General

Flotsam Survivors & Specialists: Birdkeeper, Chemist, Electrician & Aquaculturist

How survivors, drifters and the four Flotsam 1.0 specialists work: rescuing people at landmarks, story-trait bonuses, Drifter Duties priorities, morale modifiers and the specialist questlines unlocked through Radio Signals.

Last verified:Applies to:1.0.16 min read
Fact tags:Official
#Survivors#Specialists#Birdkeeper#Chemist#Electrician#Aquaculturist#Morale#1.0Read in Chinese →

Drifters are the engine of a Flotsam town. Buildings do not produce anything by themselves; every workshop, boat and desalination unit needs a person, and every person needs water, food, rest and a reason to keep working. The 1.0 update deepened that system with specialist questlines and a Radio Signals choice, but the basics still decide whether a town runs smoothly.

Source note

This page is compiled from the official Steam store page, Pajama Llama's official 1.0 announcement, a 1.0-era public beginner guide, the 2020 Steam Quick Start Guide written for version 0.3.7, and the official store screenshots. It has not been played through in 1.0.1f7. Some details come from public guides rather than a current in-game test.

Drifters and specialists

Every rescued survivor is a drifter: a worker with a name, a portrait, two story chapters and a set of stats. Specialists are drifters with a role attached. The official store description says specialists unlock new buildings, quests and discoveries, and names the Birdkeeper, Chemist and Electrician as examples.

The 1.0 announcement lists four new specialists — Chemist, Electrician, Birdkeeper and Aquaculturist — and says every specialist now has their own questline with specialist-specific quests and new buildings.Official
SpecialistWhat the official material saysWhat it does not say
BirdkeeperA specialist with a 1.0 questline and role-specific buildingsThe exact building list and unlock trigger
ChemistA specialist with a 1.0 questline and role-specific buildingsThe exact building list and unlock trigger
ElectricianA specialist with a 1.0 questline and role-specific buildingsThe exact building list and unlock trigger
AquaculturistNew in 1.0, with the same questline structureThe exact building list and unlock trigger

This page will not invent a per-specialist unlock table. The official announcement names the roles and the structure, not every building. If a guide lists exact specialist rewards without a source, treat it as a player report.

Radio Signals and quest choice

1.0 added a Radio Signals system that lets you choose which specialist or questline to pursue. That matters because specialist quests compete for the same exploration time and resources as the main story.

The practical approach is to pick the specialist whose role matches the bottleneck you actually have. If water is unstable, a specialist quest that adds water infrastructure is worth more than a cosmetic or late-game branch. If food is the problem, the Aquaculturist's line is the obvious first look. The game does not publish a recommended order, so this is a judgement call, not a rule.

Rescuing survivors

Survivors and friendly animals are found while exploring landmarks: flooded ruins, abandoned boats and forgotten islands. The official store description frames rescue as one of the main exploration rewards, alongside old technology and resources.

Rescued drifters arrive with random story chapters, so you cannot hand-pick their bonuses the way you can with your founders. That is the trade: more people means more production, but also more demand for water, food and housing, and a random spread of stats.

Public guides say rescued drifters roll random traits and that a perfect +20 single-stat combination is roughly a one-in-ten result. The 2020 Steam guide gives the same rarity estimate for version 0.3.7; it has not been re-checked in 1.0.1f7.

Story traits and stats

Each drifter carries two story chapters. A chapter can give two minor bonuses (+5 each) or one major bonus (+10), and the rarest combinations reach +20 in a single stat. Founders are the only drifters whose chapters you choose before the run.

A Flotsam drifter named Bramble E. Beard talking on a small island
Drifters have names, portraits and dialogue; the story chapters behind them are where their stat bonuses come from.

The stats that matter in the early game, according to the two public beginner guides, are:

  • Crafting — Floaters, planks and production speed;
  • Cooking and Desalination — the two survival chains;
  • Athletics — hauling;
  • Nautics — salvaging;
  • Construction — building speed.
The stat names and their exact effects come from public guides. The 2020 guide was written for 0.3.7 and the 1.0-era guide repeats the same categories, but Pajama Llama has not published a full stat table.

Drifter Duties

The Drifter Duties screen is a grid: one row per drifter, one column per job, and a priority control in each cell. It is the difference between a town that works and a town where the best crafter spends the day hauling scrap.

The Drifter Duties screen with drifters listed down the side and job priorities across the top
Drifter Duties sets a per-job priority for every drifter. Specialised drifters are highlighted.
The 2020 Steam Quick Start Guide says the duties tab opens with Y and recommends raising every priority to 2, then increasing the jobs that match each drifter's specialisation. The 1.0-era guide repeats the priority advice but not the key. Confirm the current hotkey in Settings before relying on it.

Two habits that survive the version gap:

  • Raise the baseline first. A uniform priority prevents a single job from consuming a drifter who should be elsewhere.
  • Specialise on top of the baseline. A +15 or +20 Crafting drifter should be on crafting, not salvage, even if salvage is urgent.

Morale

Morale is not a hidden mood meter. The drifter panel lists every modifier, positive and negative, with its value. The official store screenshot shows a drifter at a morale score of 50% with these lines:

ModifierValue
Expertise modifier+25
Living in a beautiful town+15
Got a shoddy home+10
We travelled a long way+5
Ate an Ordinary meal+5
1x I'm hungry−10
A drifter's morale panel listing each bonus and penalty, including expertise, town beauty, housing, travel, meal quality and hunger
The morale panel names each modifier, so you can fix the actual line item.

Read the panel literally. If hunger is the only red line, the fix is food, not decoration. If housing is low, upgrade the home. If travel is dragging morale down, plan shorter moves or accept the temporary hit. The screenshot values are from the official store material, so treat them as an example of how the panel reads rather than a universal score table.

The exact morale values shown in the store screenshot may come from a specific build. This page uses them to explain the panel, not as a permanent balance table.

What this page has not verified

Checked against public sources on 6 November 2026, not played through in 1.0.1f7:

  • The exact unlock trigger for each of the four specialists;
  • The full list of buildings each specialist unlocks;
  • Whether the Y hotkey still opens Drifter Duties;
  • The current stat effects and trait rarity table;
  • Whether the morale values in the screenshot match the current build;
  • Whether rescued animals such as seagulls still gather wood and what they eat.

If the in-game panel or quest log disagrees with this page, the game is right.

Frequently Asked Questions

Who are the specialists in Flotsam?

The official 1.0 announcement lists four: the Chemist, Electrician, Birdkeeper and Aquaculturist. Each has a specialist questline and unlocks buildings tied to the role.

How do I unlock a specialist?

Rescue survivors while exploring, then follow the specialist quests. The 1.0 Radio Signals system lets you choose which specialist or questline to pursue. The exact trigger for each specialist is not published in one official list.

Do specialists have their own quests?

Yes. Pajama Llama's 1.0 announcement says every specialist now has their own questline, bringing new buildings, tasks and small adventures.

Why are my drifters unhappy?

Open the drifter's morale panel. It lists every modifier separately — housing, town beauty, travel, meal quality, hunger and expertise — so you can fix the actual line item instead of guessing.

What do the drifter stats do?

Public guides describe Crafting, Cooking, Desalination, Athletics, Nautics and Construction as the main stats, affecting production speed, food and water work, hauling, salvaging and building. The official game does not publish a full stat table.

Can rescued drifters have better traits than my founders?

They can, but their story chapters are random. Public guides put a perfect +20 single-stat roll at roughly one in ten drifters, which is why the founders' hand-picked traits matter.

Steam store page

Related guides

All guides for this game

Back to Flotsam