
DESCEND. BUILD. EXTRACT. Lunarift is a single-player roguelite FPS set inside a lunar station torn open by a dimensional rift. Fight through shifting sectors, turn salvaged technology into lethal builds, and choose when to push deeper or escape with what you found.
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About
A dimensional rift has torn a remote lunar station out of its familiar order. Corridors no longer lead where they should. Sealed rooms return in unfamiliar places, abandoned systems wake without warning, and every route bends toward the wound in the lunar sky. Whatever is waiting beyond the next bulkhead, the station is no longer empty.
Lunarift is a first-person roguelite shooter in early development, built around high-pressure ranged combat and compact, room-by-room exploration. Enter a sector with limited certainty, read the threats in front of you, and keep moving before the station can close around you.
Each expedition is a chain of decisions. Clear hostile rooms, search for useful technology, choose which route to risk, and turn whatever survives the encounter into a stronger combat plan. A weapon is only the beginning: upgrades, modifiers, and recovered systems are meant to change how it behaves and how you approach the next fight.
You will not begin every expedition with the answer. One run may reward precision and distance; another may push you toward rapid pressure, volatile effects, or tools that keep you alive long enough to reach the next chamber. Combine weapons and recovered technology into a build that answers the station you actually found—not the one you hoped to find.
Strong combinations should feel powerful, but no setup is permanent. New rooms can expose a weakness, an unexpected reward can change your direction, and a risky choice can turn an ordinary weapon into the core of the run. Adaptation is part of the build.
The farther you descend, the deadlier the opposition and the harder the rewards are to ignore. Push forward for rarer resources and more chances to complete your build, or extract before the station takes everything back. Greed can create the run you remember. It can also end it one door too late.
The decision to continue is never only about health. It is about what you are carrying, what you still need, and how much uncertainty you are willing to accept. Lunarift is designed to make retreat a tactical decision rather than a failure.
Rooms, routes, encounters, and rewards shift between expeditions. Familiar spaces may return in a different order, while a safe route from the last run can become the most dangerous choice in the next. Learn the station's patterns, but do not expect it to repeat itself perfectly.
Exploration is deliberately compact: every room should give you something to read, fight, recover, or decide. The goal is not a long walk between encounters, but a steady rhythm of tension, release, and another door that asks whether you are ready.
Death ends the expedition, not the knowledge you gained from it. Learn which threats demand space, which technologies work together, and when an apparently valuable route is a trap. Expand your available arsenal and return to the rift with a clearer plan—then be ready to abandon that plan when the station changes the rules.
Lunarift is currently being shaped around the following pillars:
Lunarift is still in an early stage of development. Combat, progression, encounters, visual presentation, and the structure of each expedition will continue to change as the core loop is tested. The animations shown above are concept visuals created to communicate the intended atmosphere and direction; they are not final gameplay footage.
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $5.1K | 10 | 70% | $19.99 | |
| $280 | 3 | 33% | $4.99 | |
| $122.6K | 161 | 81% | $19.99 | |
| $1.5K | 4 | 75% | $14.99 | |
| $992 | 8 | 50% | $5.99 | |
| $650 | 6 | 100% | $4.99 |