$14.99RIFTSTORM Hunt myths, keep your loot
Team up with two friends, push deeper into rift zones for better gear, and get out alive before the hordes close in.
Is RIFTSTORM worth it?
RIFTSTORM is worth it if…
- you like hordes of enemies and builds that snowball until the screen clears itself
- you want an extraction-style risk loop without hardcore gear fear or milsim tactics
- you have one or two friends who enjoy planning a heist and then shooting monsters
- you like secret-organization settings where the supernatural is real and contained, barely
- you accept that a failed run can scar your favourite gun
Screenshots
Hordes that keep coming, guns that keep up
This is a top-down shooter built around momentum. Missions send you through anomaly sites and containment objectives while mythic entities swarm in escalating waves, and the point is to carve through them. The combat is fast and smooth, and clearing a packed room with the right loadout feels great. Bosses ask more of you: watch their attack patterns, dodge on purpose, and winning a fight that outguns you lands with real weight. It is arcade intensity in short, loud bursts, not careful cover-based plinking.
Builds that go from clean to ridiculous
Every run you pick up Lythogram upgrades and weapon mods that reshape your build on the fly: bullets that split, ricochet, spawn homing shots on crits, trade a drawback for fire rate. Stack the right modifiers, trigger the synergies, and by the end of a deployment a sensible loadout can be clearing screens of enemies several times faster than it did at the start. That moment when the pieces click and the build breaks open is what the game is aiming at, and it lands often enough to keep you queuing one more mission.
A hidden world with a mandate
The setting is a secret society keeping the supernatural contained: mythic entities, impossible doorways, hidden wars, all just out of sight of everyone else. You play a Weaver, an elite operative of the Mythic Protocol, sent into Rift Exposure Zones to investigate anomalies, contain outbreaks and exterminate threats before they spiral. The tone is dark and mysterious, an organization-vs-monsters world where every mission is a chance to bring something dangerous back alive, or make sure it never returns.
Push deeper or walk away
The extraction loop is a bet you place with yourself. Complete objectives, collect weapons and resources, then decide how far your squad pushes before heading to extraction: everything you carry out is yours, everything you lose stays in the zone. Rift Exposure Zones raise the stakes, with deadlier corruption and better rewards for going deeper. And if a run ends badly, your weapons come back scarred, one mod swapped for a random negative one. They stay usable, but the risk is real, and that is the point.
Three Weavers, one bad idea
You can deploy alone, but the game is built for squads of up to three, each Weaver bringing their own abilities and combat role. Certain upgrades and weapon mods carry auras that benefit nearby teammates, so squads that stick together hit harder than lone wolves roaming the map. That changes the optimal play between solo and co-op, which keeps group runs from feeling like the same mission with extra people. Drop in, coordinate the push into a Rift Exposure Zone, and argue about who wanted to extract twenty minutes ago.
Questions you might have?
Can you play it solo?
Yes, you can deploy alone, and the early game works fine solo. Be aware that the highest difficulty tiers are tuned for a full squad of three, so solo players will hit a wall at the top end. Some upgrades also reward sticking close to teammates, which obviously does not apply when there are none. Solo is a legitimate way to play, just not the strongest one.
How punishing is dying, really?
A failed run costs you the loot you found during the mission, and each weapon you brought in gets scarred: one of its mods is replaced by a random negative one. Scarred weapons remain usable, so it is a setback rather than a wipe, but it is a real cost and the mechanic divides players. If losing gear to a disconnect or a bad boss fight sounds miserable, weigh that before buying.
Do builds carry over between missions?
Two layers. Permanent progression comes from leveling Weavers, unlocking skills with points and materials, and equipping Augments at your base. On top of that, every mission resets the in-mission Lythogram upgrades you pick up from map objects, so each deployment starts clean and builds up again. The permanent layer decides your foundation, the per-run layer decides how absurd tonight gets.
Is it finished?
It is in Early Access, and it shows: there are run-ending bugs, character unlocks come slowly at first, and several systems are still rough around the edges. The developers are actively patching and taking feedback. If you want a complete, polished game, wait; if you enjoy watching a build-crafting shooter take shape and do not mind some jank, there is a solid core here already.
























