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Repel The Rifts News

Update v0.13.29 Patchnotes

[p]Hi Commanders!

Sorry for the wait, but as promised, this is another patch to help fix the bugs and Quality of Life issues you all have reported. This doesn't encompass everything that has reported, so if you have mentioned an issue and don't see a fix here, its most likely going to be in a future update![/p][p][/p][p]Besides bugs and QoL changes, you all have given me feedback related to the balancing and feel of the game. To address that there is an experimental branch that can be accessed on Steam in the Beta Participation section. To read more about this branch and the changes I've made, you can check out this Steam discussion post: https://steamcommunity.com/app/3686580/discussions/0/690868861351893565/[/p][p][/p][p]In the past week, I've started to work on the Events system. This is a system meant to add a bit of player directed challenge during the main phase of the game, and in endless a way to customize the challenge to increase the variety of the runs. Artifacts and upgrades that are found in through events will be unique to the system, which means I can add more powerful effects without worrying about overall balance. I'm looking forward to posting some previews soon![/p][p][/p][p]Lastly, I have more piece of news to share, Repel the Rifts is now Steam Deck verified! Thank you to all players who reported controller and Steam Deck related issues.[/p][p][/p][p]As always thank you all for the support and love, it means a lot to me and I'll continue working hard to improve the game![/p][p][/p][p]RefinedBear[/p][p][/p][h3]Full Patchnotes[/h3][p]QoL Improvements[/p]
  • [p] Update the artifact selection UI to show the rarity of the artifacts[/p]
  • [p] Added a button to view the battlefield from the game results screen[/p]
  • [p] Added the game’s seed to the game results screen[/p]
  • [p] Added a button in the market to show the rates of each rarity of upgrade card[/p]
  • [p] Added a delay before artifacts in the artifact selection UI can be clicked, preventing misclicks[/p]
  • [p] Added a delay before towers in the tower selection UI can be clicked, preventing misclicks[/p]
[p]
Bug Fixes[/p]
  • [p] Fixed not being able to aim “Gravity Amplifier” artifact deployment area while using controller [/p]
  • [p] Fixed crash when viewing POLY tower info UI when it has too many “Effect-on-Hit” effects[/p]
  • [p] Fixed having to redo the entire tutorial if the player clicks on the tutorial, exits, then tries to start a regular run. (assuming the player has already finished the tutorial once)[/p]
  • [p] Fixed “Strange Paperclip” artifact not correctly resetting it’s state[/p]
  • [p] Fixed Lancer’s projectile collision box size[/p]
  • [p] Fixed game window resizing and recentering when loading between the main menu and the game[/p]
  • [p] Fixed excavatables being tinted after a survey[/p]
  • [p] Fixed timeline day icons not showing the regular day icons properly[/p]
  • [p] Fixed timeline day icons in endless mode[/p]
  • [p] Fixed “Keys to the VECTR” artifact not appropriately updating the timeline after a survey[/p]
  • [p] Fixed Overwatch “Marked” debuff not showing the correct text[/p]
  • [p] Fixed energy bar being unreadable when rapidly gaining energy[/p]
  • [p] Fixed Cryo Lv4 not showing the correct sprites[/p]
  • [p] Fixed buff icons not being able to display 4 digit numbers[/p]
  • [p] Fixed “Pylon” enemy not displaying a HP bar correctly[/p]
  • [p] Fixed “Brass Lamp” artifact causing the skip button to be hidden when viewing excavated artifacts[/p]
  • [p] Fixed issue of overlapping world chunk visuals during survey when using the controller[/p]
  • [p] Fixed map generation issue that could lead to a soft lock[/p]
  • [p] Fixed “Frozen Assets” artifact having incorrect tuning values[/p]
  • [p] Fixed barricade information being incorrectly shown in reward selection UI card[/p]
  • [p] Fixed various controller related UX visual issues[/p]
  • [p] Fixed font spacing issues on UI[/p]
  • [p] Fixed camera panning issue during expansion location selection when using the controller[/p]
  • [p] Fixed exiting the tech tree not correctly focusing the tech tree button[/p]
  • [p] Fixed hiding the tech tree notification icon if all tech nodes were already assigned[/p]
  • [p] Fixed Sentinel’s concussive shot icon in the tower UI[/p]

Update v0.13.28 Patchnote

Hello everyone!

Here's our second corrective patch, fixing more issues we spotted/you've faced!
Once again, and sorry I'll tell that everytime, but thanks a lot for your feedback! This helps us a lot, and warms our hearts that you're willing to help!

Quick note : We've added controller support and change default controller settings on Steamdeck. Some of you preferred the old way of playing on Steamdeck so here's how to get back to the old behavior :

Steam Button -> Controller Settings -> (A) for Controller settings, Select the layout selection -> Templates -> choose Keyboard (WASD) and Mouse.

Thanks again, and please find the full patchnote below :

[h2]Update v0.13.28 Patchnote[/h2]


  • Fixed being able to interact with the main menu while in the credits page using a controller.
  • Fixed input scheme automatically being changed to Keyboard and Mouse while using a controller.
  • Fixed controller button icons showing up when using Keyboard and Mouse.
  • Fixed the HP bar of the “Prism” demon not being shown.
  • Fixed the settings menu title being misaligned
  • Fixed “Strength in Numbers” artifact not having the correct values and causing negative bonuses.
  • Fixed “Power in Progress” artifact not having the correct values and causing negative bonuses.
  • Fixed the Pathfinder’s “Snipe” skill not correctly applying critical hit damage.
  • Fixed “Spinning Top” artifact not affecting the Pathfinder.
  • Fixed certain artifacts not resetting their values correctly and carrying over incorrect values into the next run.
  • Added support when using controllers to view Tower and Commander Info UI hoverables.
  • Swapped left and right joystick behavior on controllers. Left joystick now pans, right joystick controls the cursor.

Update v0.13.27 Patchnote

Hello everyone!

Once again, thanks a lot for the warm welcome you've given Repel the Rifts. It is always great to see people enjoying the game!
We've also seen a lot of feedback, which is the main reason the game is in Early Access ; and we're glad you're willing to help us make Repel the Rifts the best game possible!
This first update is mainly focused on bug fixing, as deeper changes would need deeper reflexions too!

Once again, thank you all for your feedback!

Please find the full patchnote below:

[h2]Update v0.13.27 Patchnote[/h2]

  • Fixed the Brass Lamp artifact creating a softlock
  • Fixed a crash related to clicking on an expansion zone
  • Fixed missing DoT icon on Flux Generator upgrade
  • Fixed double artifacts spawning
  • Fixed newsletter button not being accessible via controller
  • Fixed Spellcaster's Ring not actually reducing the cost
  • Fixed Pathfinder passive description cutting off the decimal part of the multiplier
  • Fixed Pathfinder’s passive description (Chinese)
  • Fixed values for “Strength in numbers” and “Power in progress” artifacts after starting a new run
  • Fixed Pathfinder’s Gravity Field not deducting energy
  • Fixed user defined seed not being passed into the game correctly
  • Fixed Mechanic’s death animation being in the wrong direction
  • Fixed crash during the bubble shield flow
  • Added Barricade stats to the Blockade’s information in the tower reward UI
For players that had trouble launching the game, we've also added a new launch option (OpenGL) that may help. You'll be able to select it when launching the game.

Thank you Commanders!

[p]Hi Commanders![/p][p]I wanted to give a big thank you to everyone![/p][p][/p][p]Your support and love means so much to me. I've been working on this game as a solo developer for close to 2 years now, and seeing players enjoying the game has been an incredible feeling.
[/p][p]I've been reading everyone's posts, feedback responses (from inside the game) and discord messages. I'm working on a quick update to resolve some of the bugs and issues that have been raised and I hope to get an update out later this week or early next week.[/p][p][/p][p]RefinedBear[/p][p][/p]

Early Access OUT NOW!

[h2]Repel the Rifts is OUT NOW in Early Access![/h2][p]With a 25% launch discount. 👀[/p][h2][dynamiclink][/dynamiclink]About The Game[/h2][p]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.[/p]
  • [p]Survey the unknown to expand the map.[/p]
  • [p]Purchase tower upgrades from a market that strengthen your towers and can even grant new effects.[/p]
  • [p]Collect powerful artifacts to augment your defense.[/p]
  • [p]Choose from different commanders, each with their own three starting towers, abilities and passive.[/p]
  • [p]Survive 25 nights and enter Endless mode.
    [/p]
[h2]Early Access Roadmap[/h2][p]We’ve got quite a lot cooking, and we made a little roadmap for you so you can get a better overview of the plan for the upcoming months.
[/p][p]
We can’t wait to get your feedback along the way, as we’ll take it into consideration moving forward. But for today, we truly hope you enjoy the Early Access version![/p][p]If so, please consider leaving a positive review on Steam![/p][p]If you want to stay updated on anything new regarding Repel the Rifts, you can subscribe to this newsletter.[/p][p]To share your feedback, please do so here on Steam or by joining our Discord server.[/p][p]Many thanks in advance for your support! [/p]