
The Riftbreaker is a solo or Co-op base-building, survival game with Action-RPG elements for up to 4 players. Hack & slash countless hordes of enemies. Build up your base, craft powerful weapons and research new inventions to survive.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 4.43/day in the week to Aug 24 → 10.14/day in the week after.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Your task is to construct a two-way rift back to Earth. It is a very complex invention and requires enormous amounts of energy. Simple solar collectors and a few tons of steel will not be enough. You will need to build up a complex chain of mines, refineries, powerplants and research facilities to complete this mission.
Your presence on this planet will not go unnoticed. As you build up your industry and disrupt the natural order, the world will start seeing you as a threat. Build up your defenses. Construct walls, barriers and defense towers as the attacks get stronger with every passing day. You will face thousands of hostile creatures trying to eliminate your presence.
Galatea 37 is an unknown planet in the Sycorax belt of the Milky Way galaxy. Long distance surveys detected that it is inhabitable and perfect for colonization. The planet is full of rare minerals and substances that can be found in various locations around the globe. Varied biomes can surprise you with unknown fauna and flora as well as harsh weather conditions. Construct local outposts in resource-rich locations that will transport the required resources using rift technology.
You play the role of captain Ashley S. Nowak - you are the Riftbreaker, an elite scientist/commando inside a powerful Mecha-Suit. Enter a one-way portal to Galatea 37, a distant planet at the far reaches of the Milky Way Galaxy, with the purpose of building up a base that will allow travel back to Earth and further colonization. Ashley's Mecha-suit, which she calls "Mr. Riggs", can withstand the harshest environmental conditions and has a full range of equipment for base construction, resource extraction, gathering specimens and of course - combat. It is capable of traveling through rifts that connect space across vast distances.
Take on an epic journey across all the different biomes of Galatea 37. You will establish multiple persistent bases across the globe that will fuel your economy. Research alien substances and lifeforms, as well as fight hordes of alien creatures, clearly not happy with your interference in the natural order of the planet. The campaign spans multiple hours and offers a remarkable degree of freedom in a super detailed, procedurally generated world. You can decide on the order of your priorities and what technologies you want to use. You’re the only human there, after all.
Your mission is to survive a set amount of time, fighting off increasingly difficult waves of enemy creatures. Each mission in the game is randomized, offering nearly endless replayability.
The Riftbreaker can be played solo or together in a group of up to 4 friends in Online Co-Op. Every game mode and each mission was specifically balanced to be enjoyed in single or multiplayer mode. The game includes a built-in server browser and a dedicated server mode. It can be played online or through a local LAN connection, entirely offline.
If intense fight for survival is not your thing either, then try out the Sandbox mode, where we give you control over the entire game – including resources, enemy spawns, and weather conditions.
The Riftbreaker’s gameplay can be customized to fit your playstyle. You can change the frequency of enemy attacks as well as their strength and numbers, resource abundance, weather events, enemy damage, and tons of other settings. There are also multiple difficulty presets to suit the needs of both hardcore strategy players as well as those that want a laid-back base-building experience.
The Riftbreaker’s development is continuously fueled by its welcoming community. The game has received years of support after its original release and is continuously expanded thanks to community suggestions and direct contributions. The game has a very open content structure and comes with a built-in set of modding tools, dedicated Steam Workshop integration, and a Mod Manager.
If you've read everything and arrived all the way down here, then you might be interested in helping us shape the game. Please come and talk to us on the forums, our official Discord server or through any other of our social media. We'll be sharing inside info about our development progress, and we'd love to hear your feedback. Please come and help us make Riftbreaker the game You want to play!
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox, PlayStation, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 25Kreviews | 90% | — | $21.1M |
| $29.99 | 1.7Kratings | 78% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1153 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This will be a petty review written with a heavy heart, but I do not recommend this game, despite absolutely loving the demo - a much earlier version mind you. When it was about exploration, building a base, defending a base with turrets and taking part in combat personally, I have fun. That is what the trailer sells you and that is when I had fun. My mistake was not checking more screenshots. Then you buy the full game, turns out there is a skill tree with icons only (hundred+) that doesn't even fit on the screen. You have any idea that coming from "everything has a skill tree now" fatigue to this feels like? But wait there is more, in case you have "everything has crafting now" fatigue, it continues here. A dozen hotkeys not displayed on the main UI anywhere, to blindly remember. This game is goldmine for those who seek the early 2000s games: even the UI has that unrefined but nostalgic ugly feel. Otherwise the game feels modern: the momentum of sword slices especially feels good, the graphics, the world all feels alive. But to my 30+ soul it's just too uncomfortable, I'm too fatigued by forced RPG elements in game where they don't belong. I feel bad for clicking NOT RECOMMENDED on this one, but I had 5 hours in the demo back then, had lots of fun, and I grew tired and frustrated with the final product after 1 hour, that's how much it changed. It is an excellent game for what it is, but it changed into something that is not for me. I'll take my chances with Age of Darkness: Final Stand.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $21.1M | 22.5K | 77% | $29.99 | |
| $21.2M | 16.1K | 80% | $39.99 | |
| $21.2M | 10.9K | 62% | $39.99 | |
| $21.1M | 12.8K | 51% | $69.99 | |
| $21M | 31K | 76% | $24.99 | |
| $21.3M | 28.7K | 88% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $0 | 4.1K | 95% | Free | |
| $593.5K | 762 | 78% | $19.99 | |
| — | 0 | — | — | |
| $397K | 567 | 71% | $19.99 | |
| — | 0 | — | — | |
| $434.2M | 401.1K | 87% | $44.99 |
Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese, Korean, Polish, Russian, Simplified Chinese, Portuguese - Brazil*languages with full audio support
| $29.99 |
| 1.2Kratings |
| 90% |
| — |
| not modelled |
| $9.89−67% | 256ratings | 84% | — | not modelled |
| $29.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Так в падлу расписывать всю коричневую жижу разрабов и весь негатив от этих нюансов. Когда ты умираешь из-за своей ошибки на макс сложности, вопросов нет , но когда из-за кривых моделек , не срабатывающих механик игры, багов то появляются вопросы, а у меня их появилось очень много. Еще по братски, ебанашки, сделайте так чтобы энерго узлы ремонтировались станцией ремонта как и прочие здания и хотя бы на одну клетку ставились дальше друг от друга. ЗЫ: В начале игра была гуд, сейчас превратилась в кал.
А
hack and slash and TD??
Nice.
zerei 3x e agora que comprei as dlcs,vou zerar pela quarta vez
Aight I bought this game out of nostalgia for an old iOS game called Block Fortress, you might have seen the 2nd one out on PC which is super cool I really like the original, here's some parts of it that made it extremely memorable: 1. it got replay value by having a roguelite system where the resources you gathered during the gameplay let you put more damage, ammo, explosion radius, etc. on your guns. This encouraged you to get the most out of the gameplay as you had to extend your mining to the very corners of the map and be super exposed. I feel like this genre's draw is the stress of the attack, and it made that feeling feel great. 2. all enemies had 1 variant, meaning that the later game enemies were just very frightening inherently and held a lot of "OH SH!T THERE'S ONE OF THOSE" when they spawned 3. It was a tower defense/base builder that had a first person shoot component. Child me thought this was amazing because I loved hoard defense and now I get to control the fortress I defend 4. The terrain in block fortress was dynamic, you had to place guns on the sides of blocks so they could shoot down a cliff, giving high ground value and making the base building more dynamic and engaging Here's my problem with this game: 1. There is no replay value whatsoever. I feel like I'm working on nothing and once I finish my story playthrough I HIGHLY doubt I will touch it again. I love RTS, I love RPGs, but this falls in a bizarre middle spot that I THINK could be really good, but falls flat because of critical flaws. I think $30 is wild for this (admittedly it is pretty :3) 2. fortnite weapons. IMMEDIATELY I was worried when I saw colored icons. Sure, that's fine, whatever, but I realized that after I had grinded almost 15 hours of carbonium/ironium to get the upgrades, the ENEMIES ARE TIERED, so fighting a lil goober that's tier 5 with tier 5 weapons is exactly the same as fighting the same tier 1 enemy with a tier 1 weapon, even down to the damage you take with tier 5 armor vs. tier 5 and tier 1 armor vs. tier 1. You aren't always fighting like this, but it was an absolute disappointment that all of my progression was worth nothing. I like my character to actually get more powerful, not linearly scale with the enemies. Same thing in the way a tier 1 ability will wreck the havoc on tier 1 enemies that a tier 5 ability will on tier 5 enemies. It just doesn't feel like I'm getting more powerful at all. 3. Controlling my lil guy while playing a tower defense is really fun and engaging, I don't HATE the top down format of most tower defenses, but I definitely prefer this style. I love standing up next to one of the walls and blasting away while the tracers from my towers light up the area around my fire. 4. The flat ground and lack of high ground (I was expecting something similar to starcraft when it came to this, but the maps are flat outside of impassable terrain). This is FINE, but it leaves a bit of fun gameplay untouched. I DO like (and the reason I'm not just outright salty about this game) 1. The combat feels good, killing things feels good. It starts to feel almost MOBA like with all the abilities and I don't mind that. The weapons feel responsive and I adore how many different ways there are to obliterate ♥♥♥♥. The hammer is my favorite, trident is a close second. 2. If you play RTS, you will feel at home in this. I wasn't AT ALL expecting to be thinking about RTS macro and expanding while playing a tower defense game. 3. Defending the base with some of my friends and firing our guns over the walls did give me a great feeling, solid work there devs, the bang bang sticks do bang and they bang very well. 4. melee? I was so sketched out about melee in a genre like this, but it is very well executed and even responsive enough to not die constantly on multiplayer. The different melee weapons can be boiled down to "back up and swing it lol," but they feel good! I actually feel like I'm using a different weapon each time. I can't recommend the game because it is a grind fest with no real goal. I'd love to see a sort of rogue-lite system where you can upgrade your mech and you can go in at a capped gear stat depending on the mission. It seems like the multiplayer mode and the singleplayer campaign should be swapped. I wish my friends could come with me to research the whole tree and max out all of our loadouts and guns instead of our progress being over the course of an hour. Some people say the voice acting is cringe but I didn't mind it, made me smile a couple times. Maybe I'm missing the appeal, but I would feel upset if I paid $30 for this. The different machines and power options are fun to explore! Good job on graphics and blowing things up, but gameplay decisions left me wanting more than a tier 3 turret.
推荐,开发者非常用心,更新也勤快。
рекомендую
Perfect game, 12gb, content for year of gameplay!
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.