Compara los precios de Aloft en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Astrolabe Interactive Inc.. Publicado por Funcom. Lanzado el 15/1/2025. Disponible en PC. Géneros: Adventure, Casual, Indie, Simulation, Early Access.

Raft-in-the-sky vibes minus the existential dread: a low-pressure co-op crafting game where your entire island base doubles as your ship, best enjoyed with friends who don't mind a thin content layer in Early Access.

I'll be straight with you: my instinct when I see a cozy co-op survival game in Early Access is to reach for the wishlist button and come back in eighteen months. Aloft almost talked me out of that habit, and the one mechanic responsible is the flying island ship. You don't build a boat and park it next to your island. You bolt a helm, a rudder, and a set of sails onto the island itself, then sail your entire base through the sky. That single design choice reframes everything, and for a strategy brain like mine it opens up a genuinely interesting set of decisions: which island shape gives me the best aerodynamic profile for my sail layout, how do I position windmills and a pulley-and-cable network to keep my crafting machines powered mid-flight, and do I chase stronger winds for faster sailing speed at the risk of overstressing my current sails. The wind system is the mechanical spine of Aloft, and it holds up better than most Early Access spines do. The progression structure is built around three distinct biomes, each gated by sail material upgrades. You start with leaf sails, graduate to wool for the arid middle zone, and need more advanced materials for the final region. Unlocking movement between biomes requires you to hunt down four core navigation skills scattered across nearby islands: rudder control, sail management, float systems, and navigation tools. That early-game scavenger hunt is one of the tighter designed sequences in the game, because it forces you to actually explore before you can comfortably cruise. The corruption mechanic layers over this: some islands are overrun by fungal creatures and locked until you defeat the central corruption node, restore ecosystem balance using a field guide, replant flora, and release fauna. Every gathering decision on a claimed island feeds back into its sustainability score. For a game marketed as cozy, that ecological loop has more systemic texture than I expected. Here is where I have to be honest about the gaps, because the all-language Steam review score sits at 85 percent Very Positive overall but has slipped to around 64 percent Mixed in the most recent period, and that recent dip is telling. Combat is functional and nothing beyond that. There are a handful of enemy variants, all mushroom-themed, and the weapon kit handles them in two or three hits. The building snap system is inconsistent and the variety of materials is thin. A meaningful slice of the roughly 490-island world is a mirrored copy of the other half, which makes the promise of scale feel bigger than the delivered reality. Solo players will hit the content ceiling faster than a full crew of eight, and the story communicated through discoverable frescoes provides atmosphere more than actual narrative payoff. Performance can also stutter badly when you build large structures, which is a non-trivial complaint for a base-building game. Who should actually buy this right now? Co-op groups of two to four who want a session game with a clear shared project: outfit the island, push into the next biome, cleanse the Leviathan corruption boss. The Steam Workshop is already live for sharing custom island designs, and you can drag your own skyship into a friend's world, which creates a genuinely fun multi-ship convoy dynamic. Solo players who are patient with Early Access and like tinkering with wind-powered automation will also find enough here for twenty to thirty hours, which is about where the main content path closes out. Hardcore survival fans who need hunger mechanics, punishing death loops, and dense enemy rosters should look elsewhere until Astrolabe delivers on its roadmap promises of expanded monster variety, deeper animal husbandry, and additional building materials. The foundation is sound. The question, as always with Early Access, is whether the updates arrive fast enough to keep the momentum. Diego, Scout Team

Aloft

Aloft

15 ene 2025Astrolabe Interactive Inc.Funcom
GamerScout opina

Raft-in-the-sky vibes minus the existential dread: a low-pressure co-op crafting game where your entire island base doubles as your ship, best enjoyed with friends who don't mind a thin content layer in Early Access.

PC
Steam Deck PlayableProtonDB Platinum
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Mínimo histórico: €12.86

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Acerca de Aloft

I'll be straight with you: my instinct when I see a cozy co-op survival game in Early Access is to reach for the wishlist button and come back in eighteen months. Aloft almost talked me out of that habit, and the one mechanic responsible is the flying island ship. You don't build a boat and park it next to your island. You bolt a helm, a rudder, and a set of sails onto the island itself, then sail your entire base through the sky. That single design choice reframes everything, and for a strategy brain like mine it opens up a genuinely interesting set of decisions: which island shape gives me the best aerodynamic profile for my sail layout, how do I position windmills and a pulley-and-cable network to keep my crafting machines powered mid-flight, and do I chase stronger winds for faster sailing speed at the risk of overstressing my current sails. The wind system is the mechanical spine of Aloft, and it holds up better than most Early Access spines do. The progression structure is built around three distinct biomes, each gated by sail material upgrades. You start with leaf sails, graduate to wool for the arid middle zone, and need more advanced materials for the final region. Unlocking movement between biomes requires you to hunt down four core navigation skills scattered across nearby islands: rudder control, sail management, float systems, and navigation tools. That early-game scavenger hunt is one of the tighter designed sequences in the game, because it forces you to actually explore before you can comfortably cruise. The corruption mechanic layers over this: some islands are overrun by fungal creatures and locked until you defeat the central corruption node, restore ecosystem balance using a field guide, replant flora, and release fauna. Every gathering decision on a claimed island feeds back into its sustainability score. For a game marketed as cozy, that ecological loop has more systemic texture than I expected. Here is where I have to be honest about the gaps, because the all-language Steam review score sits at 85 percent Very Positive overall but has slipped to around 64 percent Mixed in the most recent period, and that recent dip is telling. Combat is functional and nothing beyond that. There are a handful of enemy variants, all mushroom-themed, and the weapon kit handles them in two or three hits. The building snap system is inconsistent and the variety of materials is thin. A meaningful slice of the roughly 490-island world is a mirrored copy of the other half, which makes the promise of scale feel bigger than the delivered reality. Solo players will hit the content ceiling faster than a full crew of eight, and the story communicated through discoverable frescoes provides atmosphere more than actual narrative payoff. Performance can also stutter badly when you build large structures, which is a non-trivial complaint for a base-building game. Who should actually buy this right now? Co-op groups of two to four who want a session game with a clear shared project: outfit the island, push into the next biome, cleanse the Leviathan corruption boss. The Steam Workshop is already live for sharing custom island designs, and you can drag your own skyship into a friend's world, which creates a genuinely fun multi-ship convoy dynamic. Solo players who are patient with Early Access and like tinkering with wind-powered automation will also find enough here for twenty to thirty hours, which is about where the main content path closes out. Hardcore survival fans who need hunger mechanics, punishing death loops, and dense enemy rosters should look elsewhere until Astrolabe delivers on its roadmap promises of expanded monster variety, deeper animal husbandry, and additional building materials. The foundation is sound. The question, as always with Early Access, is whether the updates arrive fast enough to keep the momentum.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayermultiplayercooponline-coopachievementscontroller-supportworkshopcloud-savestier:aaaCozy SurvivalWind MechanicsIsland BuilderEcosystem RestorationSkyship SailingEarly Access Watch8-Player Co-opWorkshop SupportLow-Stress Combat

Requisitos del sistema

Mínimos

OS
Windows 10+, 64-bit
Memory
16 GB RAM
DirectX
Version 11
Storage
12 GB available space
Graphics
NVIDIA® GeForce® GTX 1060 6GB / AMD Radeon™ RX 580 / Intel® Arc™ A750
Processor
Intel® Core™ i5-8600K / AMD Ryzen™ 5 3600

Recomendados

OS
Windows 10+, 64-bit
Memory
16 GB RAM
DirectX
Version 11
Storage
12 GB available space
Graphics
NVIDIA® GeForce® RTX™ 2070S / AMD Radeon™ RX 6700 XT / Intel® Arc™ A770
Processor
Intel® Core™ i7-10700K/ AMD Ryzen™ 7 5700

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Información del juego

Desarrolladora
Astrolabe Interactive Inc.
Distribuidora
Funcom
Fecha de lanzamiento
15 ene 2025

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¿En qué plataformas está disponible Aloft?

Aloft está disponible en PC.

¿Cuándo se lanzó Aloft?

Aloft se lanzó el 15 de enero de 2025.

¿Quién desarrolló Aloft?

Aloft fue desarrollado por Astrolabe Interactive Inc. y publicado por Funcom.