
Screenshots

Watch trailer on Steam ↗Celestial Drift
Anubis' Development Corner · Published by Anubis' Development Corner
Last updated 28 Sept 2026
Celestial Drift is a space-action sandbox game. Play solo or online. Shoot down various enemies to obtain rare and valuable materials. Sell what you find to buy better equipment and ships. Explore sectors to discover hidden paths, and dare to roam places you shouldn't visit.
£9.99
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Price history
Indie, RPG, Massively Multiplayer, Casual · 2026 · More £5 - £15 games
Embark on a solo or multiplayer adventure where shooting down enemies earns you valuable materials to upgrade your ship. Discover hidden paths and dare to explore forbidden zones in this expansive indie RPG.
About this game
Over three centuries ago, humanity (already weakened by a previous conflict) was losing the war against The Drone Collective. The inhabitants of Foothold Beta station were facing imminent doom as a drone swarm approached. The scientists stationed there attempted to fold local spacetime to hide the station in lower dimensions. They succeeded, but a fatal accident interfered with the experiment, trapping Foothold's inhabitants and an unknown number of connected systems in flat spacetime.
Now, three hundred years later, strange entities, drones, and old enemies are beginning to appear in our folded space and it's up to you to join the pest control.
Your ship is you

You start small, piloting a light civilian ship. Over time, you will gain access to stronger ships and better equipment as you earn credits and build relations with various divisions of the surviving Terran societies. With nearly limitless equipment variations, you can tailor your ship to suit expected situations.
Learn to read each piece of equipment’s parameters simply by understanding its technical name. And always bring a full spare charge container. You don’t want to run out of charges for your weapons or repair bots at the wrong moment.
Explore the space

Each map is deliberately hand-crafted. An empty minimap doesn’t always mean there is nothing there. You may discover hidden stations or unmapped paths through jumpgates or unknown wormholes.
Every map features a unique set of enemies. Not all of them are hostile, and some won’t stop chasing you. Some enemies will be a gold mine, while others mean near-certain doom. Almost everything hides a small or large piece of the surrounding world’s story.
Play how you want
There are no limits to where you can go, if you can survive the journey. Take contracts from stations to guide you deeper into space, or explore freely on your own. Extra credits and improved relations never hurt.
Some enemies are named. Will you hunt them all?
If you want to share your experience with friends, optional multiplayer is available. Multiplayer in the demo will remain functional until the full game is released.
I hope you will enjoy this game as much as I enjoyed similar games in the past.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10 64-bit
- Processor: 2.8 Ghz Quad Core CPU
- Memory: 8 GB RAM
- Graphics: RX 580/GTX 1060
- DirectX: Version 11
- Storage: 500 MB available space
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 10 64-bit
- Processor: 3.2 Ghz Quad Core CPU or faster
- Memory: 16 GB RAM
- Graphics: RX 580/GTX 1060
- DirectX: Version 11
- Network: Broadband Internet connection
- Storage: 500 MB available space
Supported Languages
Latest news
Patch NotesOfficial
QoL and Bugfixing Update
Hello everybody. So I didn't caught all the bugs, what a surprise. First of bugs is a poor communication from game to player and relates to initial hint system. Player enters the station perimeter when he follows the hints and when is tasked to activate weapons nothing happens. The problem is that weapons are disabled inside station perimeter but it didn't occur to me, that game should tell this to player. So to fix this bug I first modified hints, so the player doesn't enter station perimeter if he follows hints exactly. And as second change I added on screen notification, that weapons are disabled inside station perimeter. This notification stays on HUD as long as player remains inside station perimeter. Second bug in contracts was a little game breaking. When player is tasked to travel to some destination it could happen, that all contract location tasks could be finished immediately. Cause of this problem was between keyboard and a chair, as usual, because I used this location system incorrectly, but I didn't encounter this problem during testing. However now the logic is fixed and destination contracts works correctly. Those were rather big problems I had to fix. Now some smaller problems like incorrect grid coordinates calculations for minimap when I was rounding float numbers instead of ceiling or inability to loot asteroids when player is too close. Also I added notifications for player's target being out of weapons range or charge depletion. There are some small texts and descriptions changes to hopefully decrease confusion. I also added some extra effects to malfunctioning jumpgates, so they are more noticeable. There are also some small changes regarding the multiplayer. In release build I forgot to enable button for adding custom server connection. And from now the multiplayer server selection list is asking my web for official server address, where I'm hosting game server. This server address was originally hardcoded into game, which is unsustainable as...Read full article on Community Announcements (admiraljan)Patch NotesOfficial
Release Update
Celestial Drift is OUT. Last 36 hours before release were really hard because multiple things get wrong during that time so I had to work only with short breaks for food. Only now (three days later) I recovered enough to be able to write this devlog. So I updated demo version to block access to multiplayer as I have stated in game description. And after that I pushed out the full release version of the game. There are several changes from previous version. I added all prepared contracts for whole game. Overview will now show information if there are new available contracts in previously visited stations and also stations in current sector will display notification mark on minimap if they have contracts available. Then I implemented mechanics for different power charges used in systems and added additional two charge types. And these are all the content updates I had planned. My final touches were in minor UI improvements, I fixed some small visual and logic bugs. And I added various backgrounds in each sector. I tried testing game as often as I could during development so I hopefully caught majority of minor bugs and all game breaking or annoying bugs. Now I will take two week to let things settle and play my game. After that I will look back and write my thoughts on game. And of course if by any chance some serious problem with the game occurs, I will fix it of course. These new builds contains these new game updates, history of all project changes is available on my discord server (https://discord.gg/4x8489reYV) in changelog channel for Celestial Drift: Added remaining meshes for icon rendering Removed most of unused assets Added quest tasks for checking visited stations, killed mobs and looted items Properly implemented checking for available contracts on station upon entering new sector Updated item delivery task to work with target space station Added checks for available contracts on player state changes Updated all existing contracts Added notifications to Ov...Read full article on Community Announcements (admiraljan)Patch NotesOfficial
Pre-Launch Demo Update
Hello everybody. This last update before game release contains not only complete colour redesign of UI but many functional and other visual changes. However the most significant update is completeness of all mob's visuals (finally). I don't say I'm not going to ever change those visuals, but I believe they are good enough to show them in new trailer. And new trailer is the main reason for this devlog. With trailer I will be also replacing old screenshots on Steam Store Page. And with those Steam changes finished I will reach out to multiple web platforms and I will try some youtubers to gain additional awareness about Celestial Drift. With all of this I'm now confident enough to have fixed release date on the 23rd April. Time I'm aiming with release is at 11:00 PM GMT+2 (23:00 CEST) which is at 2:00 PM PDT because majority of page visits on Steam are from United States. Now with release information out of the way lets talk about changes with demo visible first. The most visible one is game UI. I unified multiple button styles and all over the place colours with great help of my friend Feo. Another UI related change is visualisation of running ship system. I moved from less obvious visualisation in action bar only to show running systems directly in HUD bellow ship's structure/shields while keeping simple cooldown animation in action bar. Then I fixed situation when sector names weren't fitting in sector name widget. However current solution isn't the best I would like, but it works for now. I tweaked occlusion mask, when ship is behind some structure, both in effect and size (which I doubled) and I also looked at camera shake on damage which I was scaling incorrectly in proportion of the incoming damage. Last change that is visible in demo is player death related. Previously player's ship instantly respawned at nearest respawn location when it was destroyed (this was a little bugged, but I fixed that too). Now pop-up window is displayed when player's ship is destroy...Read full article on Community Announcements (admiraljan)Patch NotesOfficial
Post Next Fest Update
Recently I made multiple updates both to demo version on Steam and itch.io and test version on itch.io. Those test versions are already disabled, because I'm not going to keep them updated. Now because I'm approaching my release date, here are few information on what you can expect from released game. First in demo version the multiplayer will be disabled. But demo itself will be still playable in singleplayer. The release build is already in review pipeline and I'm waiting for approval. I plan on providing servers for Linux on x86 and Arm64 platforms on Steam once I get grasp on how to do it properly here, if it's even applicable. So those were information for release. Now what changed in game itself? Not much, only small fixes and tweaks. There was bug in singleplayer allowing game to unpause when player pressed Esc key while in settings menu. I moved jumpgates bellow playing plane, because they were giving me headaches with constantly stuck spawned mobs. And I inverted mouse scrolling, because I got multiple feedbacks, that scroll/zoom direction is not very optimal solution. Another feedbacks were about unclear location of looted items, so I added prompts in overview screen where game asks player if they want to unload all mineral or all salvage or all general containers. And last few words about multiple updates. For Steam review I had to have available server to verify online multiplayer. But hardware intended for release version was running demo server at that time. And me having not much experience with server applications, I saw the only solution in swapping connection info between (at that time) test server and demo server inside code. So my old test server, which is my old trusty Lenovo G510, had to became demo server. Then original demo server could finally assume its intended future role as release server and now temporal test server. I downloaded all saved player positions from old demo server and then I uploaded them to new demo server. I set builds to...Read full article on Community Announcements (admiraljan)






