
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
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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 529 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Respecting a player's time should be one of the most important tenets of designing a game, yet the designers of this game does not subscribe to that idea. Riftstorm as of now, is a mishmash soup of randomly copy pasted concepts from different genres because someone somewhere thought it sounded cool to do so. Its an aRPG like Diablo, but it has no indepth loot system, the builds are extremely basic, characters are soft locked into one type of gun because their skillsets only buff said type and nothing else. Its an extraction shooter like Tarkov, but only in the sense that you are severely punished for leaving a dungeon mid run or dying. Your weapon gets scarred, which means they add some silly negative modifier that usually just makes the weapon useless. Now, throughout the game, nothing is designed to mimic or induce the moment to moment intensity and thought that actual extraction shooters have. the game is designed primarily as a dungeon crawling roguelite where you are moving from A to B doing bullet hell style gameplay (Except enemies can insta chain attacks faster than your perfect dodges regenerate). There is really zero reason why an extraction style punishment system should exist here. There is an element matching system here, because Borderlands did it so it must be great right? WRONG. The element system is ridiculous. Its purpose is to force you to bring a gun with said element because mobs have shields that need this element to defeat. Its Borderlands 2 Slag BS again for those of you who understand. In conclusion it feels like the designers here jsut randomly copied mechanics from other games without understanding the nuances of how those systems work elsewhere. The game doesn't respect your time, and the rewards they give you for slogging through are abysmal. On failure you are heavily punished, it doesn't make you more careful the next time you play, it just means you bring some worse gun and hope the RNG crafting drops the old gun again. To the devs : Please don't be the type of designers that stuff their fingers in their ears and ignore player feedback. These design issues are core to the game. There is something good lying underneath all the mess.
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Hours played at review time, across 529 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
played from demo version and still have no idea what's happening on my screen and my brain melts so do my laptop audio. which i love it. note: huge respect for solo-offline patch cuz i live in a ♥♥♥♥♥♥♥♥ with bad internet.
Felt like several games combined, for early access this is quite a good fun game to play. Did not notice any bugs during gameplay. Pros: - Rougelite Elements with Progression - Fast paced gameplay - Unique weapons mechanics and buffs - Loot rarity mechanics are a welcome sight Cons: - Solo Gameplay felt quite repetitive, haven't tried co-op yet - Since it's early access, some of it's UI and stories kinda delivered on low effort - Movement felt kinda restrictive, maybe add jump across and vault over obstacle
野良マルチに参加するとクリア時のリザルト画面エラーでタイトル画面に戻される→出発前の状態に戻る これが2回に1回は起きるので今のところソロでしかまともに遊べません
SB游戏,各种卡资源。难度大不说关卡时间还长,强制玩家游戏时间。 武器获取难度大,撤离失败武器还会孙环,不能修理。 纯脑残设计。
Great game! Shooting feels satisfying, and scratches that looter shooter itch
For starters, it is a fun roguelite game with an "okay" gimmick to it. The visuals are okay, and it has a good variety of missions, but it is also kinda repetitive. The characters have their own distinctive gimmicks and playstyles to them, but in the end, the only thing that matters is the weapon that you bring. The weapon selection is actually quite okay. It ranges from really close-quarter weapons (shotguns) to really long-range (snipers) and AoE specialist weapons like launchers. The story is okay and easy to understand, but not really memorable most of the time. Now comes the problem: First of all, the progression for the skills per character is a real PAIN to grind. It requires a lot of materials that most of the time you are gonna run out of REALLY fast. It is fun in the beginning to farm the materials, but since they sometimes drop from different places, it kinda adds more useless grind to it (in the end you are gonna need to hog all the materials). Second is the enemies and boss gimmicks. They ALWAYS outclass you whatever you are trying to do. They always have a big power gap at the start, and you gotta deal with it. Most of the time it is fine, but in the end game, everything has a really big HP bar that you are gonna need to chew through. And since in the end game one mission is kinda long, dying in a run is a no-no. If you die, you LOSE EVERYTHING, including your loot, and your gear has a 50:50 chance to break, so in the end you are gonna lose the grind that you did in other runs. Third, I KNOW it is a co-op game that insists you play with others. BUT most of the time when you try to join another lobby, it is either you get kicked because you have less power than them, OR you have a really bad ping. ALSO AGAIN, this is a co-op game so playing SOLO is a NO-NO! It is a real pain in the a-- since you only have 1 chance to revive yourself!!! And you have nothing left for your credits if you die once. So imagine playing solo in this game when you HAVE a big power gap from the enemy, and you only have 1 chance to revive and that's it! Please at least add something more for solo players, even though it is a co-op game, so at least they can take more punishment than just 1 extra life. AGAIN, I know it is a co-op game, but most people cannot or do not want to play it in co-op. And in the end, it is gonna be a really hard grind for them. It is just my opinion of the game. I know it can be better, and my opinion only matters to me, but alas, I hope it helps someone out there or the devs to improve their game to become an even better game.
Would not recommend in it's current state. Bugs and glitches abound. The game refused to recognize my keyboard after a screen transition and I couldn't progress at all and when I reloaded the game I had to start the tutorial all over again.
Solid foundation. Game has a lot of potential, excited to see where it goes
too bad performance, will check back again when I can play this game smoothly without any once stutter ( Even on thread count = 2 as dev provided the solution, it’s still lagging with my pc specs )
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