World of Cogheim / The Drifter
Where Every Story Starts
Before you earn a Strider of your own, you live on this one. Market stalls under a glass skylight, a tavern that already knows your name, a corridor someone else already calls home. This is day one — and day one is already this alive.
Every Cogheim player starts here. Not a menu, not a loading screen with a progress bar — an actual deck, actual people, an actual market with real stalls run by real crew, all of it happening whether you're standing there or not. The Drifter isn't a tutorial you get through. It's the first place that's genuinely yours.
Residential decks with doors that open onto other people's actual lives — not empty set dressing.
Music, lantern-light, and a full house most nights. Find out who's actually running this ship over a drink.
Watch an Iron Frame get built from the ground up — the shop floor, not a cutscene.
History, kept. Every trophy in that case was earned by someone who was standing right where you're standing.
"You're not a passenger here. Nobody is."
That's Tiffany Cloud-Field — Captain of the Drifter, and the first voice every player hears in all of Cogheim. Not a tutorial narrator reading you a script. A person, actually in command of the ship you're standing on, actually talking to you.
The Drifter is where the whole game starts — and it's already this full of life before you've even walked its decks. Come see the rest of the world it's teaching you to survive.
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