
Jump a rift, fight off monsters, plunder their world. A strategic mix of juicy tower loadouts, varied monster behaviors, and forgiving mechanics.
Modeled estimate, not a reported figure. How we estimate →
Media

About
Jump a rift, fight off monsters, and plunder their world. Rift Riff is a tower defense game noteworthy in two ways: it's particularly strategic and remarkably forgiving.
At the heart of the strategic layer of Rift Riff is a mix of choosing what towers you bring into each rift and being clever about the various monster behaviors. Monsters attack in waves, either going straight for your Extractor (your main tower) or attacking every tower in proximity. To defend yourself, you choose a handful of towers at the start of a scenario and build them on predetermined spots on the map. You obtain juice (your build resource) during monster waves and have the ability to build and upgrade towers before and during each wave. Surviving the onslaught of monsters gives you prisms, which in turn unlocks more rifts, towers, companions, and tower upgrades.
Don’t have enough juice to build your tower? Schedule it. Built the wrong tower? Get a full refund. Lost a tower? It’ll respawn for free after the wave. Lost your Extractor? Only redo the last wave. Having a hard time? Pick flowers for a bit of extra juice.
The full game currently features ± 15–20 hours of gameplay:
20 worlds with 2 or more scenarios each.
17 tower types with 7 overpowered upgrades.
25 monster types with varying behaviors.
6 companions who'll assist you and your towers.
45 challenges for die hards.
All the good Steam stuff: achievements, stats, controller support, cloud saves, etc.
Have a suggestion or want to report a bug? Talk to the developers on the Steam Forums or on Discord.
Rift Riff is made by game designer Adriaan de Jongh (best known for the indie hit Hidden Folks), graphic designer Sim Kaart, enemy wave designer Professional Panda, music composer and sound designer Matthijs Koster, and programmer Franz LaZerte. Rift Riff is made using the open source game engine Godot.

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, Dutch, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese +1 more
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
EDIT: I was misinformed about a change in map design in one of the challenges. In general.. it's fun, light to run, simple but not easy. As it should be. No bloat, a low spec laptop will do. Could use a hint feature in some of the most difficult challenges.
The game is pretty neat and the pixal art looks wonderful, but don't expect a complex gameplay. The game doesn't have a lot to offer, towers are pretty generic, enemies too and the diffculty is not that high, even with challenges it's nothing too hard... I got bored after 4 hours, but I may comeback to 100% the game in the future. Still, it wasn't worth paying full price.
I don't even like tower defense and this slaps, so streamlined and fun to play. Challenging but never overwhelming.
good
Nett und kurzweilig
I just finished the last challenge and I thought this was a very good game. Highly recommended. Just a few gripes - I wasn't a fan of having to restart the entire scenario just to change one tower late in the game. Perhaps you can allow people to choose towers as they go to a limit of 5 instead of having to choose all 5 towers at the beginning, this way I still retain the flexibilty of experimenting with differnent towers in the late waves. Also, maybe you can allow people to rewind to a particular wave instead of just restarting the previous one. But on the whole the game is very good.
You can tell it's a mobile game. Fun in the beginning then exponentially more difficult later. I have nothing against a game getting harder, but this felt like a cheap tactic by the developer to exploit some sunk cost for the player. Maybe buy a powerup bc you're so close to the end (No pay to win in this version but it feels like this concept was thought of in development)
Baffling gameplay. The teaser in the intro of "You'll figure it out" comes across as hostile to casual gamers, not playful. Controls seem like a weird mix of 2D top-down shooter and point-and-click mystery, yet the game is fundamentally a tower-defense game???
Solid game overall. I'll start with the bad bc there aren't much of it. → The early levels are a bit boring because of the very limited selection of turrets and companions. → The balance could be improved : ricochet tower is op while the stinger and self-destruct towers are AWEFUL. The hook tower is also very situational (mendatory in like 2-3 missions or challenges, and uber useless the rest of the time). → No easy mode or hints for casual players. Now with the positive. → OST is pretty good. → A pixel art that doesn't look bad. → Later levels require you to rethink your strategy instead of going for the most op towers all the time, thankfully we don't get the ricochet tower early on though :p Some maps are small, others are big, some have one path, others have multiple, some will throw rushing enemies while others will unleash enemies that go for your turrets, and so on. A couple of small ones even ask you to sell your turrets in order to match enemy waves, I love it! → The challenges unlocked near the end of the game are pretty cool, demanding specific strategies that you must find out by yourself. It's a smart way to recycle the entirety of the maps and extend the game's replayability. However, some challenges are ridiculously hard, bummer :/ I'm close to finishing the game, so I would say that it's about 15-20hours to get all levels and challenges, pretty much worth it. I wouldn't recommend it for casual players if you are also not patient enough to test different approaches. Solid game overall, well done Adriaan :) Personal note: 7/10
good
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Dwelvers | $139.4K | 318 | 69% | $14.99 |
| Sinner Maker | $139.4K | 374 | 90% | $9.66 |
| Pizza Slice | $139.4K | 242 | 56% | $14.99 |
| 奇迹一刻 Surmount | $139.4K | 1.4K | 92% | $3.74 |
| Crowns and Pawns: Kingdom of Deceit | $139.4K | 477 | 81% | $19.99 |
| Polyball | $139.3K | 1.2K | 69% | $3.99 |
Related
| 7 Days to Die | $425.3M | 403.6K | 87% | $44.99 |
| Mount & Blade II: Bannerlord | $309.8M | 294K | 88% | $49.99 |
| Squad | $167.2M | 178.2K | 83% | $39.99 |
| Don't Starve Together | $164.7M | 539.5K | 95% | $14.99 |
| Schedule I | $144.4M | 308.5K | 98% | $19.99 |
| Raft | $144M | 375.8K | 93% | $19.99 |