
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.
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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!
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
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
Hours played at review time, across 607 reviews with recorded playtime.
Reviews
Themes across 602 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
Покупал эту игру для игры с друзьями, но играть в неё кроме как соло - нереально. 3 часа потратил на разние варианты серверов - внутриигровой, на отдельном сервере linux с эмуляцией, на отдельном сервере windows, локально запускал сервер отдельно от игры, везде одно и то же — жуткие пропуски, ощущется каждая милисикунда пинга, даже локально. Как итоге — для игры в одиночку наверное норм, для игры с друзьями в кооперативе однозначно не стоит к покупке. Пытался вернуть, но тк проведено в попытках настроить было более 2-х часов, стим автоматически возврат не сделал, а разрабобтчик отказал в возврате, хотя ситуацию я описал разработчику. За это по сути игра и получает отрицательный отзыв.
Played the demo some time back, wasn't super into it. Got the game as part of a humble bundle, decided to give it another try. Still not into it. It can't decide whether it wants to be a swarm survival game or a factory game, and the towers are all useless. I have several dozen defending my perimeter and they get steamrolled every time enemies attack, then I have to kite them around while shooting them in the face with a shotgun, take out a boss and waves of spitters, yadda yadda. Huge repair loop every time since all my repair drone towers are of course, all destroyed as well. I would pre-emptively go fight the waves to spare my base but they always attack from multiple directions. They also like to target my extant resource mines which I just can't spare more than a few turrets to protect (not that the several dozen are doing any good at the main base). I can take out waves of enemies plus a boss using a spear and a basic shotgun I picked up, but a perimeter of tier two gunner turrets backed by morters just vaporizes the second anything looks at them funny. Looping through the entire area to repair everything is just.. sigh. Honestly it just makes me nostalgic for factorio. It was far less combat focused and yet the combat and progression felt more meaningful. Building a bunch of towers actually made a difference. The character motivations and interactions sound stiff, tropey. I can't find a reason to be emotionally invested in the plot. Why are waves of everything even attacking the base. The intro sequence pretty much sums it up. Shiny mecha, future tech, lots of tropisms, scary alien waiting in ambush in an actual bush, not really any meaning or logic to it, motivations are lacking. It's not really a factory game either since, well, it can't be with everything attacking your base all the time. Resource management is a hybrid between an RTS and a factory-lite. I don't think it's terrible, but it's not a terribly interesting game either, once you get past the flashy veneer.
I tried to enjoy this game or even just enjoy it. On paper this is factorio meets helldivers 1 which is everything that is good in life. However the game feels devoid of a soul, instead of progression it felt like I was completing someone's else chore list, the Mecha is constantly telling me what to and my character kept on repeating the same things over and over, for a game so full of dialogues, not a single line was ever relevant to what i played. Also, as far as i notices, there is not true automation, my drills, powerplants and other machines kept on going out of resources, so it felt like i had to be running around baby-sitting my machines while completing whatever menial chore the game decided was needed of me next.
This is one of my best surprises, seriously. This game is a gem if you like shoot'em up + tower defense. I tried it completely unplanned and waiting for nothing special, it was a free demo Steam suggested me. I bought it the day after :D Just look at the devs diaries, it's plenty of passion. We got MANY free updates, it makes me sad they announced recently the game is now complete (I'll follow their next project for sure, unless it's a genre I dislike). It's been a while I didn't play and didn't took time to write something about it but reading last news makes me want to praise the game for those who still didn't gave a shot. [h2]GOOD[/h2] [list] [*]Graphics are good with little nice details like moving flora [*]Performance is good, I didn't have troubles with an old machine (8+yo) [*]Difficulty can be adjusted, from total newbie (like me ! I'm not used to play these games and it's fine) to people who need more challenge, there are different modes too [*]You have many weapons to use for many styles ! Don't think you'll stick with the same from the beginning to the end, some enemies will make you adapt [*]Skill tree is big and useful, the impact is huge, take time to really judge the possibilities, it's not your tower defense mobile game at all [*]Maps are various with their own flora/fauna/ressources and climatic challenges, refreshing your experience. Kudos to the search mode you'll unlock later to have random generated ones with criterias you adjust to your needs [*]Your base has a lot of custom possibilities [*]The story is enjoyable, with a main character who is not too bland. Not always very logical though. [/list] [h2]BAD[/h2] [list] [*]Full game's potential is long to get, maybe 10 hours ? It can feel repetitive at first [*]The main character is very chatty with her AI exosuit, it can be annoying. [*]UI is oldschool and sometimes you have to scroll a lot, which is awful with a controller (yes you can play with a controller, the game is not too fast paced) [/list]
プレイ前の第一印象としては、見下ろし型視点の常時リアルタイム形式Sanctumだったが プレイ後に変化した印象としては、実際にはゴリゴリのRTSハクスラだった奴 結論から言えばゲームの難易度調整が神がかったレベルで段階的に微調整されてる感じなので、出来の良いハクスラが大好きなら問答無用でおすすめ出来る作品 ただ高難易度タグはついてないものの、最高難易度で遊ぶととんでもない硬さ&量の敵と毎秒戦い続けるドマゾゲーになるので要注意 内容としては Age of Empireシリーズでキーバインド弄って、お気に入りに該当する施設や高速画面切り替えをワンクリック操作でガチャガチャ動かしたり MMO系ハクスラみたいに大量のスキルを順繰りクールダウンで回しまくって、反射神経でゴリ押ししながら敵を倒してガチャガチャ動かす そういうのが好きな人にはニチャァって顔になれる、インディーズが作ったオーソドックスそうな見た目とは裏腹に大満足できる割りと神ゲー寄りの作品 ぶっちゃけGrim DawnとかDont Starve Togetherみたいなゲームで 敵にいつ画面外から襲われるか緊張しながら一瞬だけインベントリとかアップグレード画面とかマップ開いて 必要な部分だけすぐ弄って画面閉じてビクビクしながらも 事前準備がしっかり完了した後は、極端に緩急つけたように脳筋でゴリゴリ戦闘するのが好きな人はかなりハマると思う つまり自分みたいな人間の事です(隙あらば自語り) ぶっちゃけRTSとしてはAoEとか売れ筋のMOBA系とか 他の目玉作品と比べるとレッドオーシャンすぎて見劣りする部分もあるかもだけど ハクスラとしてはGrim Dawnがリリースされて以降、Rum and GunとかDarksburgとか数える程度にしかまともなハクスラが無いような なんちゃってハクスラまみれ(トレード機能がメインだったり、ひたすら無心で脳死して掘るだけのガチャみたいなゲームばかり)の時代に突入してるので こういうハクスラメインのRTSでちゃんと作品のテーマ性が地盤に打ち立てられてるゲームは意外と貴重だったりする 興味がある人は投げ売りセールされてる時に必ず買った方が良い 値段相応分の価値があって、買っても後悔しない事だけは個人的には保証はできる ただ結局は覚えゲーな部分も強いので、値段以上の価値があるかかどうかは人によるかな…
I only played the campaign with friends and it starts good, but quickly becomes tedious and boring. too many times where we just got to a new area and the enemies are already doing a base rushes so we had no time to actually build one. many cases where we just don't have time between rush to actually do anything or rebuild the damage from the last one. Riggs and the player character just don't shut up as events happen way too often, riggs and her both have to warn the player one after the other about the event then like 10 seconds later the event starts and they both have to describe it afterwards both have to tell the player it's ending and then 2 minutes later the next event's warning goes off, for example a dust storm is moving in they both warn the player(where only one doing so was enough) then when it starts they both have to describe what it does, and then both tell you it's dying down and maybe 2 minutes later a solar flare is going to come by and they start up again. It got so bad that when me and a friend were talking we had to constantly stop as they kept interrupting us. The objectives that lead up to gaining new mining spots aren't any bit fun. The end fight was awful and had horrendous slow down and I have a good pc.
Honestly the Devs dedication to continue improving the game with free updates long after launch is worthy of a positive review all on its own, especially in todays big budget ai game slop economy. However, the game itself is super fun as well. It has it's issues, which I am sure you can read about in other reviews, but the Devs seem dedicated to improving things and the in game mod support means you can adjust the game to your liking right from the get go anyways. All in all very fun unique game.
This game is amazing. The developers are totally commited to the game and continue to optimize and add to it. Tower Defense, Base Buiding, Hero Development. It all works.
10%-gameplay 90%-"Ashley!"
[b]The Riftbreaker — ★★★★⯨ 4.5 / 5[/b] A huge base-building action game where exploration, research, combat and production systems constantly feed into each other. It is an easy recommendation, even at full price, but some of its late-game systems are explained far worse than they deserve. [b]Overview[/b] [table] [tr] [th]Category[/th] [th]Rating[/th] [th]Category[/th] [th]Rating[/th] [/tr] [tr] [td]Gameplay / Mechanics[/td] [td]★★★★⯨ 4.5 / 5 Deep systems with strong action flow[/td] [td]Narrative / Atmosphere[/td] [td]★★★★☆ 4.0 / 5 Light story, excellent planetary atmosphere[/td] [/tr] [tr] [td]Content / Variety[/td] [td]★★★★★ 5.0 / 5 Huge campaign before DLCs even matter[/td] [td]Challenge / Balance[/td] [td]★★★★⯨ 4.5 / 5 Tough, fair, with optional brutal extremes[/td] [/tr] [tr] [td]Technical State[/td] [td]★★★★★ 5.0 / 5 No issues after 53 hours[/td] [td]Price / Value[/td] [td]★★★★★ 5.0 / 5 Full-price value without finishing it[/td] [/tr] [tr] [td]Completion / Grind[/td] [td]★★★⯨☆ 3.5 / 5 Many achievements, final grind still unclear[/td] [td]Overall[/td] [td]★★★★⯨ 4.5 / 5 Excellent despite opaque late-game systems[/td] [/tr] [/table] [b]What it is[/b] The Riftbreaker is part base builder, part action RPG, part tower defense and part resource-management puzzle. You explore an alien planet, build outposts, defend them against waves, collect resources, research new technology and slowly prepare the infrastructure for a massive rift portal. That sounds simple. It is not. The game keeps adding layers: power grids, ammunition supply, liquids, advanced production chains, weapon crafting, suit upgrades, huge research trees, creature scanning, plant cultivation, alien fauna, different biomes and increasingly specialized defensive options. After 53.4 hours I am still in the campaign, not even finished, and that is before really judging the DLCs or survival mode. [b]What works[/b] The strongest part is how well the systems connect. Base building is not just decoration. It feeds your research, your weapons, your defenses and your ability to expand. At the same time, you are not only watching turrets do the work. You are still out there fighting directly, upgrading your mech, scanning creatures and pushing into new territory. The Bioscanner is a surprisingly strong part of the game. Flora and fauna are not just background art. Scanning them unlocks information, resources and eventually new production options. That makes the planet feel more like a system you learn, not just a map you clear. The atmosphere is also far better than the basic story setup suggests. The plot is light: land on a planet, survive, build the rift portal. That is enough. The stronger part is the planet itself: rain, wind, storms, lightning, hostile wildlife, strange plants and constant radio chatter between the main character and the AI. The communication is useful, but also gives the game a clear tone without overexplaining everything. Challenge feels fair. I played close to the hardest settings for most of the time. The absolute highest difficulty can hit extremely hard, but since there is no achievement pressure to play that way and it likely makes more sense for co-op or extreme runs, I do not hold that against the game. The important part is that the main challenge still feels controllable. [b]What does not work as well[/b] The biggest weakness is not complexity. Complexity is the point. The problem is that several systems are explained too poorly once the game opens up. Production chains can become unclear. Cultivators plant things, but the game does not make it obvious enough what should be planted, why, and which building actually harvests it. Some plants are tied to biomes, some resources come through scanning, and some production logic only becomes clear after trial, error or looking it up. The same applies to towers. At some point you have a large pile of defensive options: watchtowers, rockets, artillery, plasma, lasers, lightning, acid, drones, portal bombs and several special variants. Many of them have a purpose, but the game does not always communicate their role cleanly. Portal bombs, for example, are great as limited counter-artillery support, not as a general tower line. Drone towers are more of a mobile support and breach-control tool, not a clear replacement for watchtowers or plasma. There is also repetition. You enter a new region, explore, secure resources, build infrastructure and defend it. But that is also the game. For me, the loop still works because every new area brings new pressure, new resources or new production questions. [b]Technical state[/b] No relevant issues so far. No crashes, no serious bugs, no performance problems worth mentioning after more than 50 hours. That matters in a game with this many moving parts. [b]Conclusion[/b] The Riftbreaker is dense, huge and mechanically satisfying. It gives you a strong reason to build, fight, research, scan, expand and rebuild better. The campaign alone already feels worth the price, and I am not even done with it. Its main flaw is the weak explanation of some late-game systems. The game has the depth, but not always the clarity. Still, that is a problem of guidance, not of core design. Strong recommendation. Full-price worthy.
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Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Languages: English*, French, German, Spanish - Spain, Japanese, Korean, Polish, Russian, Simplified Chinese, Portuguese - Brazil*languages with full audio support
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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