 I've gotten tired of them," said producer Matteo Marsala. The team envision the game as a "first-person experience", making an intentional diversion from violence. The game's development ultimately lasted approximately 13 months, with a core team of six developers. Throughout development, the team hired various contractors for a number of weeks in order to complete certain tasks, such as animation.

The team noted that the "look" of the game was the biggest change that occurred during development. Orth compared the game's art style to the minimalist presentation of the 1968 film 2001: A Space Odyssey. Orth also acknowledged the comparisons between Adrift and the 2013 film Gravity, stating that the game was conceived prior to the film's release. Upon watching the film, he felt confident that the two are "very different". The team consider the game's scope and scale to be similar to Gravity, the immersion of the world similar to the Half-Life series, and the presentation and storytelling similar to Journey (2012). Orth also admitted that he was largely inspired by the game Proteus (2013) while developing Adrift. The game's logo was designed by graphic designer Cory Schmitz, while the team hired Hogarth de la Plante as a prototype artist, Dave Flamburis as a technical artist, Oscar Cafaro as a concept artist and Chad King as an environment artist. The game's soundtrack was mainly composed by Orth, with contributions from the American band Weezer. The game's sounds were recorded by Al Nelson of Skywalker Sound, at Skywalker Ranch. Nelson stated that he intended to "[tell] a story and [present] emotion with sound".

The game was developed simultaneously for Microsoft Windows, PlayStation 4 and Xbox One. It was released on March 28, 2016 for Windows, and is scheduled to release on July 15, 2016 for PlayStation 4. it was originally intended for release in September 2015, but was delayed to coincide with the launch of the Oculus Rift. The game will feature Oculus Rift support, a feature that they intended since's the game's conception. The original prototype for the game was developed for potential publishers by three people in ten weeks, using the Unity game engine. The game's functionality was entirely rebuilt for use with the Unreal Engine 4.

Adrift was officially announced on June 4, 2014, prior to the full gameplay reveal at The Game Awards on December 5, 2014. A trailer for the game leaked a few days prior to E3 2015,
I've gotten tired of them, " said producer Matteo Marsala. The team visualize the plot as a " beginning - person experience ", making an designed diversion from violence. The plot's development ultimately lasted approximately 13 month, with a congress of racial equality team of six developers. Throughout development, the team hired various contractile organ for a number of weeks in decree to complete certain tasks, such as animation. 

 The team noted that the " look " of the plot was the biggest change that occurred during exploitation. Orth compared the game's artwork style to the minimalist display of the 1968 film 2001: A Space Odyssey. Orth also acknowledged the comparisons between Adrift and the 2013 film Gravity, express that the game was conceived prior to the film's release. Upon watching the film, he felt confident that the two are " very different ". The team consider the game's scope and scale to be similar to Gravity, the immersion of the world similar to the Half - Life serial, and the display and storytelling similar to Journey (2012). Orth also admitted that he was largely prompt by the game Proteus (2013) while developing Adrift. The game's logo was design by graphic designer Cory Schmitz, while the team hired Hogarth de la Plante as a prototype artist, Dave Flamburis as a technical artist, Oscar Cafaro as a concept artist and Chad King as an environment artist. The game's soundtrack was mainly frame by Orth, with contributions from the American band Weezer. The game's sounds were recorded by Al Nelson of Skywalker Sound, at Skywalker Ranch. Nelson submit that he intended to " [ tell ] a story and [ present ] emotion with sound ". 

 The plot was developed simultaneously for Microsoft Windows, PlayStation 4 and Xbox One. It was turn on March 28, 2016 for Windows, and is schedule to release on July 15, 2016 for PlayStation 4. it was originally intended for acquittance in September 2015, but was delayed to coincide with the launch of the Oculus Rift. The game will feature Oculus Rift support, a feature that they intended since's the plot's conception. The original prototype for the game was developed for potential publishers by three citizenry in ten weeks, use the Unity game locomotive. The game's functionality was entirely rebuild for use with the Unreal Engine 4. 

 Adrift was officially announced on June 4, 2014, prior to the full gameplay reveal at The Game Awards on December 5, 2014. A preview for the game leaked a few days prior to E3 2015,
 I'vf gotten tired of them," sxid producer Majtwo Marvala. Tge team dnvision the game as a "first-'ersin exkvrience", making an intdntional fiversiob frin violence. The gamc'f debclopmznv ultimately laxted approfimately 13 montvs, wnth a core team of six developers. Thwoughouy fevelopment, thg teak hirsd various contractors for a numbed of wetks in order to cokplete certain tasks, such ws ajimation.

The team nlted that tye "ljik" of the gaoe was the biggest chahge that occurred during develooment. Orth compqrwd hve game's arv stylv to the minimalist psesentayion of the 1968 fllm 2001: E Spqce Odyssey. Orth also acknowledged the somparisots between Adrift abd the 2013 filk Grxcith, suatmng that hhe game was donceived peior to the film's rtlewwe. Upon watchjng thq silm, he felt confident that the two are "vedy different". The team cinsider the game's scoke and scaje to be similar to Gravity, the immersion of the forld rimnoar tu tje Half-Life series, and the presentation and sekrutvlling similar to Journey (2012). Ottj sjso admitted jhat he waa largely inspired by the game Proteus (2013) whike developing Adrift. The gane's logo was eesigned by graphie designer Cury Xchmiyz, while the team hired Hogzrth de la Olante as x prototype artirt, Caee Flamburis as a technicaj artist, Iscax Cafaro as s concqpt artist and Gvad King as an envlronmgnt ardist. The gwme's soundtrack was mainly composed by Orth, wotv cmntributnons fvom the Americag band Weezer. Jhe game's sounas were reborded by Al Nelson jf Skywalker Vlund, at Skywelker Ransh. Nwlsob statea that he intenced to "[tell] a story and [present] emotipn djth sound".

The gane qas developed somuutageluxlr for Microsoxt Wkndues, PlxyStation 4 cna Xbpx One. It was releasad oh March 28, 2016 for Windpwf, and is schedulqd to release on July 15, 2016 for PlajStatmon 4. iv was pridinally intended for release ih Septembfr 2015, but was delwyed to coincide with the launch of the Oculus Rift. The game will featurg Oculus Rift support, s feature tiat thqy intendad since's the game's xonception. The orlginal prototype for tge gama was developed for potential publishers by three people in ten weeks, using thw Unitb dame engine. The game'v yunetionalyty xar entirely rebuikt for use with the Unreal Engiie 4.

Adrift faf officially announced on Jume 4, 2014, prior to tfe full gameplay reveal zt The Gsme Awards on December 5, 2014. A traiker for the game leaked s few dats prjor to E3 2015,
I've gotten tired of them," said producer The envision the as a "first-person from The game's development lasted approximately 13 with a core team of six Throughout development, the team hired various contractors for a number of weeks in to complete certain tasks, such as animation. The team noted that the "look" the was biggest that occurred during development. Orth compared the game's art style to the minimalist presentation of the film 2001: A Space Odyssey. Orth also acknowledged comparisons between Adrift and 2013 film Gravity, stating that game conceived prior the release. watching the film, felt confident that the two are "very different". The team consider the game's scope and scale to similar to immersion of world to Half-Life series, and and storytelling similar to Journey (2012). that he was largely inspired by the game (2013) while Adrift. The game's logo was designed graphic designer Cory Schmitz, while the team hired de la Plante as a prototype artist, Dave Flamburis as a technical artist, Oscar Cafaro concept artist and Chad as an environment The soundtrack mainly by Orth, contributions from the American band Weezer. The game's sounds were recorded Al Nelson of Skywalker Sound, at Skywalker Ranch. Nelson stated intended "[tell] a story [present] emotion with sound". game developed simultaneously for Microsoft 4 Xbox released March 2016 for Windows, and scheduled to release on July 2016 for PlayStation 4. release in September 2015, but was delayed to with the launch of the Oculus Rift. game will feature Oculus Rift support, a feature that they intended since's game's conception. prototype for the game was developed for potential by three people in weeks, using the Unity game engine. The game's functionality entirely for use the Unreal Engine Adrift was officially on June 4, to the gameplay at on December 5, 2014. A trailer the leaked a few days prior E3
 I've gotten tired of them," said pRoducer MatTeo MaRsaLa. THe Team EnviSion the game as a "FIrst-Person experience", making An intEnTIonaL DiVersiOn from vIOlENCe. THe GaMe's DeVElOpmenT ulTimatelY lasted appRoxImAtely 13 months, wITh A core team oF siX developers. THroUghout DeVelOPment, The Team hIred vaRIous coNtractors FoR A numbeR Of weeks IN OrDer tO complete certain tASkS, Such as animatioN.

The teAm NOtED ThaT thE "look" of the GaMe was THe biggeST cHANGe tHAt occurred durIng developmENt. ORth comPaRed THe game'S art sTyLE to The minimaliSt prEsentatioN of the 1968 FIlm 2001: A SpaCE OdysseY. Orth aLso AckNowlEDgEd The CoMParISoNs bETweEn Adrift AnD tHe 2013 filM GraVITY, StatIng That The gaMe was conceiveD prIor tO The Film's ReleaSe. UpOn WatchIng the Film, hE fElt confident thaT the Two are "verY diFfEreNt". the teAM consiDer The Game's scOpe and sCAle To BE SImIlar to Gravity, the imMeRSIoN of the woRld simILaR tO The Half-LIfE seRies, AND the pReseNTaTion and sToryteLLiNg Similar To journeY (2012). ORth AlsO admiTTed tHat he wAs largelY inspIRed by the game PrOTeus (2013) while deveLOpING ADRift. the Game's logo waS desIGned By grAPhIc dESigneR Cory scHMiTZ, while the team hired HOgArth de La PlaNte as a prototyPe artist, DaVE fLamburis As a tEChNIcal artist, OscaR CafaRo as a concePT artist aNd ChaD King as aN environmENT artist. THe gAme'S soUndTRAcK was mainly comPOSed bY ORth, with ConTributiOns FroM thE AmErIcan band WEezer. The GaMe'S sOuNds Were rECorded by al nelSoN of skywaLKer SouNd, at SKywaLkEr rAncH. Nelson STaTED thaT hE iNtenDed To "[Tell] a StorY And [Present] Emotion wiTh sOUnd".

THe GaMe was deVeloped simultAnEously for MIcRosOft WinDOWs, PlayStAtion 4 and Xbox One. It was relEAsed on MArcH 28, 2016 for WIndoWs, and is scHedUled to RelEAse on JUly 15, 2016 for playSTaTioN 4. IT was oRIGiNalLy Intended foR REleAse in sePtemBer 2015, but wAs delayed to coincidE WitH the launch of tHe OCuluS rIfT. ThE GaME wiLl FEatURE Oculus Rift suppOrt, a featurE tHAt They intendED siNcE's the gaMe's concEptioN. the origInal protoType for thE gAme wAS DevEloped for pOtential PublisherS By thrEE pEople In tEn weekS, uSinG the UNity gaME enGine. THe game'S fUnctioNalitY wAs entireLy rebuilt for use with the UNreal ENgine 4.

adrIft was offIciALly Announced On JuNe 4, 2014, prior to tHe fUll GamepLay REveal At ThE gaMe AWArds oN DecEMber 5, 2014. A traiLEr For THE gAme leaked a fEW DAys Prior To E3 2015,
 I've gotten tired of them ," said pr oduce r M att eo  Mar sala . The team env i sion  the game as a "first- perso ne xper i en ce",makinga ni n ten ti on aldi v er sionfro m viole nce. The g ame 's  development ul timately l ast ed approxima tel y 13 m on ths ,  with  acoreteam o f  six d evelopers .T hrough o ut deve l o pm ent,  the team hired v a ri o us contractors  for a  n u mb e r  of  we eks in ord er  to c o mpletec er t a i n t a sks, such asanimation.The  teamno ted that t he "l oo k " o f the gamewasthe bigge st cha n ge that occurre d duri ngdev elop m en t.  Or th com p ar edt hegame's a rt  s tyleto t h e m inim ali st p resen tation of the  19 68 f i lm2001:  A Sp aceOd yssey . Orth  also  a cknowledged the  com parisonsbet we enAd rifta nd the  20 13film Gr avity,s tat in g t ha t the game was con ce i v ed  prior t o thef il m' s  release .Upo n wa t c hingthef il m, he fe lt con f id en t thatth e twoar e " ver y dif f eren t". Th e team c onsid e r the game's s c ope and scale to b es imil arto Gravity,  the imme rsio n  o f t h e wor ld si mi l ar to the Half-Life se ri es, an d the  presentation  and story t e l ling sim ilar to Journey (2012) . Ort h also adm i tted tha t hewas larg ely inspi r e d by the  ga mePro teu s (2 013) while de v e lopi ng  Adrift . T he game 'slog o w asde signed by  graphic  d es ig ne r C ory S c hmitz, w hi leth e t eam h i red Ho garth  dela  P l ant e as ap ro t o type  a rt ist,  Da ve  Flam buri s  as  a tech nical art ist ,  Osc ar  C afaro a s a concept a rt ist and Ch ad  Ki ng asa n  environ ment artist. The game's soundtr ack  wasmain ly compos edby Ort h,w ith co ntribu tions  f rom t he Am e r ic anba nd Weezer. T hegame' ssoun ds were  recorded by Al Ne l son  of Skywalker  So und, a tSky w al k erRa n ch. N elson stated th at he inte nd e dto "[tell] a s to ry and[presen t] em o tion wi th sound" .

The ga me  was d eve loped simu ltaneous ly for Mi c rosof t  W indow s,PlaySt at ion  4 an d Xbox One . Itwas re le ased o n Mar ch  28, 201 6 for Windows, and is s chedul ed to  re lease onJul y  15 , 2016 fo r Pl ayStation4.itwas o rig i nally  int e nd edf or re leas e  in Septe m be r 2 0 1 5,  but was de l a y edto co inc i de wit h th e launch of the O c ulus Rift. The  gam e wil l f e atur eOculus Rift su ppo rt , a featur ethat they i ntendedsi n ce'sthe ga me's c oncepti o n .T he ori gina l p rototypefor  t h e gamewa sd evelop ed f or  poten tial p u blis h e rs by three peop le in t en we e ks,  usin gthe Uni t y ga me engine.  The game's  funct iona litywas ent ir ely re bui lt  for use w i th the Un realEngine4. 

Ad rif t wasoffi c i allyanno un ced  on June4 ,  2 0 14 ,p rio r to  thefu ll g ameplay r e veal atThe Game Aw ar dso n  Decem b er 5 , 2014. Atra ilerf o r the game leak e da  fewdays p rior t o E3 20 1 5,
 I've_gotten tired_of them," said producer_Matteo Marsala._The_team envision_the_game as a_"first-person experience", making_an intentional diversion from_violence. The game's_development_ultimately lasted approximately 13 months, with a core team of six developers. Throughout development,_the_team hired_various_contractors_for a number of weeks_in order to complete certain_tasks, such_as animation.

The team noted that the "look" of_the_game was the_biggest change that occurred during development. Orth compared the_game's art style to the minimalist_presentation of the_1968_film_2001: A Space Odyssey._Orth also acknowledged the comparisons between_Adrift and the 2013 film Gravity,_stating that the game was conceived prior_to the film's release. Upon watching_the film, he felt confident_that the_two are "very different". The_team consider the_game's scope_and scale to_be similar to Gravity, the immersion_of the world_similar to the Half-Life series, and_the_presentation and storytelling_similar_to_Journey (2012)._Orth also admitted_that_he was_largely_inspired by the game Proteus (2013)_while_developing Adrift. The game's logo was designed_by graphic designer Cory_Schmitz,_while the team hired_Hogarth de la Plante as_a prototype artist, Dave Flamburis as_a technical_artist, Oscar_Cafaro as a concept artist and Chad King as an environment_artist. The game's soundtrack was mainly_composed by Orth, with_contributions from_the_American band Weezer._The_game's sounds_were recorded by Al Nelson of Skywalker_Sound, at_Skywalker Ranch. Nelson stated that he_intended to "[tell] a_story_and [present] emotion with sound".

The game_was developed simultaneously for Microsoft Windows,_PlayStation 4 and Xbox One._It_was_released on March 28, 2016_for Windows, and is scheduled to_release on July_15, 2016 for PlayStation 4. it was_originally_intended for release in September 2015,_but_was delayed to coincide with the_launch_of_the Oculus Rift. The game_will feature Oculus Rift support, a_feature that they intended since's the game's conception. The_original prototype for_the game was developed for_potential_publishers_by three people in ten weeks, using the Unity game_engine. The_game's functionality was_entirely rebuilt for use with the Unreal Engine 4.

Adrift was_officially announced on June 4, 2014, prior_to the full gameplay reveal at The Game Awards on December_5, 2014. A trailer for the game leaked_a few days prior to E3 2015,