
Repel the Rifts
Repel the Rifts is a roguelite tower defense game set on an alien world. As a Commander of a mining expedition gone awry, you must defend against relentless waves of inter-dimensional creatures emerging from mysterious rifts. Survive the nights, survey further into the unknown and track down the source of these rifts.
Key Features
Survey the Unknown
Survey the unknown to expand the map. Different towers can benefit from different geography, so choose carefully Commander!
Upgrade your Towers
Purchase tower upgrades from a market that strengthen your towers and can even grant new effects. Discover different combinations and strategies every expedition!
Discover alien Artifacts
Collect powerful artifacts to augment your defense. Finding the right combinations can take your defenses to the next level!
Commander Selection
Choose from different commanders, each with their own three starting towers, abilities and passive. Each offers their own play style and strategy. Master them all!
Challenge your defense in Endless Mode
Survive 25 nights and enter Endless mode, testing the limits of your defenses!
Системные требования
Минимальные
- Процессор: 2 GHz
- Оперативная память: 4 ГБ ОЗУ
- Место на диске: 200 МБ свободного места
Рекомендуемые
Данные пока не загружены
Отзывы
Steam · Very Positive
Все отзывы в Steam318 положительных из 377 отзывов
Игрок 7073Рекомендует37 ч в игре
Super tower defense avec une bonne rejouabilité. Vidéo de gameplay : https://youtu.be/MDyMviKq1Sk
Игрок 6229Не рекомендует3 ч в игре
内容过于单薄,指挥官对于战局的影响微乎其微; 平衡性极差,有些塔的存在完全只是污染卡池; 更离谱的是DPS来源主要是商城购买buff,而不是防御塔的配合,这就导致一个塔防游戏的核心玩法居然是“如何打钱”; 离谱的DPS来源直接杀死了所有肉鸽的元素,什么加伤?减甲?哪有商城直接+10%伤害来的实在; 无尽模式更是不知所云,纯粹只是把16~25关反复打,甚至怪的属性都不会提升; 属于通关两次就不会再打开的游戏,整个游戏体验时长不超过5小时,完全不值这个价
Игрок 0956Рекомендует20 ч в игре
I normally don't play tower defense games but i really enjoyed this one because you pick your own path and of course it has a skill tree. Teleporting units can easily ruin a good run though which really feels unbalanced. Still i had a lot of fun, so much i even grinded out all the achievements. (The final ones really are a grind)
Игрок 9556Рекомендует99 ч в игре
you too can kill time with this one! Achievments are 100 % solo acheivable... i before e except after c... or is that word an exception to the rule... but yeah cool game for tower D.
Игрок 1798Рекомендует12 ч в игре
Repel The Rifts combines tower defense fundamentals with roguelite progression, creating a game where surviving enemy waves is only part of the challenge. Developed by RefinedBearGames and published by Goblinz Publishing and WR game, it follows an expedition trapped on an alien world where strange dimensional rifts continuously unleash hostile creatures. Players must explore unfamiliar territory, establish defensive positions, improve their arsenal, and survive long enough to uncover the mystery surrounding these dangerous anomalies. Rather than relying entirely on predetermined stages, the game emphasizes adaptation, encouraging players to construct a workable strategy from the terrain and upgrades presented during each expedition. Exploration plays an unusually important role for a tower defense game. Players survey the surrounding region to reveal additional terrain, meaning the complete battlefield is not necessarily available from the beginning. Discovering new areas can expose useful defensive locations and influence how the next section of the defense should be constructed. This makes expansion feel meaningful because positioning is closely connected to geography. A tower that performs adequately in one location might become significantly more useful when placed where the terrain complements its capabilities. The system keeps players thinking about the shape of their overall defense instead of simply filling obvious construction spaces with the strongest available weapons. The roguelite structure becomes more noticeable through the upgrade system. Tower improvements can be obtained through the market, providing statistical enhancements alongside effects capable of changing how particular defenses function. Since every expedition does not necessarily provide identical opportunities, successful runs depend on recognizing useful combinations rather than repeating one rigid strategy. This creates an enjoyable sense of improvisation. Players can begin with one plan only to discover upgrades that encourage them to shift toward a completely different arrangement as the expedition develops. Artifacts deepen this build-crafting aspect by providing additional effects that can interact with towers and other improvements. Individually useful bonuses can become considerably stronger when combined with compatible equipment, making experimentation one of the game's greatest attractions. There is considerable satisfaction in watching an initially modest defensive network develop into an efficient system capable of destroying increasingly dangerous waves. Randomness inevitably means that some expeditions provide more appealing combinations than others, but working around less-than-perfect options is an intentional part of the roguelite challenge. Commander selection further changes how each attempt begins. The Early Access version includes four commanders, each equipped with three starting towers alongside an ability and passive characteristic. These differences encourage players to experiment rather than treating commanders as cosmetic choices. Learning how a commander's starting equipment works with particular upgrades and artifacts becomes another part of mastering the game. This system also gives the developers plenty of room to expand strategic variety as additional content is introduced throughout development. Survival ultimately leads into one of the game's more appealing tests of endurance. Reaching 25 nights provides access to Endless Mode, allowing a successful defense to continue until the escalating enemy pressure finally overwhelms it. This fits the genre particularly well because building an exceptionally powerful setup naturally makes players curious about how far it can actually go. Achievements and a mastery tree provide further progression goals, giving repeated expeditions additional purpose beyond simply reaching the end of another run. Visually, Repel The Rifts uses an isometric pixel-art presentation that complements its compact strategic design. The alien environments, unusual enemies, towers, and mysterious rifts give the game enough personality without sacrificing battlefield readability. Its presentation is functional rather than extravagant, which works well for a game where quickly understanding terrain and enemy movement is more important than elaborate graphical effects. The Early Access status remains an important consideration. The existing version establishes the central gameplay systems, but additional towers, artifacts, upgrades, biome mechanics, events, challenges, modes, and customization features are planned. As a result, the experience already demonstrates considerable strategic potential while still having room to become broader and more varied. Players expecting the scope of a completely finished tower defense game should account for that ongoing development. Steam Deck compatibility is a notable advantage. The game is officially Steam Deck Verified, with its core functionality working through the handheld's controls and its interface remaining usable on the smaller display. Controller prompts and general navigation are appropriately supported, while the game can run using settings suitable for the device. Its viewpoint and methodical pacing also translate naturally to portable play, although demanding visual settings can still make sensible performance adjustments worthwhile for players prioritizing battery life or consistent performance. Repel The Rifts has a promising identity because its systems consistently feed into one another. Exploration determines available terrain, terrain affects defensive planning, upgrades reshape towers, artifacts encourage specialized combinations, and commanders provide different foundations for each expedition. The result is a satisfying mixture of careful preparation and improvisation. Its Early Access content still has room to grow, but the core loop already provides a compelling reason to experiment with new builds and attempt another expedition after a failed defense. Rating: 8/10
Игрок 5486Рекомендует31 ч в игре
Good TD. Runs great on the SD. Ignore the hate (it's EA, give them some time to fix things). It can be tough at first, but then you learn the towers/heroes. As you start leveling and putting points in the tech tree, you can start ramping up the difficulty and trying new strategies.
Игрок 5683Рекомендует12 ч в игре
Love the way you can somewhat shape the lanes and overall map with the survey feature. Adds an extra fresh layer to tower defense games
Игрок 6980Рекомендует46 ч в игре
me encanta pero quisiera mas heroes y bo se pero no me deja personalizar las torres