COMBINE ELEMENTS into bizarre playstyles. Rip and devour segmented bugs in rooms in a side-scroller mayhem-physics rogue-arcade. No tiny stat boosts/platforming/permadeath. Instead, unlock extreme, double-edged characters, runes, spell combos and synergies to become whole again, through sacrifice

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“To add and test a lot of crazy ideas with the players and remix everything to be as unusual as possible”

Approximately how long will this game be in Early Access?

“Till approximately April 2027. The previous project was in EA for ~1 month, this one will be for ~3-4 months”

How is the full version planned to differ from the Early Access version?

“More balanced prisms, more enemy types and behaviors, more interactable terrain in rooms. Achievements.”

What is the current state of the Early Access version?

“It has all the gameplay features listed in the "About This" section”

Will the game be priced differently during and after Early Access?

“The price will be ~42% higher at full release, increased as soon as the last Early Access sale ends”

How are you planning on involving the Community in your development process?

“The user feedback and especially bug-reports will directly affect development and be considered ASAP. If anything is too uncontrollable or imbalanced according to user feedback, it will be changed. The preferred method of communication is the Steam Community Hub for this game.”
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Download Rainfusor Demo

This game is not yet available on Steam

Planned Release Date: Feb 5, 2027

This game plans to unlock in approximately 3 months

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About This Game

What if basic skills could be combined from elements, but every combination was extremely strange, and all the synergies not only buffed you but also strengthened enemies and altered their behavior, affecting your playstyle? This is not a normal magic-crafter.

Gameplay

  • Devour procedurally generated side-scrolled rooms, each room aligned with a specific element

  • You have permanent flight and dash and zip swiftly through rooms while attacking with auto-homing manual attacks

  • Start the game as certain incarnations (12 in total) of yourself with pre-equipped elements and runes

  • The rooms are contaminated with various segmented bug-like enemies that can fly/jump/attach that you can destroy segment-wise and split into multiple small versions of themselves

  • Combine elements together to form 64 (4x4x4) prisms - slotted into either your Cast slot or Dash slot or into Chained Prism Slots (that cause effects after the Cast or Dash Prism hits/spawns/ends) - and to generate runes

  • Each prism has 3 element slots: its damaging nature, its activation and its expression, and the exact order forms runes between slots and from the slots themselves, and those runes define both how the spell acts and what arcane synergies you can pick later

  • Unlike in other magic crafters, the runes are a byproduct of element order, not directly used

  • 10 Runes can activate 45 synergies - passive boosts to both you and enemies, but they are all unique, conditional, intense, risky and crazy, and alter the enemy behavior, no boring +30% damage kinds of passives

  • The enemies progress not through boring health bloat, but through gaining more segments and new behaviors!

  • Prisms are chained together, in order, a prism's attack is born from the end/spawn/hit of another prism's attack

  • Equipping a specific element and its associated runes makes the world oppose those elements and runes, affecting what rooms and rewards you get as a result, elements that enable duplicate runes in different prisms won't be rewarded on room clear

  • Most incarnations, prisms, runes, and synergies are mysteries, until you do unlock/discover them

  • No permadeath! You only restart a room on death.

  • Because there is no permadeath, the physics can go seriously crazy, but you don't have to lose the entire run to RNG physics!

  • Abuse the power of gravity without having to obey it yourself!

Story

You were vast once, a planetary consciousness. But a cataclysm happened and all that you were was shattered and scattered and now your corpse is full of holes and strange creatures born from them. A spark of your awareness remains, first numb and hollow, but growing hungry, and it will devour its own knowledge and connection to its old body back... but it will never be the same. You hunger for integrity within yourself

ELEMENTS

There are 4 elements, you get each by clearing a corresponding biome bubble, or by having met the right conditions to receive it. 2 different elements in a spell grant you a beneficial rune (like Matter+Void=Invisibility), 2 same elements in a spell grant you a highly risky slightly beneficial rune (like Matter+Matter=Stasis, which has negative effects)

  • The price of Aether is your blood (uses Health, needs low Health for maximum power)

  • The price of Flux is your time (charged up in many ways, no effect instantly)

  • The price of Matter is your environment (uses up Rocks)

  • The price of Void is your spatial coherence (contaminates you with Distortion and Ruin and can even Pull you)

Aether

The lifeblood nourishes chaos, borne by it

Aether focuses on managing Health as a source of Damage, blood-bonds and Chaos

  • Global instant zap-like attacks that cost your own Health and apply Bond

  • Bond curse that causes enemies to share in your Pain

  • Ardor meter that fills up with Aether attacks and gives you Health Regen and Speed

  • Mania at 100% Ardor that applies Bond curse to all enemies, makes you waaay too fast and blocks your regen

  • Chaotic effects and multiplication of attacks

Flux

The endless growth expels all suffering

Flux focuses on charging up instant attacks, Push and using Walls/Rocks for extra damage

  • Wide but small charged-up attacks that Push and apply Echo

  • Echo curse that causes enemies to bounce from Walls/Rocks or simply after a second, with extra Damage

  • Has the lowest range, and can backfire due to enemies pinballing back into your face, but very dynamic

Matter

The gravity binds, bounds, structures

Matter focuses on delayed attacks that consume nearby Rocks and interrupt enemies

  • Shard-like attacks from Rocks that shrink Rocks and home onto enemies, with a final explosion

  • Matter damage interrupts/stops/slows enemies and stops them from flying for a second, making them plummet

  • Extremely safe to use... or is it? On its own, you have to rely on Rocks regrowing... which takes time

Void

The fade distorts, all-consuming

Void focuses on draining area attacks that Pull enemies and apply a dangerous but powerful meter to you that you have to manage to prevent it from overflowing

  • Global decaying Rift attacks that apply Distortion to you when you touch them

  • Void Damage that has high damage, Pulls and applies Distortion to you

  • Distortion meter that increases your Damage and gives you some Health regen

  • Ruin at 100% Distortion that cuts your Health down to 1 for several seconds, very risky

Aether and Void might be inherently dangerous to use... but they also contain the only ways to heal in this game... playing with purely Flux and Matter requires precision, as you can't heal

Runes and Synergies

Each element has vast and mysterious interactions with others based on how it is combined and no element is easy to predict in what mechanics it will unlock and what kind of gameplay it will allow (ex. Flux + Matter have an Energize rune, Matter + Void have an Invisibility rune, Void + Aether have a Xenogeny rune, the rune combinations unlock all sorts of crazy synergies, like a synergy that corrupts nearby obstacles to drain and enrage enemies when you are invisible and so on)

The game is made in a highly specialized in-house AVX2 & DX12 SM6.0 based engine with asset-less shader-only graphics, so please, try the demo first to see if your device can run it, older devices can't 

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit fully updated or: 1909 revision .1350+, 2004 revision .789+, 20H2 revision .789+
    • Processor: AVX2-supporting Dual-Core Intel/AMD CPU
    • Memory: 2 GB RAM
    • Graphics: AMD DX12, Nvidia DX12 (not Fermi/Kepler, Shader Model 6.0, Resource Binding Tier 3 required)
    • DirectX: Version 12
    • Storage: 100 MB available space
    • Additional Notes: Update your GPU drivers if you get "Shader Model 6.0 unsupported" warnings; only tested on Nvidia and AMD GPUs, Intel/Qualcomm might work but untested
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 11 64-bit fully updated
    • Processor: AVX2-supporting Quad-Core Intel/AMD CPU
    • Memory: 4 GB RAM
    • Graphics: Shader Model 6.0
    • DirectX: Version 12
    • Storage: 100 MB available space
    • Sound Card: 48kHz stereo
    • Additional Notes: AVX2 is required for physics