
RIFTSTORM is a co-op PvE looter-shooter where squads of Weavers deploy to take on missions, fight escalating hordes, collect powerful weapons and resources, and extract.
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About
The world has always been stranger than we were allowed to know.
Mythic entities, things that go bump in the night, and impossible doorways to a limitless universe of wonders - and threats - all exist, just beyond sight. Secret societies, hidden wars, and impossible technologies all bend to one mandate: contain the unknown before it consumes us.
You are a Weaver, an elite operative of the Mythic Protocol trained to close rifts, wield supernatural powers, deploy unique technologies, and survive encounters with entities that should not exist. Deploy alone or with up to two friends and take the fight into unstable mythic combat zones where every mission is another chance to bring something dangerous back alive — or make sure it never returns.
The Protocol dictates the mission, you execute.
Investigate anomalous activity. Contain rift outbreaks. Exterminate mythic threats before they spiral beyond control.
Drop into hostile PvE missions, complete objectives, collect weapons and field upgrades, and decide how far your squad is willing to push before seeking extraction. Your deployment, your choice - but be warned: Rift Exposure Zones are not to be trifled with.
Rifts escalate, mythics swarm, and not everyone can make it out.
Weavers are no ordinary operatives.
Each Weaver brings their own abilities, combat identity, and role in the squad. Wield experimental weapons, manipulate rift energy, and harness in-mission Lythogram upgrades to reshape your builds and playstyles mid-mission.
Stack modifiers. Trigger synergies. Turn a clean loadout into something ridiculous by the end of a deployment. The possibilities are yours to explore, and unleash.
Some areas are too corrupted to secure cleanly.
Rift Exposure Zones are high-risk areas filled with deadly corruption, unstable rewards, and even deadlier mythics. Push inside to chase better loot and bigger opportunities, or stay clear and keep your current haul safe.
The choice is up to you, and your squad: Go deeper for what might be waiting inside, or extract before the rift decides for you.
Every deployment will put at risk your favourite weapons.
If you fail to extract, not only will you lose everything you’ve found on mission, and the weapons you brought will not come back unscathed.
Scarred Weapons will replace one of its weapon mods with a random negative mod. These weapons remain usable, but scarred.
RIFTSTORM is not about hardcore tactics, gear fear, or punishing players for wanting to have fun.
This is power-fantasy forward looter-shooter, with the freedom to extract. Become a Weaver. Kill monsters. Build momentum. Push your luck. Extract with your rewards — or come back scarred, rebuild, and go again.
Disclaimer: RIFTSTORM is an always online multiplayer game and will require a live internet connection to play.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Indonesian, Japanese, Korean, Russian, Simplified Chinese, Thai, Traditional Chinese, Vietnamese, Spanish - Spain +1 more
Engagement
Reviews
Themes across 530 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Riftstorm is a roguelite looter shooter with a great presentation but very weak gameplay as its insanely easy with the player having a strong regenerating shield that will block 90% of the damage you should be taking making health not an issue and enemies are slow, dumb and easily killed which they try to fix by giving every big enemy past act 2 a big elemental shield that takes 5x longer to break than it would be to kill them but even that doesn't suddenly fix the problems they have, the only time ive actually died in the game was when i entred a red zone area on my map only for it to spawn multiple spam teleporting bosses and a dozen other elites in a small area and i couldn't really fight back. The general gameplay loop is a bit weak and repetative something similar to warframe where you have a set objectives and enemy types of the missions you can go after but the gunplay is fairly weak leaving me pretty disengaged from the game and the dialogue from the narrator / assistant is boring and lifeless after you do an objective or progress your base you are then told that you can now do the things the progression has let you do while it tries some weak attempts at humor ocassionaly. With this being a roguelite you can find power ups during a run and enhance your character but there isn't anything special outside of boring stat bonuses aside from being able to spawn a drone or robot from a few specific ones but you have the usual damage, crit and fire rate bonuses which do not have numbers associated on the buffs which is unhelpful as you just have to assume the perks are significant enought to matter which you can feel the effects of but not giving the player information is always annoying especially when there are negative effects on some of them. Loot is fairly good with a decent variety of weapons per category which can all roll with modifiers that effect the guns performance which are similar to the powerups if not the same of what you would find in the mission which does lessen the impact of loot but if you were to fail a mission in the game your weapons get scarred which removes an existing perk and replaces it with a negative modifier which tells the player win everything or potentially brick your items which isn't a good system to encourage experimentation or attempt harder content you might fail.
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Hours played at review time, across 530 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Solid game. Lots of fun. Good bones.
[h2]🌩️ Review de RIFTSTORM[/h2] Um looter-shooter cooperativo de visão isométrica que coloca até três jogadores contra hordas de criaturas sobrenaturais. Cada incursão mistura combate frenético, coleta de equipamentos e construção de builds em um universo inspirado em mitos, sociedades secretas e horror cósmico. [h3]✨ O que mais gostei[/h3] O combate é caótico na medida certa e funciona muito bem em coop. A combinação de personagens, armas, Lythograms e Periapts abre bastante espaço para criar builds diferentes, e enfrentar hordas cada vez maiores deixa as incursões bastante satisfatórias. A demo anterior já tinha uma recepção de 89% positiva, mostrando que a fórmula vinha conquistando jogadores antes do lançamento. [h3]⚙️ Pontos de atenção[/h3] Como acabou de entrar em Acesso Antecipado, ainda existem sistemas que precisam de refinamento, principalmente balanceamento, progressão, comportamento dos inimigos e performance. A própria desenvolvedora estima entre 18 e 24 meses de Early Access e pretende evoluir bastante o conteúdo nesse período. [h3]💭 Conclusão[/h3] RIFTSTORM é um looter-shooter que funciona especialmente bem quando você junta uma equipe e começa a experimentar builds. Ainda está no começo de sua jornada, mas a base de combate e cooperação é bastante promissora. ⭐ Minha nota pessoal: 8 / 10
游戏整体玩下来还挺不错的,暗黑肉鸽刷宝加上三人联机,玩起来还挺爽
Gave it an honest shot, but after crashing repeatedly after missions I can not recommend. Hopefully it gets worked out soon because it does seem like it would be a good title to kick back on.
roguelite loop is genuinely one of the coolest I've played. the meta progression is pretty meh tbh, but its early access so I hope the devs refine it. also starling exists. these two facts are unrelated but both worth mentioning.
edit: Appreciate getting a response on my tipsy rant. still tho, no idea how you guys managed to waste 3 years, suppose the whole web3 integration and everything connected to it was an immense resource leak. all else aside, almost every review offering critique or just negative feedback mentions the scarring system, which is simply one of the newly added retention mechanics. in a nutshell there s hardly any new content so the strategy became stretching existing content by adding resistance and failure penalties, aka to experience what has already been present players are forced to do so at a slower pace and requiring more playtime. seems pretty obvious that adding retention mechanics without first securing a playerbase isnt a winning move. it s nothing but tedious. especially stuff like weapon scarring in the current state of the game, punishing players for engaging in unstable co-op, great idea~ adding a repair system would merely be offering a solution to a problem you created yourself. ofc if scarring remains almost anyone would rather have an option to repair than not but you ve seen the reviews, shouldnt have been added to begin with. --------- I played the open beta and the demo, this thing ahs been on my wishlist since 2024. I enjoyed it back then and I somewhat like it now but watching development has been less than exciting, since plenty of issues have been neglected for several years (literally), and all I see rn is new issues being added. essentially hardly anything has changed. additions include 'periapt augemnts progression'(which give generic hp, shield and atk multipliers, along with 8 weapon category specific boons like restore ammo upon rifle reload, small AoE blast upon shotgun reload, sniper AoE blast upon perfect charge, etc.) and enemy resistances based on a few random elements from the periodic table, along with corresponding elements bascially slapped on weapons as "makro weapon mods" at random. no new characters, no new char upgrades (existing char skills have been moved behind progression, requiring you to grind for char skills/ults along with incremental upgrades such as 4% atk boost, etc.), no new weapon upgrades, no additions to crafting, no new mobs, no new bosses, no new weapons (wouldnt be surpsirsed if i missed additions whithin weapon categories but no new cateogires anyway), no new music. broken mods, aka weapon scarring, feel like an addition to actively deter new players so the game dies asap just to be able claiming to have delivered on publishing the game for whatever obligation they signed up for. (btw, weapons break even if you re playing solo and abandon a mission, even disregarding any multiplayer connectivity issues it makes no sense) also, controls/keybinds cannot be changed. it has literally been years, wth? dunno, could ve been phrased better and more thought out but in a nutshell im beyond disappointed.
Yeah, Ima keep it a buck because I know they can do better. Played this game at PAX like 2-3 years ago. Back then, idk if the game was different, or it was more for playtesting reasons....but the game was more of a roguelike, and the focus was on clearing floors and experimenting with builds. This is literally a different game and it's an exercise in pointless progression. Every single level I take 0 damage, I literally do not need to purchase a single thing, and I have to go through this weirdass grinding routine to unlock better guns. What is even the point of making me unlock these? I'm bored out of my mind, running from point A to B, just WAITING for enemies to spawn because it's easy as hell. If I clear the mission, I get to what....get better stuff and clear ♥♥♥♥ even faster? The mission structure, inventory/crafting system, even the fking skill progression is all unnecessary. It's literally just fluff that makes it harder to play the actual game. Just let me pick a character (limit my SP points, and make SP for passive buffs only), make weapon cases actually drop weapons during the game, and make skills/abilities shim-buyable. Then, drop my ass into the game, make the enemies scale with time, and let me go til I drop or decide to extract. Idc if it's a tower/level based system or a gigantic map where objectives/enemies continually spawn. Just please, let me load in once, fix as many rifts/comms/protect researchers/etc., as I want to, and then leave when I'm satisfied or dead. If you want to attach some kind of progression system or narrative, COOL. Just make it apply after my run is finished. No more of this literal fricken workflow for PAM->Mission Reward Accept (why is there even the option to submit individual rewards when there's a submit all button btw, it's completely redundant)->Complete Directive->Walk over to Mission Select->Click Three times to Select Mission->Walk over to enter mission. It's such a massive momentum killer. I know that was harsh, but PLEASE, something has to be done here. Three years ago, I had lots of fun playing the demo. Now I feel like I'm stuck in some bizarre, Sisyphean gaming experience.
Shout out to the composer on this, the tracks are fire! SFX are meh though. Still good fun. Bring friends.
Great weapon visuals. Meh weapon mechanics. Fix this small thing and make this game great.
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