The Drift Gazette
Out every game dayStandings · capital
- House Talven✦412 300
- House Vessary✦388 950
- House Keldrin✦301 400
- · · ·
- 7 · Your house▲ 3✦142 800
Set the course.
Your captains will see it through.
Congratulations — you've inherited a trading house.
It comes with one leaky airship, one very patient moneylender, and one rock that's drifting off somewhere. The sky is full of islands short on bread, iron and aetherite. Someone's going to get rich bringing it to them. Might as well be you.
Your fleet trades by rules you write, and the log tells you why each rule fired or didn't. No code, no clicking faster.
01 skipped: Grain here ✦11, needs < ✦9 · waiting
01 ran: bought 40 Grain for ✦320, sailing to Velmar
Your ship sees live prices only in the port where it stands. Everything else is news — brought by your captains, port rumours and capsules — hours or days old. The spread you are chasing may be gone by the time you arrive.
| Port | Grain | Timber | Iron | Tools | Aeth. |
|---|---|---|---|---|---|
| Velmarlive | 14 | 21 | 38 ▲ | 49 | 42 |
| Breadcliff6 h | 8 | 18 | 33 | 63 | 44 |
| Ironspire2 h | 15 | 22 | 24 ▼ | 64 ▲ | 41 |
| Sparkdeep11 h | 16 | 17 | 31 | 66 | 31 ▼ |
| Whisperwood2 days | ~17 | ~11 | ? | ~60 | ? |
The Drift is one persistent world. Other houses — players and old houses alike — trade the same goods on the same islands, and their trades move your prices. No raids, no burned harbours: you compete only in the market, and nobody needs to be online at the same time.
Farms, mines, workshops and a shipyard — and residents who need feeding. What the island makes still has to be shipped and sold.
Islands move along their orbits, so routes shorten and stretch — predictably, so you can plan around it.
Every big deal moves prices. Sell too much in one port and you sink your own price.
Research for your house: more orders, sturdier hulls, lighter capsules, Aurora blueprints.