
Everything started when Jasmine Perodine’s grandfather passed away, six months ago. While wading through heaps of old maps and newspaper clippings Jasmine stumbled across a series of four satchels marked with sigils, and felt compelled to take them home. That’s when the dreams began. Without fail, the same sequence of dreams would haunt Jasmine’s nights: four ethereal creatures, tied inextricably with the elements: one for the sky, one for the earth, one for water, and a final one for the woods. Upon waking, Jasmine would feel compelled to document those dreams: but like a being possessed, the words came out through poetry and through art…tapping into skills she didn’t know she had. That’s when she reached out to an expert in dream interpretation for assistance. That’s when she reached out to you.
Adrift is PostCurious’ latest narrative puzzle adventure, casting players in the role of expert oneirologist, unraveling puzzles embedded in poetry as a close proxy for dream interpretation to receive instructions on how to find meaning in the four artifacts left by Jasmine’s grandfather. The resulting game can be finished by experienced puzzlers in 2-3 hours and delivers one of the most physically satisfying puzzling experiences I’ve had. This, more than any other at-home puzzle game I’ve played, is an experience designed to be held and perceived.

A Satisfying Structure That Won’t Leave You Adrift
There is no official starting point for Adrift: any one of the four elemental satchels can serve as the beginning of players’ investigation into the world of dreams. After selecting one of the envelopes and its corresponding satchel, players are presented with a series of three poems, a piece of artwork depicting the dream’s central elemental figure, and a physical artifact to manipulate.
Correctly “interpreting” the first poem provides information or instructions essential to solving the puzzle hidden in the second poem. Similarly, interpreting the second poem provides information or instructions that feed in to the third poem, which provides instructions on how to manipulate the round’s central artifact to reveal a fragment of a message. After properly manipulating the contents of each satchel, players unlock a message from beyond that helps explain why Jasmine has been plagued with these dreams in the first place.
Because Adrift relies on sequential puzzles within each elemental chapter, poems are clearly labeled to indicate their position in the puzzling narrative: a single sigil marks the first poem, paired sigils mark the second poem, and a ring of three sigils marks the third.

However, relying on this puzzle-centric explanation of Adrift‘s structure does the full experience a gross disservice. The poems at the center of Adrift don’t merely serve as hollow vehicles for puzzle delivery: they also paint a lyrical picture of each elemental figure’s domain as vividly as the lush artwork does. And that gradually unfolding creation myth is as compelling as the puzzle experience itself.
WARNING: while this article does not spoil any of the puzzles or surprises in Adrift, after this point the article will show one of the pieces of artwork and one of the artifacts in its unsolved state. If you would prefer to save that as a surprise for your playthrough, now would be a good time to stop reading and order Adrift.
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