Riftwalker is a rogue-like tower defense in a world consumed by darkness, featuring rich backstory and endless, detailed procedural levels. You play the role of a riftwalker in a scouting party sent to investigate a nearby missing star, but find more than you were expecting - a civilization, or rather, what's left of it.
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Release Date:
Mar 29, 2019

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is 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?

“I want you to join me in shaping the future of this game, early access is available to those who want to be a part of the game's development. I regularly check and reply to the forums - building an incredible and supportive community around this game is extremely important to me, I want you to tell me when I am doing things wrong, and what I'm doing right. By supporting this game's early access you are investing in me to build a game that both of us want to play. In return? I can promise to listen to you and try my best not to disappoint.”

Approximately how long will this game be in Early Access?

“I'd like to have the game out of early access within 6 - 12 months of release, adding more polished content to the game, perhaps even multiplayer at a later stage.”

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

“The full version will include all listed features on the store page.
  • Rich procedural maps that develop as you progress through the game.
  • A deep backstory that begs to be pieced together, story fragments are collected and can be viewed in the collections menu. Providing points to spend on upgrades.
  • An upgrade tree that you build as you progress through the game, allowing your towers to follow your playstyle.
  • Incredible music track that really helps immerse the player in the world of Riftwalker.
  • Stunning visuals.

What is the current state of the Early Access version?

“Once early access goes live - the core, polished mechanics will be in place. As the development continues, I will add more of the planned features as I develop them. Buying the game now will get you a small polished tower defense with light and dark mechanics and some incredible eerie atmosphere and music.”

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

“No, I don't want to increase the price - however, at a later stage if I introduce multiplayer I will look at a small price increase and game packs so you can get the game for your friends. People who own the game pre-multiplayer will get multiplayer included in the game for no additional cost should I add multiplayer.”

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

“As mentioned before, the community is one of my top priorities. Without you, I wouldn't have the motivation to release such a game. I regularly personally check and reply the community discussion, and the community hub will be your go-to place for decrypting and deciphering this game's lore. You'll need friends to help uncover the true nature of the Riftwalker Universe. If you're unsure that I care about the community, then come say hi and ask a few questions!”
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Recent updates View all (6)

April 9


TLDR; The game balance has been changed to make it easier since the last update, while keeping you on your toes.

Listening to community feedback, patch has changed the timing in spawning enemies - namely the first wave. The update gives players up to five minutes of time in order to strategically plan how they want to set up their towers.

This update has also buffed the steam rifle turret damage. If you're still struggling, PLEASE hop onto the community discussion and give me your feedback so I can make the needed adjustments.

I'll be listening to feedback later today/tomorrow and deploying another update if needed if the game feels smooth - then I will continue to work on the skill tree and lore system in order to start spawning lore fragments throughout the game. Lore fragments will be your primary source of lore and story revolving around the Riftwalker universe, although they will not be your only source of information. I want the community to be able to look close enough in order to find missing pieces of the story - or juicy pieces of information that could help solidify a theory.

Let me know what you think, and as always - drop your suggestions and feedback in the community discussion.

Patch Notes (0.4.4 -

  • is a hotfix for 0.4.4
  • Resource generation, tower stats, and enemy health have been adjusted in order to accommodate for the increased enemy spawn rates.
  • Portal stability regeneration has been set to 1hp/s up to a total of 15 points, this will make letting a few enemies pass less punishing.
  • Spawn button will now remain until clicked, or until a window of five minutes has elapsed.
  • New waves spawn as soon as the last creature of the previous wave is killed.
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April 5

Update 0.4.3

Patch 0.4.3 - Skill tree, TONS of bug fixes, new content, balance changes.

Update 0.4.3 brings the first iteration of the skill tree, as well as a host of community feature requests, bug fixes, and a significant balance overhaul. As development has been progressing, I've been moving a lot of the game's work over to the GPU - what this means is for a significantly smoother gameplay experience. However, it also means, that I've been able to significantly increase the enemy count without any noticeable performance dips.

Keeping you on your toes!

So, as such - 0.4.3 aims to keep you on your toes while feeling rewarding for mowing down hordes and swarms of enemies. In order to do this, I've made some significant balance changes:

  • Wave max enemy count is now 1000 at late/endgame.
  • All towers have been rebalanced across all levels to help them compete against these new enemies, but also to prevent a specific tower from being a 'meta' tower.
  • Portal stability regeneration has been set to 1Hp/s to help new players by reducing the punishment of letting a few enemies slip through.
  • Enemy HP has been adjusted, so has enemy scaling rates.
  • Enemy power ceiling has been raised 1000x (I can't believe some of you hit the previous one.)
  • Tower attack rates have been adjusted to account for a targeting fix.

I will continue to monitor the forums and reply to your feedback - as usual, PLEASE join the discussions if you haven't already. The community is growing and has some really awesome people in it. Drop your feedback on the experience with the new balancing changes, and let me know what you're happy and unhappy with.

So what's new?

With the introduction of the enemy spawn rate changes, I have also included two new enemies for you to discover. One is a fleshy husk of a person, corrupted by whatever dark energy fills this world - fleshy enemies take the most damage from physical damage, but are more resilient against hybrid damage than their brittle skeletal counterparts.

There's also a new creature from the darkness, a watcher - a creature which scouts the world for any life. These adept creatures are fast and are protected by a magic shell - burst these creatures down.

The early form of the skill tree is also out now - with some basic perks to unlock. Skill tree will be reset once the lore system and collections room comes out.

Enemy line, as several of you have requested - I have decided to try and include the enemy line to see how well it works out. This may be moved over to being a perk, or removed - depending on the feedback I receive from you. So let me know!

The update also introduces the soulstone tower, a mid-high tier light tower that is designed to replace the braziers at later waves.

Any fixes?

Definitely! The following issues have been fixed, please let me know if I missed anything:

  • Fixed tower targeting - towers will now target enemies regardless of elevation, this also means that towers not fire at their intended cooldown and have been rebalanced to account for this.
  • Fixed several platform locations - the platforms you previously couldn't click on, should now intractableactable.
  • Sound improvements for portal stability changes.
  • Fixed the pause menu being accessible from the main menu.
  • Typo and other small fixes...

So did you break anything?

So this patch didn't break too much, I don't think, haha. The skill tree is not working 100% as intended, and there is an issue that may cause unlimited skill points.

If you cannot unlock anything - please let me know and I'll try assist you. It may be to do with your previous save files. This process will be automated in a future update.

Let me know what you think!
YOUR feedback remains of incredible importance to me, please let me know what you think of the experience and where to improve. Tell me what you enjoy and what you don't - and if you don't have any feedback, still, come and say hi in the discussions!
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About This Game

Riftwalker is a rogue-like tower defense in a world consumed by darkness, featuring rich backstory and endless, detailed procedural levels. You play the role of a riftwalker in a scouting party sent to investigate a nearby missing star, but find more than you were expecting - a civilization, or rather, what's left of it. It's your job to find out what happened and make sure the threat never spreads to your world.


Tower Defense like you've never seen before! Riftwalker takes the ambitious aim to redefine the genre.
  • Rich procedural maps that develop as you progress through the game.
  • A deep backstory that begs to be pieced together, delivered in bite-sized fragments.*
  • Stunning visuals, that break free of the traditional mold surrounding tower defense games.
  • Full 3D camera control, get close to the action with full 3D camera controls, allowing you to really be a part of the action.
  • A large upgrade tree that you build as you play the game, allowing your towers to follow your playstyle.*
  • Incredible music track that really helps immerse the player in the world of Riftwalker.

* Early access notes, some features will become available post-release and are subject to change. I'm being open with the community as I don't want to disappoint anyone. The story is almost complete, however, I will only be introducing the story fragments once I've polished up the game-play some more and released the upgrade tree as they will integrate with the upgrade tree. In the meantime, there are clues to the story everywhere - without going into specific detail. The environment is being designed with the story in mind. I hope you decide to be a part of the community and help shape the future of this incredible game.

Mature Content Description

The developers describe the content like this:

Riftwalker is set in a dark science fantasy universe of a world ravaged by an evil darkness, as such it includes gore and suggestive content that some players may find disturbing.

System Requirements

    • OS: Windows 10
    • Processor: Requires further testing
    • Memory: 6 GB RAM
    • Graphics: DirectX 11 Card with at least 2GB vRAM
    • DirectX: Version 11
    • Storage: 2 GB available space
    • OS: Windows 10
    • Processor: Intel i5 or AMD equivalent
    • Memory: 8 GB RAM
    • Graphics: DirectX 12 Card with at least 4GB vRAM
    • Storage: 4 GB available space

What Curators Say

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