About the Game
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.
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!
Screenshots
10 imagesVersion Information
Steam Patch Notes
Official update history
Hello Commanders!
This is a small update with a balance change based on your feedback.
"Teleporting demons are too difficult"
I've seen a number of you mention that teleporting demons feel too hard, and I think that's fair. Your defenses can be doing great right up until these demons show up and jump past whole sections of them, and until then the game hasn't given you much reason to plan for it.
To help with this, all teleporting demons now have a longer cooldown between teleports, and most of them don't teleport as far. Having them teleport less often also means they spend less time invulnerable, so your towers get more time to hit them. The exact numbers are in the changelist below.
I'm sorry to everyone who lost a good run to these demons. A strategy that has been working all run shouldn't fall apart that suddenly. I want to do the best I can for all of you, so please keep telling me when something doesn't feel right. If these changes don't go far enough, let me know and I'll keep working on it.
RefinedBear
P.S. I've also added V-Sync and FPS Limit options to the Video settings.
Full Changelist
Additions
Added a V-Sync toggle to the Video settings.
Added an FPS Limit setting to the Video settings (60, 120, 144 or Unlimited).
Balance
Hunter: teleport cooldown increased from 3.2s to 4s.
Obsidian: teleport cooldown increased from 3s to 4s, teleport distance reduced from 70 to 50.
Imp: teleport cooldown increased from 2.75s to 4s, teleport distance reduced from 80 to 55.
Stalker: teleport cooldown increased from 3s to 4s, teleport distance reduced from 60 to 50.
Endless mode: teleport cooldown increased from 3s to 4s, teleport distance reduced from 90 to 60.
I forgot to increase the level cap after adding new tech nodes to the tree! The new (soft) level cap is 76. Sorry Commanders!
RefinedBear
Full Changelist
Bugs
Fixed (increased) level cap to 76 to make sure all Tech nodes are obtainable
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!
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/
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!
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.
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!
RefinedBear
Full Patchnotes
QoL Improvements
Update the artifact selection UI to show the rarity of the artifacts
Added a button to view the battlefield from the game results screen
Added the game’s seed to the game results screen
Added a button in the market to show the rates of each rarity of upgrade card
Added a delay before artifacts in the artifact selection UI can be clicked, preventing misclicks
Added a delay before towers in the tower selection UI can be clicked, preventing misclicks
Bug Fixes
Fixed not being able to aim “Gravity Amplifier” artifact deployment area while using controller
Fixed crash when viewing POLY tower info UI when it has too many “Effect-on-Hit” effects
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)
Fixed “Strange Paperclip” artifact not correctly resetting it’s state
Fixed Lancer’s projectile collision box size
Fixed game window resizing and recentering when loading between the main menu and the game
Fixed excavatables being tinted after a survey
Fixed timeline day icons not showing the regular day icons properly
Fixed timeline day icons in endless mode
Fixed “Keys to the VECTR” artifact not appropriately updating the timeline after a survey
Fixed Overwatch “Marked” debuff not showing the correct text
Fixed energy bar being unreadable when rapidly gaining energy
Fixed Cryo Lv4 not showing the correct sprites
Fixed buff icons not being able to display 4 digit numbers
Fixed “Pylon” enemy not displaying a HP bar correctly
Fixed “Brass Lamp” artifact causing the skip button to be hidden when viewing excavated artifacts
Fixed issue of overlapping world chunk visuals during survey when using the controller
Fixed map generation issue that could lead to a soft lock
Fixed “Frozen Assets” artifact having incorrect tuning values
Fixed barricade information being incorrectly shown in reward selection UI card
Fixed various controller related UX visual issues
Fixed font spacing issues on UI
Fixed camera panning issue during expansion location selection when using the controller
Fixed exiting the tech tree not correctly focusing the tech tree button
Fixed hiding the tech tree notification icon if all tech nodes were already assigned
Fixed Sentinel’s concussive shot icon in the tower UI
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 :
Update v0.13.28 Patchnote
- 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.
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:
Update v0.13.27 Patchnote
- 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.
Current Release
Build 26482169
Uploaded Nov 06, 2026
System Requirements
How to Install
RepelTheRifts.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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View AllDownload Repel The Rifts for PC with a direct link or via torrent. Get the full version of Repel The Rifts for free. Repel The Rifts is a Indie released by RefinedBearGames.