Driftbound: Idle Space RPG
Idle space RPG, solo or online
Only for iPhone
$3.99 · Designed for iPhone. Not verified for macOS.
A mining run, a profitable trade route, or one more pirate to take down. What does your ship need next?
Driftbound is an idle space RPG where you start with one ship and work your way from the safe core worlds to the lawless rim. Mine, craft, trade and fight through a procedurally generated universe. Set your ship to work, close the game and come back to see how it went.
MAKE A LIVING IN SPACE
Mine asteroid belts, harvest gas, scan for salvage and turn raw materials into better gear. Stations have their own economies, so a full cargo hold is worth more if you know where to sell it. Take delivery jobs, follow leads from station residents, or carry contraband past customs if you're willing to risk your cargo.
PICK A SIDE IN THE FACTION WAR
Earn a faction's trust and take its oath. Complete three Orders a week, climb ten Merit ranks and choose a doctrine that suits how you play. Patrols, deliveries and scans help push your side's front. Watch systems change hands, hunt named captains, intercept convoys and work towards a Warlord's stronghold. Special war encounters wait for you to start the fight.
BUILD A SHIP THAT CAN HANDLE IT
Fit weapons, shields, engines and cargo upgrades. Craft equipment, collect rare modules and choose perks for the jobs you enjoy. Fight pirates with automatic weapons, then decide when to fire a missile, repair or get out. Better gear opens up tougher places with better salvage.
THERE'S MORE AFTER YOUR FIRST RUN
Follow the campaign and faction stories, hatch space pets and collect outfits and trophies. Re-enlist to earn Renown for permanent Admiralty upgrades. Push into harder Deep Runs or descend into the Undertow to see how far your build can take you. Your pets stay with you when you re-enlist.
PLAY AT YOUR OWN PACE
Travel, work, pet incubation and ordinary combat can progress while you're away. The return report shows what happened, and you can carry on with a mission or change your plans. Offline play works without the online features. Connect when you want to trade with other players on the Exchange, see nearby pilots or try a friendly duel.
No ads, in-app purchases or subscriptions. No account signup required. Pixel-art ships and worlds, adjustable text size, and nine languages: English, Spanish, Portuguese, French, German, Italian, Czech, Bulgarian and Simplified Chinese.
more I always look for idle crafting/trading games, and this hits the spot! You can choose to either go on an adventure, collect bounties, or just trade things! You can play your way!
Developer Response Hey thanks so much for the review! I really appreciate it! Huge new update coming out very soon!
I always look for idle crafting/trading games, and this hits the spot! You can choose to either go on an adventure, collect bounties, or just trade things! You can play your way!
Hey thanks so much for the review! I really appreciate it! Huge new update coming out very soon!
This is a masterpiece, it feels genuinely rewarding and the gameplay loop is interactive as you want it to be. I can see myself putting a lot more time into this game.
Developer Response Hey thanks for the awesome review! We have put a LOT more into this game, which is just going through the review process with the app store now so watch this space! If you happen to use Reddit, we have an active community at /r/driftbound where you can see some of the things we're working on and also request anything that you'd like to see in the game.
This is a masterpiece, it feels genuinely rewarding and the gameplay loop is interactive as you want it to be. I can see myself putting a lot more time into this game.
Hey thanks for the awesome review! We have put a LOT more into this game, which is just going through the review process with the app store now so watch this space! If you happen to use Reddit, we have an active community at /r/driftbound where you can see some of the things we're working on and also request anything that you'd like to see in the game.
Driftbound 1.9.7: one new shortcut, two fixes.
New: the status strip at the top is now a shortcut. While something is running, tap the task name or its progress bar and you go straight to it: the fight, the Star Map while you are warping, or the exact tile in Operations or on the Workbench, scrolled into view. A small › marks it. Asked for by a player on r/Driftbound.
A crash is fixed. Opening Cargo and leaving it again straight away, before the page had finished appearing, could freeze the game for a few seconds and then close it. It only happened with a Vault at the station you were docked at, which is why it was rare.
The fringe fence no longer pays more than it charged. A Black Market out on the rim could buy contraband straight back for more than it had just sold it for. Buy a Xeno Relic, sell it on the spot, pocket the difference, and Customs Amnesty week made the gap wider still. A player spotted it on r/Driftbound and it is fixed: a fringe fence now pays a pittance for contraband, and no fence anywhere will ever buy for more than it sells.
The smuggling run is untouched in spirit. The real money is still in sourcing contraband cheaply at the rim and running it through the customs gates to a fence deep in the core, which pays roughly two and a half times what the rim does. Sourcing prices at the rim are barely changed.
1.9.7 1d ago
Driftbound 1.9.6: instant returns, a stability pass, and two war cards that say what they mean.
Time away. If you left the ship parked in a fight, returning could lock the game up for several seconds, long enough for your phone to close it. The time away now settles in one pass. Everything you earned while away is unchanged, the report on your return still lists the lot, and hours-old kills no longer replay as a burst of explosions.
Stability. A whole class of crashes that could close the game mid-session is fixed, most often when changing tabs while an operation was running, or during a fight. Crash reports now pin down the moment things went wrong instead of the moment just before, so anything still lurking gets found faster.
War. A captured captain's card now names the actual stations that take them, system by system, instead of "a Combine station", and a captive taken while already docked at the right station is handed over on the spot. The Total War commission card showed its internal name and no rule; it now reads Total War, with what it does. Auto-dump can be set from the hold's ⋯ menu as well as Settings.
1.9.6 5d ago
Driftbound 1.9.3: every war Order can be finished.
About one in five Front systems has no station, and Take Patrol lived only on a station's War page. A "Break the line" Order in one of those systems had nothing to press, and it set course for the system's star.
In a system with no station, Take Patrol now shows wherever you are parked. The Order sets course for the Front instead of the star, and the note under it says the system has no station.
1.9.3 Sep 15
Driftbound 1.9.2: a full hold no longer throws your finds away.
Time away now fills the hold the way playing live does. Finds land while there is room, instead of the whole trip's ore taking every free box first and leaving them nowhere to go.
Reef Pearls, Drift Glass and Null Filament now always get a box, even when the hold is full, and so does an egg until you have a box of each kind. A Drift Moth's forage lands in full instead of the pearls quietly going missing.
The welcome back screen now tells you how many of each find you got.
The Merit ladder now says when the next rank lands and what it needs. From rank 2 a promotion is won at the weekly tick, once you have finished an Order and your side has ended the week ahead.
1.9.2 Sep 14
Driftbound 1.9.1: two order counters that would not count.
An order to beat several ships without dropping below 70% hull now counts every fight of a sortie. It used to count only the first fight you started by hand, so a run of clean wins on a full hull barely moved the bar - nine beaten could read as two.
War Orders that ask you to beat war ships in a system now send you to that system's station, where Take Patrol is, and say on the order itself that war ships come from the war rather than the raiders already in the belt.
Kills made while you were away follow the same hull rule as the ones you watch.
1.9.1 Sep 11
Driftbound 1.9.0: faction war!
The powers are at war. Every generated galaxy has a shifting front, weekly moves and new reasons to chart your next course.
Pledge to a faction, complete three Orders a week and climb ten Merit ranks. Choose a doctrine and earn perks in friendly territory. Patrols, deliveries and scans all help your side.
Hunt named captains, intercept convoys and challenge a Warlord's stronghold. Earn lasting Liberation progress for your galaxy. Away-time kills count towards hunt assignments; special war encounters wait for you to engage.
Explore refreshed map artwork and clearer location labels. The War Room puts your current weekly order up front, and Welcome Back can take you straight to a current mission.
This update also improves layouts across languages and larger text sizes, aligns combat panels, restores pending Hunt Superiors after restarting, and fixes dismissed offline reports reappearing after a text-size change.
1.9.0 Sep 9
Driftbound 1.8.1: the loading bar that never moved.
If the game sat on the loading screen after the last update, this is the fix. Coming back after a long time away used to replay every mining cycle you had missed, one by one, before the first frame was drawn. With the Long Haul and Extended Patrol perks that window is 34 hours, which was minutes on a phone, and it happened again on every launch because nothing was saved until it finished. It now takes under a second, whatever the window.
Forged pieces that the registry still lists as yours but an older restore left out come back to your Locker on the next sync. Sorry to everyone who reinstalled to get past it.
1.8.1 Sep 7
Driftbound 1.8.0: the frontier has a face.
Every system out past the Void has a character now: a Mining Colony, a Pirate Haven, a Ghost System, a Warzone, a Trade Fair, an Ice Shelf with a comet that only comes through some weeks, and six more. It shows on the map once you have been, or heard.
Somebody lives at every station, with errands of their own. Hails on the local band: a stranded pilot, a merchant, a refugee, a rival with a wager, a message buoy. Missions that carry cargo, decide something, race a clock or fly a route. Two side stories that place themselves in your galaxy. Stars have colors, and some are binary. And the Galactic Core has a way back up: the jump stops at Deep Run 5, and anyone deeper can come back to a gentler galaxy.
1.8.0 Sep 5
Driftbound 1.7.7.
Rim work: the outer systems carry new sites every week — distress beacons, wrecks, signal caches. Deepest space carries the most, and it rolls over with the weekly event.
Forge rolls: every forged module and gear piece has its own quality, and Artificer IV can re-forge it, never lower. Pledge a faction and finish its chain for two Standing Orders. Search the map by ore. Sell a numbered piece on the Exchange. Two new events, and next week's is shown.
1.7.7 Sep 3
Driftbound 1.7.6.
Cancel a forge and the crate now hands back the most valuable thing first. A Heart of the Drift needs a whole cargo box to itself, so if your hold was even slightly full you used to get everything back except it. Crates waiting at other stations are listed too, so nothing can quietly strand.
Resonance Sweep and Deep-Core Survey now actually exist. They were written into the game with real yields at scanning 20 and 30, and then offered by no belt or nebula anywhere, at any level. That is fixed, so they simply appear when you reach the level.
The Undertow has a proper door on the Ship tab instead of one buried behind the story, and it tells you how to unlock it. Eggs now explain themselves, including that no market anywhere buys one.
1.7.6 Sep 2
Driftbound 1.7.5.
A stability fix, and the first one found by the game's own crash reporting rather than by somebody telling me about it.
Killing things or mining fast enough to land a lot of loot at once made the game redo an enormous amount of work inside a single frame, dozens of times a second. That turned out to be what was on screen in most of the crash reports coming back. It is fixed, so heavy combat and long mining runs should feel steadier.
Nothing else changed in this one. If you were seeing crashes, I would genuinely like to know whether this helps.
1.7.5 Sep 1
Driftbound 1.7.4. Four updates in one, since 1.7.0.
REEF PEARLS. They were nearly impossible to find, for three separate reasons stacking on top of each other, and the deepest space could not produce one at all - the exact opposite of what the description promised. All three are fixed, and deep belts now pay the best. Rich fields carry Reef in their name, so you can search the destination list for them.
THE DRIFT EGG can be hatched. It could be forged and then simply sat in your hold, because the Incubator would not list it. Five days now, and out comes a Drift Wyrm or a Drift Moth. The Heart and the Egg also show as made in the catalogue instead of reading as unowned forever.
A FORGE CAN BE CANCELLED. Everything goes back, ingredients and the spare module both, waiting in a crate you collect when you have the room.
Spending perk points no longer stutters or freezes. The Drift Wyrm's downside was giving you cargo instead of costing it. Standing on a rich belt tells you so. Two forged modules that claimed to be Legendary now say Drift. And a black screen after updating is fixed.
Full notes: r/Driftbound
1.7.4 Sep 1
Driftbound 1.7.0. Trade with everyone, and forge what nobody sells.
THE EXCHANGE. A live board at every station, stocked by other players. List what you have, buy what you need, or post a Want and let somebody else go and find it. Anything you buy arrives as a parcel you collect at any station you dock at.
THE DRIFT. A new top rarity that is made, never bought. Nine materials, gathered from things you already do. A forge that keeps running while the app is shut, and cannot be rushed. Thirty-five things to make with it: modules, gear, paints and a hull nobody sells. Every piece comes out with its own serial number, and survives a re-enlistment.
Duels now show the hull, paint and finish the other pilot actually flies.
Full notes: r/Driftbound
1.7.0 Aug 28
Driftbound 1.6.0. The biggest update yet.
Every station has an economy now: it sells what it makes or digs, and pays over the odds for what it is short of. Every price is shown against the galactic norm, and the trade sheet draws what your own order does to that price before you commit.
Four contract tiers, gated on faction standing. Six ship hulls to fly. Outfits with a cut, not just a colour. Skills that show what is still to come.
Full notes: redd.it/1vv8o7h
1.6.0 Aug 26
Driftbound 1.5.0
Eight updates in one, headlined by a proper middle game.
NEW — the middle game
• Rich Reefs: some belts carry ore and foes from one depth band down — every galaxy hides at least one. Watch for the Reef name and the dossier's warning.
• Deeper nebulae now carry deuterium, plasma and xenon.
• Mid-security outposts stock better gear.
• The map finally says where the depth is: every galaxy shows its security, with a colour key. Lower security = rarer ores, harder fights, better pay.
• Outposts now refine and fabricate what the space around them yields — duranite and pyrellium in mid security, cobalt, aurium, plasma cells and warp coils deeper, cryo and starsteel below that. Stations you have already found gain the lines too.
NEW
• Eight new Goals for the endgame: complete a commission and re-enlist, earn 500 lifetime Renown, stabilize the Undertow down to stratum 20, and reach Deep Run 5.
• Every item now says where it comes from — "Gathered by: Extract Duranite Ore — Mining Lv 6" — with a course button to the nearest source. Belts and gas giants list what they yield before you fly.
• Jobs can be handed back — no penalty, take them again later. No more being stuck with an impossible quota.
IMPROVED
• Job boards only offer resources you can gather at your level.
• Event messages appear when things happen, not 20 seconds later.
• Modules out in space now show sell and recycle, plus a course to the nearest station.
FIXED
• Pages no longer stretch sideways in German (and six other languages), so nothing shifts off the screen or dodges your tap. Every language checked.
• Buying or selling big quantities no longer freezes the game when it levels you up.
• Crafted spares of a module you already have fitted now sell, recycle and dump properly. Owning duplicates used to freeze the lot, and the "sellable here" filter hid them.
• Auto-dump is honest now: the mining tick no longer shows "+1" for ore going straight overboard, bonus vein finds obey your filter, and everything you mine counts toward quotas and dailies again.
• Descent rewards could be claimed again after a restart.
• Rich veins now yield the ore you are mining, and doubled offline rewards respect your hold.
• Salvage Rights now says what it wants: the "hull samples" are Duranite Plate, and the objective names them.
Nearly all of this came from players writing in. Thank you.
1.5.0 Aug 21
Driftbound 1.3.5
Two releases in one, because iPhone skipped 1.3.4 while this was with review.
NEW
• Four new modules at the very top of the Crafting tree: Null Aegis, Slipstream Drive, Voidfold Hold and Corebreaker Beam. Crafted gear is now the best in the game in every slot, not just weapons. Until now the Crafting ladder stopped short and the shops sold better, which a player spotted and was quite right about. The first of the four needs Crafting 36 and the last needs 42, so it is something to work towards.
• Exact amounts. Every count over a thousand is shortened to keep the screens readable, and there was nowhere showing the real number. Tap a cargo box, or read a recipe at the Workbench, and the precise figure now sits under the shortened one. Nothing changes for counts already shown in full.
IMPROVED
• Sharper artwork, everywhere. Ships, stations, planets and every icon were being smoothed as they scaled up, which quietly blurred the pixel art they are drawn as. They stay crisp at any size now, and it is the first thing you will notice.
• A new logo.
• Typing a quantity in the market is instant. Working out the most you could afford was counting upwards one unit at a time, which cost a noticeable pause on every keystroke.
• Chinese: the whole star map is translated now, including the galaxies the game generates rather than the ones written by hand. Several screens that were still showing English words in an otherwise translated game have been fixed too.
FIXED
• Chinese: the Admiralty page no longer runs off the edge of the screen, taking the header and the bottom bar with it.
Almost all of this came from players writing in. Keep it coming.
1.3.5 Aug 19
Driftbound 1.3.3
Everything since 1.3.0, in one update. Three releases' worth of work reaches iPhone together.
NEW
• Reduce motion and vibration, for anyone who finds the combat shake uncomfortable. It stills the screen shake, the warp judder and the impact buzz.
• Keep the screen awake, if you like watching a long mining run tick over. Off by default, so your phone sleeps normally and nothing is lost.
• The Shipyard now points you at crafted gear. Some of the best parts in the game are built at a Workbench and sold in no shop, and there was nothing on the shopping screen saying so.
• The Shipyard also shows how many of each material you already hold, and buying a part now draws from your Vault as well as your hold. It used to ignore the Vault entirely, with nothing on screen explaining why you were blocked.
• The fight panel tells you whether your ship can hold a belt unattended, before you park in one and walk away.
FIXED
• Every box in your hold now carries a small arrow marking it as tappable. Selling, recycling, dumping and the side-by-side comparison against what you have fitted all live on the card that a tap opens, and nothing said the box itself could be tapped.
• The Workbench recipe is now called Craft Shield Battery. It used to say Shield Cell while handing you an item called a Shield Battery, which is one object with two names in it.
• Buttons no longer fire while you are scrolling past them. Starting a scroll with your thumb over Re-enlist could begin a new tour on contact.
• Messages queue up instead of overwriting each other, and now look different depending on what they are. A promotion, a reward and a warning used to arrive in the same gold banner, and the PROMOTED banner was being wiped out the instant it appeared, so nobody had ever actually seen one.
• Welcome Back now tells you why your ship stopped, whether it ran out of ore, filled the hold or hit the limit you set. It also leads with what you earned rather than how long you were away, and shows your real offline window if you have extended it.
• Sparring is genuinely zero-stakes again. Losing one was quietly applying the full defeat penalty, scattering half your cargo and towing you away.
• The game warns you if it cannot save, instead of carrying on silently. If a save is ever unreadable it now explains what happened rather than starting you over without a word.
• A device clock set wrongly into the future no longer freezes your offline earnings, daily reward and weekly event.
• Nothing gets cut off by the bottom bar any more.
• Re-enlisting now tells you that banked stardust resets too.
• The market shows an arrow beside each price as well as a colour, so a good deal reads without relying on red and green.
IMPROVED
• Every language is now completely translated. Two bounty-hunt chains, the pilot disclosure screen and the hunter pursuit HUD had been showing in English no matter what you played in.
• Much faster start-up.
• Better battery while idling. Music no longer keeps playing silently when muted.
• The star map, travel view and combat text now follow your text-size setting.
• Bigger, more consistent buttons throughout, and a tidier, more legible layout.
Thank you to everyone who has sent feedback. Almost all of this came from watching where people actually got stuck.
1.3.3 Aug 13
Driftbound 1.3.0: the Deep Run
Everything since 1.2.14 in one update.
THE DEEP RUN
• The Galactic Core is a real place now, and jumping there drops you into a fresh galaxy tuned harder from the first minute. Enemies hit harder, the work pays more, prices climb, and your skills stretch further. It re-enlists you at the same time, so your Renown, perks, Codex and trophies all come with you.
• It is entirely opt-in. Re-enlisting at the Admiralty never changes the world, so you can keep flying tours at a difficulty you enjoy and step up only when you want to. There is no way back down, and the game tells you that before you commit.
THE UNDERTOW
• Four systems below the Abyss, ending at a beacon that turns out to be a stairwell. Descend one stratum at a time, each harder and better paid than the last, and it does not stop. How deep you get is set by your ship.
• Depth records at strata 1 through 20, including gear and a cargo module you cannot buy anywhere. They stay yours across re-enlistment. Weekly Deepest Dive board, humans only.
CRAFTING AND SCANNING
• Crafting and Fabrication level together now. They were always one production chain (almost every bench recipe uses a fabricated part) but their experience was separate, so you could pour a game into one and leave the other at level 5. Work in either advances both, and old saves catch up on load.
• Crafting now builds the best gear in the game. Its exclusive weapons beat anything you can buy at the same tier, and fifteen epic and legendary modules that were previously unobtainable are craftable at levels 20, 26 and 34.
• Scanning finally pays past level 12: two new surveys, passive bonuses as you level, better finds from deep anomalies, and levelling it now speeds up discovery instead of slowing it down.
FIXED
• A hold with hundreds of boxes opens instantly instead of hanging. Thank you to the reviewer who reported it.
• Every scrolling screen has proper flick momentum, with a draggable scrollbar on the Hold.
• Boss bounties are a one-off now: the first kill pays in full, hunting the same wreck again pays salvage money. It resets when you re-enlist.
• Re-enlisting is worth doing, with a Service Record, commission liveries and new fleet upgrades. Finishing the story hands you to the Admiralty instead of leaving you at "all caught up".
• Offline parks, merchant spillover and smuggling are rebalanced so playing beats parking.
Keep the reviews and reports coming. This whole update came from them.
1.3.0 Aug 11
Driftbound 1.2.11: player-reported fixes
Two problems reported on r/Driftbound, both fixed. No balance changes, and your save carries over untouched. A mission already in progress keeps the progress you could already see.
FIXED
• "Earn N credits" orders now count what you EARN, not what you're holding. They used to track your balance above where it stood when you took the order, so every module bought or cargo run funded had to be re-earned before the bar moved again. "Rally the Powers" in particular sat frozen for pilots who kept trading. Spending never sets you back now, and the directive card says so under the bar.
• Long pop-ups now scroll. A sheet taller than the screen ran off the bottom edge with no way to reach the rest of it. On the Re-enlist sheet, with its six commission modifiers and the allegiance pledge, that put the Re-enlist button itself out of reach, so there was no way to start a new tour at all.
• An order to fit a module now opens that ship slot directly, where the shipyard's offers for it are listed. "Fit a capital-grade shield" used to land you on the slot grid with no hint of where one was sold.
Keep the reports coming. They shape what gets fixed next.
1.2.11 Aug 6
Driftbound 1.2.10 - quality-of-life, straight from the sub
A big batch of player-requested polish from r/Driftbound (thanks u/Toodle122) - all optional, all offline-safe - plus a stability fix.
FIXED
• Fixed a rare crash: if the call-sign sheet asked the relay whether a name was free and the answer came back AFTER you'd closed the sheet, the game could quit. Most likely on a first run, on a slower connection. The late reply is now simply ignored.
• Ship slot names no longer clip. "Overdrive Capacitor" and the like read cleanly instead of getting shaved at both ends.
• Cargo grouping sticks. Your grouped / sorted hold view is remembered across restarts.
• Live recipe counts. The "have N" numbers under each craft update as you gather and spend, instead of only when you reopen the panel.
• Outfit set bonuses are visible at last. The Wardrobe now spells out the active set's bonus (e.g. "+5% trade margin, +10% scan speed"), and when you're a few pieces in, what finishing the set would grant.
NEW
• Lock & Trash your cargo. Lock an item and "Sell all" will never touch it - bulk-sell the junk, keep your keepers. Mark others as Trash and clear them all in one tap with "Dump trash".
• Auto-dump while mining. Switch it on in Settings › Cargo to jettison low-rarity finds the moment you gather them, so your hold stops clogging with commons. Mining only - never your crafted goods, and never a Locked item.
• Your abilities, listed. Each skill now has a "▸ Abilities" view showing what you've unlocked and the level it unlocked at - so you can check whether you can already mine a given ore without warping out to try. It never spoils anything you haven't discovered yet, and the list survives a re-enlistment.
• Quick-stack to the Vault. One button tops up only the items you already keep in storage, leaving fresh loot in the hold.
• Real per-unit prices. Bulk buying or selling now shows the true effective price per unit - a big order rides the market, so it drifts from the sticker price.
• Auto-stop shows its progress. A capped gather or craft now reads "+195 Titanium Plate of 250" in the status bar, so a limited run never looks like your pilot just went idle.
Your save carries over untouched - every new toggle simply starts switched off.
Keep the feedback coming - it shapes what we build next.
1.2.10 Jul 27
Driftbound 1.2.6 - the hunt is on!
Loads of new depth, all from your feedback on r/Driftbound.
NEW this update:
• Random pirate raids while mining dangerous belts - the deeper you mine, and the more you've favoured Mining over Combat, the likelier you're jumped. Safe high-sec belts stay quiet. Run or fight.
• Helios now hunts wanted pilots across systems: a hunter closes fast in high-sec, barely at all out in the fringe. Run for the deep, jump to shake the trail, or stand and fight (a win cuts your bounty). If they catch you while you're away, you always deal with it on resume - never a surprise loss.
• New cross-system bounty hunts from Mara Stone - follow a trail of clues system to system to a fugitive's hideout for a showdown.
• The online layer comes clean: the handful of NPC pilots that keep the spaceways lively are now clearly tagged ◇ Resident everywhere - so any untagged pilot you meet is a real person. The big weekly boards (XP, Trade) are real pilots only, the standings show how many real pilots flew this week, and leaderboard rows are tappable to wave at or spar the humans on them.
• Fixed: the weekly leaderboard no longer resets every few seconds while an action is running, and a queue of waves and challenges from while you were away now arrives as one tidy digest.
Also new since your last update:
• Operations are grouped by skill - each job type shows its skill, its level and a live XP bar, so it's clear which work trains what.
• Prestige now UNLOCKS content, not just stats - Admiralty ship liveries, a dress uniform, harder opt-in tour modifiers, and requisitioning top-tier mk5 gear at any shipyard.
• Faction rivalries and a persistent allegiance - help one power and you lose standing with its rival, so pick a side; pledge an allegiance that carries across re-enlistments.
Keep the feedback coming - it shapes what we build next.
1.2.6 Jul 22
Driftbound 1.2.2 — search and rescue!
A pilot took a courier job beyond the Milky Way and found the gate home wanted more warp than the gate out. Not on our watch.
• Fixed a one-way warp-gate trap that could strand you outside the Milky Way - inter-galaxy gates now cost the same warp coming back as going out
• Courier boards will only ever post jobs you can return from
• The deep universe now shows its true warp requirement at the door, before you cross
• NEW: Emergency Recall in Settings - stuck anywhere, ever? A Helios tug tows you home to Helios Station. Contraband is impounded on the hook, and the tug needs six hours between tows
Fly safe. And if you can't - we'll come get you.
1.2.2 Jul 10
The Pilot's Life update - the biggest Driftbound update yet. Something new for every day you fly.
DAILY OPS
• Three fresh tasks every day, right on your Log - mine, hunt, trade, train.
• Clear the whole board to bank an OVERCLOCK: your next Welcome Back haul pays DOUBLE.
• A proper 7-day streak calendar, with a perk point waiting on day 7.
IDLE TIME ALWAYS PAYS
• A full cargo hold no longer stops your ship earning while you're away - passing merchants buy the overflow on the spot (a real market still pays far better).
WEEKLY STANDINGS
• New leaderboards for bounty, trade, XP and friendly spars - a fresh board every week, bragging rights only.
• Add friends by swapping pilot IDs and race your own crew.
FOR VETERANS
• Commission Modifiers: re-enlist under harder rules - tougher foes, slower XP, thinner margins, a tighter hold - and bank MORE Renown when the tour ends. Stack as many as you dare.
• Collections hub: every catalogue, outfit, paint, lore entry and trophy on one meter, with one-time rewards at 25/50/75/100%.
YOUR SHIP, YOUR LOOK
• The Paint Bay: ten buyable hull schemes, from Crimson Corsair to the stardust-cured Abyssal Black. Pure style - no stats.
SPACE PETS
• Benched companions can now go foraging: a real-time expedition that brings back their favourite food. They keep trekking while the game is closed.
A JUICIER FIRST HOUR
• A one-time First Fit-Out deal, a guaranteed find on your first victory, and a proper celebration for your first sale.
KNOW BEFORE YOU FLY
• Nebulas now show exactly what you can harvest there - same as asteroid belts - with what's still locked behind your Gas Harvesting level.
Plus plenty of polish throughout. Thanks for flying with us - your feedback shapes what comes next.
1.2.1 Jul 8
Driftbound 1.9.7: one new shortcut, two fixes.
New: the status strip at the top is now a shortcut. While something is running, tap the task name or its progress bar and you go straight to it: the fight, the Star Map while you are warping, or the exact tile in Operations or on the Workbench, scrolled into view. A small › marks it. Asked for by a player on r/Driftbound.
A crash is fixed. Opening Cargo and leaving it again straight away, before the page had finished appearing, could freeze the game for a few seconds and then close it. It only happened with a Vault at the station you were docked at, which is why it was rare.
The fringe fence no longer pays more than it charged. A Black Market out on the rim could buy contraband straight back for more than it had just sold it for. Buy a Xeno Relic, sell it on the spot, pocket the difference, and Customs Amnesty week made the gap wider still. A player spotted it on r/Driftbound and it is fixed: a fringe fence now pays a pittance for contraband, and no fence anywhere will ever buy for more than it sells.
The smuggling run is untouched in spirit. The real money is still in sourcing contraband cheaply at the rim and running it through the customs gates to a fence deep in the core, which pays roughly two and a half times what the rim does. Sourcing prices at the rim are barely changed.
more Version 1.9.7 1d ago
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