1. Riftstorm
  2. News

Riftstorm News

Play RIFTSTORM for Free for 2 Weeks

[h2]Hey everyone![/h2]

Get ready to play RIFTSTORM for free for two weeks! Our team is thrilled to announce that our Alpha Playtest will be going live on October 16, 7 PM PT until October 30, 7 PM PT. For those of you who have been with us since our Pre-Alpha builds, this playtest will be incorporating a few big updates to RIFTSTORM – some visible, some under-the-hood, but all of it is thanks to playtesters like you.


What’s New?


[h2]2 New Weavers[/h2]


[h3]Rook[/h3]
A fresh recruit kitted out with all tools of the Mythic Protocol trade, Rook is sassy to use, and powerful in the right hands. She is your combat all-rounder, armed with grenades, mines, and a single-target stun spell.


[h3]Thistle[/h3]
A thief, a collector, and a Weaver all in one, Thistle carries mysterious occult tome with her into battle. Armed with powerful spells that can wipe out entire cohorts of mythics, Thistle is spell-casting powerhouse that requires precision timing and control to master.


[h2]Reworked Dungeon Systems[/h2]



Our long-awaited Dungeon System Upgrade brings some graphical updates and mission variety to RIFTSTORM. Experience new larger maps across our sprawling Keystone missions, immerse yourself into the eerie world of the Occultical with our new biomes and lighting systems, and experience the new narrative arc with more agency and immersion than before.


[h2]Loot and Weapon Updates[/h2]



New weapons are added to the roster as we roll out our much-requested crafting update. All weapons can now be dismantled for Scrap, and Scrap will now be used to Craft new weapons at random or via the newly implemented Dataseed system.


Accessing the Playtest


Access to our Alpha Playtest will be granted through our Store Page once the playtest period is live, running from October 16, 7 PM PT until October 30, 7 PM PT. Stay tuned for the announcement to be among the first to play.
Also, if you haven’t wishlisted our game yet, make sure to wishlist now!
================================================================================
Thanks for sticking with us through each phase of development. We are so excited for you to try these updates and see you in-games soon!


Warmly,

Fayi and The RIFTSTORM Team

Devblog #7 | Mythic Entry: Shade

[h2]Hi everyone, the devblog is back![/h2]

It's been a while since our last dev blog, and for this one, we're going to use a tag team style where our creatives—Sam, Desar, and Fandry—will share their initial vision of Shade and how they worked together to bring it to life.

The flow of this blog will start with Sam's initial brief on Shade, transition to Desar creating the concept and visuals, and conclude with Fandry implementing it into the game that you experienced during the last playtest on Operation Tombstone.

Thanks for reading this! If you want to read more about Shade, read the comics, and know more about the Shade Mythic Entry check our FLASHPOINT EVENT: SHADE RESURGANCE at our lore platform.

Let's start with the initial brief and vision for the monster. For Riftstorm and the larger universe we are building, enemy concept briefs have to balance in-game mechanical needs, narrative nuance, and big-picture IP needs.

The Shade concept began at the top with an IP based directive from the CCO to create an ethereal ghost-like mythic that could have existed throughout recorded history. Igor's brief to the team was as complex and esoteric as one might expect from him: this enemy had to be dangerous enough to create a sense of impending doom, it had to have a deeper narrative meta-commentary on the human condition, and it had to be fun, terrifying, and satisfying to shoot.

From there, the concept had to be further refined for use in Riftstorm and beyond.

So let's start with how our Lead Writer, Sam, took the brief and ran with it.

[h2]The Initial Vision[/h2]
Sam - Lead Writer
Sam and the team wanted to make a monster that we could reuse, seasonally if necessary. "

"We needed an implacable yet concealable foe whose existence could be hinted at in history. Enter the shade. A self-replicating monster which, if left unattended, would quickly spiral out of control, the shades serve as a constant threat to the Mythic Protocol. In our version of history, they have hollowed out whole communities, leaving nothing but the mystery of forgotten towns and abandoned villages." Sam shared when I asked what is the initial vision in creating Shade.

According to Sam, The shade draws its inspiration from the shadow in Jungian psychology, an aspect of our personality that we are often compelled to repress or hide. What Adam brings out is the side of us that we often deny: the bouts of unquenchable anger, or the depths of morbid despair. And with his fatal touch, a new shade is born.

"What makes the shades even more vexing is that Adam, it's progenitor, is virtually unkillable. He reincarnates under specific conditions and these conditions are as inexorable as human nature itself. Adam is reborn in each century by a violent betrayal. His transformation from innocent soul to vengeful spirit embodies the observation that the lowest of lows are sometimes a product of the highest highs.

As part of the flawed species that inevitably betrays Adam, the story makes us as humans complicit in recreating our own curse— with each resurgence forcing us to ask ourselves if we will ever escape this self-afflicted condition."
Sam explained when asked about the creation of the newest boss in the game, Adam.

Every aspect of the shade's origin is a reminder that negative emotions are part and parcel of being human, and I think that makes Adam and the creation of Shade special and personal. In my opinion, it makes Shade realistic, as if it has always existed among us, just waiting for its moment of emergence.

When asked about Sam's favorite story about Shade, he chose the lighthearted yet sad Operation Fog Machine case file about two daring friends who faced the shades with unshakeable belief in each other. Check it out: https://repository.mythicprotocol.com/C-4603.

[h2]The shape of Shade[/h2]
Desar - Sr. Concept Artist
The initial brief for Desar as Senior Concept Artist was to create an enemy with the shape of a "ghost," but not as a representation of a spirit. "It's more like a shapeless energy born from human emotions, so initially, I explored the shape of Shade as a representation of emotions, such as anger represented as a fireball shape, and so on." he explained, while showing us his exploration sketches of Shade.

The initial concept of Shade is quite straightforward for me. However, when considering its implementation in a game, there are many more important considerations to take into account.

Desar and Fandry, the Creative Director, discussed the need for uniformity in creating enemies in the game, ensuring they are easily identifiable for players. The team then established some basic rules:

Shade must have a humanoid shape, derived from humans but not strictly human—it can include broken limbs as long as the silhouette remains recognizable.
Each Shade will also exhibit different auras embedded in them to represent their emotions.
Shades have visible wounds on their back, stemming from how Adam was treated in the past.

"We also want to explore how we can expand Shade into different variations and shapes that help players identify how to react when they encounter them. We use the shades' human emotions and aura as a distinguishing feature. Through this, we incorporate different attack mechanics and shapes. As the art team says, humanoid with body horror, so in a top-down view game like ours, they are easily identifiable," Desar shared about how his discussion with the game team adapted his original ideas for Shade.

Regarding Adam, Desar explained that his story originates from an abusive environment and a quest for vengeance, which is reflected in his design. From the black tears on his face to the straight-lined wounds on his back and angelic wings, these elements signify him as the prime form of Shade, or the "boss" form.

"It was challenging creating something that lacks expression but still shows emotion. When you see Adam, you also notice the same shapes on the 'shadelings' that he controls. It's intentional to not only assimilate others into himself but also to convey his pain and suffering, making him, in my opinion, an inevitable plague." Desar said.

This approach is important because shades are not only created for the general lore but also adaptable into Riftstorm. I think the team has done a great job working together to realize this vision through adaptation without compromising the essential characteristics that define shades.

[h2]A Challenging Foe[/h2]
Fandry - Creative Director
It was when I talked with Fandry that everything started to come together. Fandry shared that the initial briefing for Shade combines both world-building and gameplay experience needs. According to Fandry, his team already had plans in mind to develop the game from the insights gained in the two previous playtests.

"There are two important things to consider in designing enemy combat: first, how you encounter the enemy and how you respond. Currently, we need a crowd melee-based enemy where players face them head-on, equipped with the best weapons to eradicate them," Fandry explained.

He demonstrated how each enemy created in Riftstorm already occupies its own niche, emphasizing the team's need to explore a new mythic that can enhance the game's dynamics for the second playtest.

This requirement arose even before the general concept of Shade was fully formed. After several workshops, meetings, and the exploration of numerous cool ideas and proposals, the team decided that Shade best meets the needs of both gameplay and world-building.

"So, we ultimately settled on a ghost-like creature that aims to overwhelm and assimilate others into its own kind, which we've named Shadelings. It's also controlled by its primary source that spawns more of them, namely Adam," Fandry shared.

Besides the normal shadelings seen in-game, Fandry explained that the next challenge is to make them easily identifiable.

"We worked on different variations and shapes to ensure quick recognition, even in less than 1 second. The team agrees we should maintain a humanoid appearance to better reflect the lore and art, but with a twist through body horror. We also explore auras to convey emotions, which will differentiate their attack movements in-game. It's more challenging because of our top-down perspective, so visibility to players is crucial," Fandry explained.

It was unique to discover the origins of the mythics seen in-game. I also realized that Mania, who spawns purple bubbles surrounding the shadelings, is created from shades she absorbs, so the 'tentacles' are actually the arms of many shadelings!

================================================================================
What I've learned from this is that the enemies you encounter in the game are meticulously created with intricate details and unique background stories. Every creature in Riftstorm has its own narrative and origins that tie into the broader world of Mythic Protocol. Each must be distinct yet plausible within the game, which is a remarkable achievement accomplished by the creative and game teams.

Listening to the story of Shade has taught me about the skill required to develop narratives like its own and has shown me the incredible storytelling possibilities that extend beyond the game itself.


Follow our socials for more updates!

Twitter https://x.com/playRIFTSTORM
TikTok https://www.tiktok.com/@riftstormgame

Talk soon,
Keeks

Riftstorm at Gamescom and PAX West 2024 Recap

Hi everyone, Fayi here!

We’ve just wrapped up our time at Gamescom and PAX West, what an incredible experience it was! From August 21 to September 2, we were surrounded by thousands of passionate gamers and developers all over the world.

Our representative at Gamescom was Keeks, who did a fantastic job engaging with attendees. At PAX West, Ken took the reins and continued the mission of connecting with our community.

They are excited to share their experiences! Let’s hear from Keeks and Ken:

[h3]Keeks:[/h3]

Hi all, Keeks here!

Gamescom this year has been intense but gratifying for me. We were fortunate to participate in the Indie Arena Booth this year, allowing us to showcase Riftstorm at the world’s biggest game events and introduce it to new players.
­
We received both positive and constructive feedback from attendees, and we're thrilled to report that over 100 people registered for our upcoming playtest through this event—a unexpected outcome given our resources during the event. We also held a side event with our partner DareDrop, where we introduced Riftstorm to creators, engaged with them, gathered insights, and built meaningful connections.

This achievement wouldn’t have been possible without the hard work of our team and the dedicated volunteers during Gamescom week. We’re hopeful we can make it happen again next year.

I personally want to thank everyone who visited our booth and read this post. We look forward to you experiencing more Riftstorm gameplay soon (wink).


[h3]Ken:[/h3]

Heyyaa, Noc (Ken) is back 😆

It’s been such a pleasure for me to meet those of you that are in PAX West! I always enjoy this kind of interaction, being able to hear so many great feedback and critiques from all of you. PAX West this year has been such a blast, with more of you coming, and an even bigger, better booth this year, we’ve been able to share what we’ve been working on in Riftstorm.

We were so lucky to see so many people challenge the Op. Tombstone keystone mission in this year’s PAX West, with so many of you upping the standard daily during the 4-day event. We even had a speedrun that finishes at 5 minutes and 43 seconds for the Op. Tombstone mission, breaking the all-time record set in the last playtest in March 2024.

To have such a crowd and to hear so many of you talk about the game, competing in our speedrun challenge was again a big highlight of mine this year. I would like to also thank our team of volunteers in PAX West, having my back whenever I needed it, and luring a bunch of you to our booth with Kopikos 😉

So, thank you to everyone that attended, playing Riftstorm, giving valuable feedback and giving us a hard time in setting up the daily record for the speedrun. Hopefully you will hear from us sooner rather than later on our upcoming playtest 😉
============================================================================
A special shoutout to everyone who shared their experiences on social media and tagged us. Your posts and stories have been a huge morale boost for the team.

Thanks again for making Gamescom and PAX West an unforgettable experience for all of us at Riftstorm. We’re more excited than ever to continue this journey with you all. Stay tuned for more updates, and as always, keep the feedback coming!


Warmly,
Fayi

[BR] RIFTSTORM Creator Program Live Stream

[Português - Brasil]
Assista nossos criadores, ItsTsubaki e KatchucaTV enquanto colaboram para conquistar os desafios mais exigentes do jogo. Observe seu trabalho em equipe excepcional e abordagens estratégicas enquanto navegam pela perigosa torre de desafios e enfrentam a assustadora Shade Resurgence. Ao longo da transmissão ao vivo, obtenha insights valiosos de seus comentários, discutindo táticas, preferências de construção e seus aspectos mais queridos do RIFTSTORM. Interaja com eles diretamente no chat, fazendo perguntas e adquirindo conhecimento para elevar seu próprio gameplay. Mergulhe nos detalhes do Programa de Criadores do RIFTSTORM, uma plataforma projetada para capacitar criadores talentosos como estes a compartilhar sua paixão pelo jogo. Descubra como você pode se tornar parte desta comunidade vibrante em https://playriftstorm.com/creator-program

[English]
Watch our creators, ItsTsubaki and KatchucaTV as they collaborate to conquer the game's most demanding challenges. Observe their exceptional teamwork and strategic approaches as they navigate the perilous challenge tower and confront the daunting Shade Resurgence. Throughout the live stream, gain valuable insights from their commentary, discussing tactics, build preferences, and their most cherished aspects of RIFTSTORM. Engage with them directly in the chat, posing questions and gaining knowledge to elevate your own gameplay. Delve into the details of the RIFTSTORM Creator Program, a platform designed to empower talented creators like these to share their passion for the game. Discover how you can become a part of this vibrant community at https://playriftstorm.com/creator-program

[h2]About Our Creators[/h2]
ItsTsubaki
Twitch: ItsTsubaki
Instagram: ItsTsubaki.tv
TikTok: ItsTsubaki.tv
Twitter: ItsTsubaki.tv

KatchucaTV
Twitch: Katchuca
YouTube: Katchuca
TikTok: dynastydao
Twitter: Dynasty DAO

[h2]About the RIFTSTORM Creator Program:[/h2]
The RIFTSTORM Creator Program is designed to empower talented content creators like ItsTsubaki and KatchucaTV, providing them with tools, resources, and opportunities to share their passion for the game with the world. From exclusive previews to direct developer support, we're committed to fostering a thriving community where creativity and camaraderie go hand-in-hand.

Don't miss out on this exciting live-stream! Get ready to be inspired, learn new strategies, and discover the endless possibilities of RIFTSTORM.

————————————————————————————————————————

[h2]About RIFTSTORM[/h2]
Assume control of the elite secret operatives of the Mythic Protocol secret society and face off against cosmic horrors and supernatural threats around the world. Riftstorm is a multiplayer Roguelite Looter-Shooter set in a world of cosmic horrors and chic occultism where unique operatives, skills, weapons, and dungeons combine to create endless replayability.

RIFTSTORM Creator Program Live Stream

Watch our creators, MoonlightReaperHien, Fiizkey, and RyanRadly as they collaborate to conquer the game's most demanding challenges. Observe their exceptional teamwork and strategic approaches as they navigate the perilous challenge tower and confront the daunting Shade Resurgence. Throughout the live stream, gain valuable insights from their commentary, discussing tactics, build preferences, and their most cherished aspects of RIFTSTORM. Engage with them directly in the chat, posing questions and gaining knowledge to elevate your own gameplay. Furthermore, delve into the details of the RIFTSTORM Creator Program, a platform designed to empower talented creators like these to share their passion for the game. Discover how you can become a part of this vibrant community at https://playriftstorm.com/creator-program

[h2]About Our Creators[/h2]
MrSneakyyYT
YouTube: MrSneakyy Gaming
YouTube: Sneakyy's Riftsorm Content
X: MrSneakyy94

CPTFIVE
Twitch: CPTFIVE

[h2]About the RIFTSTORM Creator Program:[/h2]
The RIFTSTORM Creator Program is designed to empower talented content creators like MrSneakyy and CPTFIVE, providing them with tools, resources, and opportunities to share their passion for the game with the world. From exclusive previews to direct developer support, we're committed to fostering a thriving community where creativity and camaraderie go hand-in-hand.

Don't miss out on this exciting live-stream! Get ready to be inspired, learn new strategies, and discover the endless possibilities of RIFTSTORM.

————————————————————————————————————————

[h2]About RIFTSTORM[/h2]
Assume control of the elite secret operatives of the Mythic Protocol secret society and face off against cosmic horrors and supernatural threats around the world. Riftstorm is a multiplayer Roguelite Looter-Shooter set in a world of cosmic horrors and chic occultism where unique operatives, skills, weapons, and dungeons combine to create endless replayability.