, it gave me double the O2 in my module with the promise of more later. Double the O2 sounds good, but honestly, it’s rather lackluster. You can go twice as far, which is good because you can skip half the O2 boxes, but at the same time, you are waiting twice as long, and again, these are LONG waits between points of interest.
Now in VR, maybe this is a wonder and visual feast. I was not in VR, it’s as dull as can be. I constantly turned away and looked at my laptop. In VR you don’t have a laptop so you’re just supposed to sit there and wait still? You can probably look around and that’s cool but I can’t imagine that takes a game from the snore fest this was.
There are other control problems I noticed. The start button on my controller didn’t pause my games sometimes. The screen would flash and disappear. I tried using Escape and that worked some of the time, but other times it didn’t.
So after the dullness of the first night of playing the game, I tried something different on the second night. I started Gravity on my second screen. Watching Gravity while playing “Gravity”, what could go wrong?
Well, nothing went wrong per say, but 5 minutes of Gravity was more entertaining than the entire experience of Adr1ft. Adr1ft’s best moments would be on Gravity’s cutting room floor. Adr1ft needed to have the speed of the character increased by a huge multiple to be interesting, and yet it still doesn’t measure up.
There are other small things that just bother me as well. The objective marker sometimes hangs in mid-air and sometimes is completely hidden, there’s no way to locate it well, and there honestly should have been “look at objective” control.
The map is what really ruins this (As well as tiny markers at distances because it’s near impossible to see if it’s more than a couple of hundred feet from you.). The map is trying to render a three-dimensional space on two dimensions. It’s a hard problem. However, there’s been a lot of games that have had to tackle this and they succeeded somehow. Why does Adr1ft try to reinvent the wheel?
While I complain about the controls, they aren’t horrible, but the emptiness is the real problem. You never feel “comfortable” enough to explore. In the beginning, you have no chance because of lacking O2, but when you get the upgrade you’re already trained not to explore, and you’ve sometimes gone too far off the path. There’s no way to judge if a target is a safe bet or a bit too far without trying and that means seeing the death animation if you misjudge. Why risk exploring?
As mentioned above I don’t have VR, and maybe VR makes this game amazing, but this isn’t a VR required title.
A final note/thought before my conclusion: This game was made by Adam Orth, and I could make jokes here, he’s an interesting figure, but that has nothing to do with my feelings on this game. But I do feel like I should mention it’s made in Unreal and for some reasons it requested access to the internet from my firewall.
Ultimately what stopped me was the fact I wasn’t having fun with it. About 4 hours in I was working on the second objective and I just sighed and put down the controller. I wasn’t having fun, I didn’t foresee having any fun, and honestly, it really bothered me. Gravity ended, and I looked at Adr1ft and realized that 90 minutes of Gravity was so much better than anything Adr1ft gave me.
So do I recommend Adr1ft? It’s a 20 dollar game, and at 5 dollars, I still wouldn’t recommend this. It’s incredibly dull. Incredibly so. Maybe if I had VR it could be better, but I have a better idea. Instead of spending 20 bucks on this, I spent 7 dollars and got Gravity on Amazon Video. It’s better, tighter, and while it has a few flaws as a movie, it’s a better use of your time. Go watch Gravity. Then maybe play Event. But I think you can safely skip Adr1ft.
I review games based on how much enjoyment I get out of them. This isn’t always how much fun I had but while the graphics and audio in this game are good, I didn’t enjoy it, and that’s what I find reviews should be based on. Not how technically proficient a game is, but if I find it worth my time first, and then my money second. Adr1ft has a lot of interesting pieces, it’s just not a very good game.
If however, you’d like to find a game rather than Gravity, you might want to check out my curator page at http://store.steampowered.com/curator/31803828-Kinglink-Reviews/ and give me a follow. I would appreciate it.
It’s a solid game with an incredible first impression. The visual quality and sheer awe-inducing experience of floating in space is impressive. While short, later half feels like a slog because of repetitive tasks. In general, there is very little aesthetic change throughout the game which coupled with the 6DOF and dark emptiness of space makes for an easily confusing ride. You loose orientation in a matter of seconds, that’s why I finished it in one sitting. Controls are pretty well done. The realistic slow movement of the player makes it comfortable to barrel-roll. thrust. ascend and so on.
The story is weak though, with all of it being told through audio logs and texts. They aren’t interesting and so are the characters which consist of the player and the rest of the space station crew. Right of the start, you learn that everybody died in a catastrophic accident. Similar to the movie Gravity, your whole mission is to traverse the wreckage of the station to activate an emergency pod back to earth. To do that, you must go to and activate four parts of the station. The only obstacles are your sense of spatial orientation and the ever-fleeting oxygen reserves. Everywhere you go there are handy O2 canisters floating in space for you to refill. You have to experience Zero-G for yourself. Debris, boxes and all kinds of stuff is not only floating but also reacts physically correct to you. So cool.
Give it a try for the setting and well-executed feeling of being stranded in space alone. Wish I had a VR headset. Must be sweet for stuff like this.
You are Alex Oshima, commander of the Northstar IV station and sole survivor of its destruction. You awaken in your EVA suit to find the station absolutely shattered and your oxygen quickly leaking out. The only way you’re going to survive this mess is to get the emergency systems working long enough to launch an escape pod, and to pop oxygen canisters like PEZ before you suffocate. Your scramble for survival will take you from one end of the debris field to the other, through tight access shafts and the vastness of space, and into the path of some hard truths about what happened leading up to the catastrophe.
If you’re imagining the film Gravity right now, lemme cut you off before you get too excited. It’s certainly a similar premise, and the scope and spectacle of the destruction are sure to impress once you get your bearings on what’s left of the station. But Gravity traded in intense action sequences and absolutely dire threats to keep you on the edge of your seat. ADR1FT, in stark contrast, just gives you a big static space junkyard to tool around in. Even in their disassembled state the four wings of the station form fairly clear paths to follow, dotted with plentiful cases of oxygen to suck down. There are only two occasions where you even need to worry about moving debris or devices, and they’re quite easily avoided.
On top of that, the game’s structure is so decidedly video-gamey it threatens to defeat what immersion you can get from the presentation. You’ve got to get the station’s escape pods working, but for some reason they require that all four central mainframes be fully operational. All four have suffered identical catastrophic failures and must be repaired in the same way, by traveling all the way to the end of their wing to fabricate a new core. And you can’t access the fabricator until you get that wing’s components back online, like communication arrays or power relays. Essentially you have to get the entire station functional again just to launch the escape pods… you know, the things that are supposed to save you in an emergency. I don’t normally go this hard on a game’s premise, but building the whole thing around four identical fetch quests leaves a lot to be desired.
This is where the other ill-advised part of the design rears its ugly head, the fact that you are slooooooooow. I really cannot overstate how slow the pace of this game is, how gently you drift everywhere, how it takes whole minutes to float out to satellites to tap their comms. Because of the sorry state of your EVA suit your thrusters consume oxygen as well, so the less you try to jet around the better. That just makes you even slower and less engaged as you lock in a direction and wait to drift to your destination. There’s a fair number of collectibles to find, from audio logs to SSDs, but the interminable travel is hugely discouraging to exploration.
It’s almost a shame the game looks as good as it does, because it’s almost enticing to play it just to see a beautiful disaster in space. But it’s very much a disaster on the gameplay side as well, all the way down to the sluggish controls and aggravating bumping you’ll inevitably be doing because they modeled collisions for your whole body. In a way it feels like ADR1FT got stuck between two concepts, a tense battle for survival and a gentle sightseeing tour of space, and somehow ended up with the worst parts of both. However it happened I’m sad it did, because all the graphical and technical prowess in the world can’t save this one from the tyranny of boredom and poor design.
Did you enjoy this review? I certainly hope so, and I certainly hope you’ll check out more of them at https://goldplatedgames.com/ or on my curation page!
Then I died, and spawned back at the last checkpoint.
Think very closely before you implement a mechanic people.
I thought the game looked absolutely beautiful, from the way the station was designed to the way it had been wrecked and strewn about.
The storytelling was sparse, but enough was slowly revealed that it began to make me question whether I actually deserved to make it to the end of the game (an interesting feeling that games don’t often evoke in me). It felt genuinely eerie to occasionally come across the corpses of your crew mates floating lonely in the void.
The pace was necessarily slow and at times the game felt like a cousin of some so called "walking simulators" I have enjoyed such as Dear Esther and Gone Home. However, the constant threat of running out of oxygen or fatally damaging your space suit lent an urgency not present in those games. The task at hand felt almost overwhelming at times, but I never felt bored or frustrated with it.
The only problem I had with the controls was that occasionally I was unable to grab oxygen canisters. Despite holding down the correct button my "hand" didn’t reach out. I’m not sure why this happened, but it usually worked within a couple of attempts.
Another slight irritation was that some of the ambient music that became a little repetitive when you took too long to get through certain stages. The music choices were perfect for the setting, but could perhaps have been extended or varied to fill a longer period of time.
This is my first game review on Steam and I felt moved to praise this game in particular because of the mixed reviews it has received from others. It is not a game for everyone, but I loved it!