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Driftland: The Magic Revival

Driftland: The Magic Revival

76
72 Positivo / 670 Calificaciones | Versión: 1.0.0

Star Drifters

Comparación de precios
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    $19.99$19.99
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    $1.14$1.14
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Descarga Driftland: The Magic Revival en PC con GameLoop Emulator


Driftland: The Magic Revival, es un popular juego de Steam desarrollado por Star Drifters. Puede descargar Driftland: The Magic Revival y los mejores juegos de Steam con GameLoop para jugar en la PC. Haga clic en el botón 'Obtener' para obtener las últimas mejores ofertas en GameDeal.

Obtén Driftland: The Magic Revival juego de vapor

Driftland: The Magic Revival, es un popular juego de Steam desarrollado por Star Drifters. Puede descargar Driftland: The Magic Revival y los mejores juegos de Steam con GameLoop para jugar en la PC. Haga clic en el botón 'Obtener' para obtener las últimas mejores ofertas en GameDeal.

Driftland: The Magic Revival Funciones

JOIN OUR DISCORD

Check our games!

https://store.steampowered.com/app/1090100/Scorchlands/

https://store.steampowered.com/app/1713810/Lumencraft

https://store.steampowered.com/app/1169740/Danger_Scavenger/

https://store.steampowered.com/app/1400520/Nomads_of_Driftland/

Check our friends games!

https://store.steampowered.com/app/1795470/Flooded/

About the 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

Mostrar más

Descarga Driftland: The Magic Revival en PC con GameLoop Emulator

Obtén Driftland: The Magic Revival juego de vapor

Driftland: The Magic Revival, es un popular juego de Steam desarrollado por Star Drifters. Puede descargar Driftland: The Magic Revival y los mejores juegos de Steam con GameLoop para jugar en la PC. Haga clic en el botón 'Obtener' para obtener las últimas mejores ofertas en GameDeal.

Driftland: The Magic Revival Funciones

JOIN OUR DISCORD

Check our games!

https://store.steampowered.com/app/1090100/Scorchlands/

https://store.steampowered.com/app/1713810/Lumencraft

https://store.steampowered.com/app/1169740/Danger_Scavenger/

https://store.steampowered.com/app/1400520/Nomads_of_Driftland/

Check our friends games!

https://store.steampowered.com/app/1795470/Flooded/

About the 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

Mostrar más

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Información

  • Desarrollador

    Star Drifters

  • La última versión

    1.0.0

  • Última actualización

    2019-04-18

  • Categoría

    Steam-game

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Reseñas

  • bsqtcase

    Mar 19, 2023

    Great game, was a lot of fun.
  • gamedeal user

    Nov 30, 2017

    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. Pros: The UI is easy to navigate. Gameplay is fun already. I love the Majesty like gameplay. Island play is an interesting mechanic. Cons: 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.
  • gamedeal user

    Nov 30, 2017

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

    Feb 26, 2018

    It's early days, so I will come back to post a final review when the game is done, but here are my thoughts for now: The game is promising, but it is no Majesty sequel. About the only commonality it has with Majesty is that the heroes are independent AIs driven by flags. A much better comparison would be Warlocks 2, in that you have floating islands, with the difference that you can manipulate the movement of these. Where I think it is lacking at present is that it just hasn't got enough of anything. It needs many more spells, that aren't just re-coloured variations between each faction. More heroes, with abilities that are more impactful and graphical. More vendors, like Majesty's potion shops, or the Sorcerer's Abode. It's a bare bones game right now, which plays reasonably well, and is fun, but you can get an idea of what it's like in a few hours. The campaign has yet to be added, and that will add more personality to it, but even mechanically I want more out of it than it currently offers. So, for now it gets a borderline pass from me, but if it stays where it's currently at, it'll be a thumbs down, and I'll just recommend Majesty or Warlock over it, as they are both more complete games - even their sequels.
  • gamedeal user

    Apr 3, 2018

    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!
  • gamedeal user

    Jun 24, 2018

    PROS: - 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.
  • gamedeal user

    Sep 13, 2018

    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.
  • gamedeal user

    Nov 18, 2018

    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.
  • gamedeal user

    Mar 16, 2019

    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.
  • gamedeal user

    Apr 21, 2019

    [h1] The Potential for Greatness [/h1] [b] What I Liked [/b] The city building aspect is the best part of the game. It's a unique way of doing it and really makes the game shine. It's a shame it's overshadowed by everything else. The campaign is barely okay, it's not meant to be invested in or to care a lot about what happens. It's an extended tutorial, and I use that loosely because some things just aren't shown to the player. I already had to Google a couple things to find a solution. [b] What I Did Not Like [/b] I tried skirmish mode and I didn't like it at all. The campaign I did on medium and I am doing fine, but in skirmish, I was trounced quickly by an enemy. So unsure what is going on there. [b] Why I Stopped Playing [/b] This is a game that really needs to have a "neutral" option when it comes to the review, as there are things I like and don't like about the game. I really wish the city builder aspects had more of a focus than the fighting, because it's fine trying to get resources, figuring out where and how to build, pulling in more islands, etc. If anything, I'll do a skirmish mode of that and just have fun expanding my islands. It's what I like about the game, it's a very unique take on the genre it's trying to do. But the combat, while fun in campaign, doesn't feel the same in skirmish. I lasted maybe an hour before I was wiped out. Is the game good? Yeah, I think so, but not at the $30 I paid for it. It's worth $20 right now. If things change and more is added, I could see the original price being worth it. Do I regret getting it? No. I enjoyed the city building aspect of the game and hope to explore it more. [b] Disclaimer [/b] I have been a gamer for over 30 years. I tend to play mostly PC games. I also bounce around between games A LOT. I may purchase a $60 game and play it for 2 hours or spend $10 on a game and spend 50 hours on it. Even if I played a game a short time, it does not mean it is bad. It just means another game caught my attention. I also complain about flaws in games a lot, even about the littlest of things. Keep that in mind when reading my reviews. If I do not have a complaint, then the game must be special!
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