Loftia pairs a relaxing routine with extensive customization options, though its controls and variety of activities still need work.
Loftia reminded me that not every game needs to put me to the test. Sometimes, gathering materials, growing a few crops, and deciding which color would look best on a piece of furniture is enough. If you're looking for action or a constant challenge, you're probably better off looking elsewhere. But if you want to slow down, put on a podcast, and spend some time improving your little corner of the world, this is a game worth considering.
Its combination of laid-back living, decorating, and community may be especially appealing to anyone who has always been interested in Animal Crossing but kept waiting for a PC release. That doesn't make the two games interchangeable: Loftia builds its experience around a shared world and a solarpunk identity of its own. In the version I played, that combination already had its charms, along with a few problems that could interrupt the relaxation.
Life Among the Clouds, Without Too Many Worries
Arriving on a floating island powered by solar energy sets the tone pretty well. You meet its residents, gather resources, craft items, and start shaping your home and character. It's a familiar loop, but here you don't have to worry about starving to death or building shelter to protect yourself from the elements. Your house is there for you to enjoy decorating, not to keep the next night from being your last.
That shift in priorities turns the simplest tasks into small personal goals. Gathering materials makes sense because you want to craft something you like; farming becomes part of a routine you can approach at your own pace. Much of the appeal depends on how much you enjoy those processes for their own sake. If you need a game to keep pushing you toward a new threat or a tougher challenge, its peacefulness can soon become monotonous.
Skill progression provides an extra incentive. Repeating certain actions improves the corresponding skill and lets you invest points in perks across different areas, following a logic reminiscent of systems in Core Keeper or Valheim. I think it's a good fit for the routine: alongside gathering resources, you feel your character becoming more capable at whatever you spend time doing. It doesn't make every task exciting, but it helps your efforts feel like they're building toward something.
A Shared World Without the Need to Organize a Group
Despite its multiplayer focus, I was able to enjoy Loftia on my own. Having other players around doesn't mean you have to coordinate with them for every activity, and that freedom suits the game's spirit. You can mind your own business or seek out company whenever you feel like it. Playing solo doesn't mean there's an offline mode, though: the world is still online.
With friends, there's an obvious added appeal. Decorating, comparing what everyone is building, or joining an activity together gives a different purpose to a routine that relies more heavily on your own goals when you're playing alone. There's a good foundation for a welcoming community, although I'd like more reasons to get together beyond simply sharing the same space.
Plenty of Decorating Freedom, Even if the Style Wasn't for Me
The art direction was one of the aspects I connected with the least. Its aesthetic felt too childlike for my tastes, and I struggled to find clothes or furniture I actually wanted to use. That's a matter of visual preference rather than a statement about the game's intended audience, but it carries considerable weight in an experience so focused on personalizing your surroundings. It's hard to get excited about a new item when its design doesn't appeal to you.
That's why the flexibility of the color customization surprised me. Being able to recolor almost everything opens up plenty of possibilities for adapting items to your tastes and making different pieces work together. Furniture that initially did nothing for me could fit much better with a different color scheme, and that freedom means decorating doesn't depend entirely on finding exactly the right item.
For me, this is one of Loftia's biggest strengths. The game understands that customization also means changing what you already own, and it gives you room to do that. Swapping colors doesn't solve my lack of enthusiasm for some of the designs, but it did give me more reasons to experiment with them.
Farming Needs More Reliable Controls
My sense of calm disappeared more than once when I tried to plant, water, or harvest crops. The controls weren't always consistent, and I ended up repeatedly pressing the button until the game registered the action. That's not the kind of difficulty I'm looking for when tending plants, especially in a game where these tasks make up such a significant part of the experience.
The problem became particularly annoying in one of the minigames, where you compete to plant, harvest, and deliver as much food as possible. An interaction that already feels awkward when you can take your time becomes considerably more frustrating when you're trying to win. The activity should test your speed or organization; with the inconsistent response, I spent too much time checking whether my inputs had actually registered.
I also encountered a few minor bugs. None defined my experience, but they did contribute to the sense that this version is still a work in progress. Heading into Early Access, making basic actions more reliable should be a priority: when so much of the game involves repeating them, even small frustrations add up.
A Community Needs Reasons to Come Back
The foundation looks promising, but during my time with the game, I found myself wanting a wider variety of activities and events. Decorating can keep players who enjoy adjusting every detail occupied for hours, but not everyone will find the same motivation there. To hold the interest of a group with different tastes, I'd like to see more options within that same world.
I'd also welcome some optional activities that are more active or demanding. There's no need to introduce combat or turn the experience into an obstacle course: activities that require a little more coordination, skill, or collaboration would be enough. Anyone who wants to keep farming peacefully could do so, while groups would have other ways to spend time together. That balance would help broaden the experience without losing the tranquility that gives it its personality.
Verdict: 7/10
Loftia offers a pleasant place to slow down, with an easy-to-grasp routine and customization options that surprised me even though its art style wasn't really my thing. I enjoyed the freedom to progress on my own and make my space feel personal, although the farming controls and variety of activities still need work. My score for the version I played is a 7/10: there's a solid foundation for a relaxing social game, but its ability to keep me interested will depend on how it refines those interactions and expands the things we can do together.
