What Raft actually is
You wake on a few planks lashed together in the middle of an ocean, holding a hook. Debris floats past. You throw the hook, pull in a plank, and build a slightly bigger raft. That is the first ten minutes and, mechanically, it never stops being the game.
What changes is scale and direction. The raft becomes a multi-storey base with farms, purifiers, engines and a sail, and the drifting becomes navigation: there are real islands out there with a real story on them, and eventually you decide where you are going instead of where the current takes you.
- Thirst and hunger are the clock, and both have craftable answers within the first hour.
- A shark called Bruce bites your raft on a schedule. Learning to handle him is the first skill.
- Everything is built from salvaged junk: planks, plastic, palm leaves, scrap.
- The story is real, sequenced, and worth playing rather than a sandbox excuse.
Your first hour
- 1
Hook everything
Planks, palm leaves, plastic, barrels. Barrels are the good ones, they hold materials you cannot fish loose.
- 2
Build a foundation and a collection net
Widen the raft, then place collection nets on the leading edge so debris gathers itself while you work.
- 3
Solve water and food
A simple purifier turns salt water into drinking water, a grill cooks. Both are cheap, both are urgent.
- 4
Deal with the shark
Bruce eats your foundations. Three hits with a spear drives him off, and a shark bait post buys you time. Do not swim while he is circling.
- 5
Plant a garden
Palm saplings and crop plots make you self-sufficient. Skipping this means fishing forever.
- 6
Build a receiver and a sail
The radio receiver is what turns aimless drifting into a journey. This is where the game actually opens up.
A huge single-layer raft is slow, hard to defend and impossible to walk around. Build up, keep the footprint tight, and put the engines where you can reach them.
From drifting to navigating
- The receiver plus antennas gives you a bearing. The sail plus engines gives you the means. That combination is the mid-game unlock.
- Islands come in flavours: small resource islands to strip, and large story islands with real locations on them.
- Better tools, wetsuits, oxygen tanks and biofuel engines each remove a limit you have been living with.
- Advanced purifiers, sprinklers and animal husbandry turn survival into infrastructure, and then into decoration.
Most players spend more time redesigning the raft than doing anything else, and the game is built to reward that. Two storeys, a garden, and a view is a legitimate goal.
The islands, and what happened to the world
The story islands are hand-built locations: an abandoned ship, a vertical city, a research station, a resort. Each one is a small exploration level with notes, keys, puzzles and a piece of the plot.
- Follow the receiver bearings in order. The islands are sequenced and later ones assume gear from earlier ones.
- Bring building materials, food, and something to fight with. Some islands have hostile wildlife and locked areas.
- Read the notes. The whole backstory is in them and none of it is narrated at you.
- Save often before a story island, because they are the only genuinely dangerous places in the game.
A drowned world, and the people who planned for it
The ocean is not a natural disaster. The world flooded, and some people saw it coming: the story islands are the remains of their attempts to survive it, each one a different answer to the same question and each one a failure in its own way.
- Utopia, the resorts and the research stations each represent a different theory about how to outlast the water.
- The notes track individual people across locations, and their arcs are the most affecting part of the game.
- You are following someone. Working out who, and why, is the plot.
- The ending is a real ending, which is rare in this genre.
Playing together
- Up to eight share a raft, and it is the best way to play. Division of labour is immediate and obvious.
- Assign jobs: one on the hook, one cooking and watering, one building, one on shark duty.
- Story islands are far easier and far funnier with a crew.
- Agree on a build plan. Two people extending the same raft in different directions produces something unusable.
Things that will save you an hour
- Collection nets on the front edge. Free materials, permanently.
- Keep a spare plank stack for shark repairs at all times.
- Anchor before you swim, or your raft will drift away while you are underwater.
- Build a second storey for storage and keep the ground floor for work.
- Carry an axe, a spear, a hook and food to every island. You will need all four.
- Do not sell yourself short on water. Two purifiers early is not overkill.
Where to go next
- The official site and Steam page for the current version and DLC.
- The community wiki for island walkthroughs and recipe trees, though the story is better unspoiled.
- Ask in our Discord. It goes on sale constantly and fills a co-op evening perfectly.
Sources and further reading
Where this came from, and where to check anything that has changed since.
Stuck on something?
Stuck on a step? There is always someone in the community chat who has already made the mistake you are about to.
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