- March 29, 2019
- Deeplink Studios
Riftwalker
69%Game Brain Score
music, story
gameplay
100% User Score 20 reviews
Platforms
About
"Riftwalker is a rogue-like tower defense game set in a dark, procedurally generated world, where you investigate a missing star and uncover a lost civilization's fate. With a deep backstory, stunning visuals, and a dynamic upgrade tree, Riftwalker aims to redefine the genre through full 3D camera control and endless, detailed levels."






Audience ScoreBased on 20 reviews
music2 positive mentions
- The game features a unique dark setting that combines elements of tech and magic, providing a fresh take on the tower defense genre.
- The developer is responsive to feedback and has shown commitment to improving the game, with updates and new content being released promptly.
- The gameplay is engaging and strategic, with a focus on resource management and tower upgrades that enhance the overall experience.
- The tutorial is lacking, with only floating paragraphs that can be difficult to read, making it challenging for new players to grasp the mechanics.
- There are technical issues, such as frame rate drops and broken modes, which hinder the overall playability of the game at this stage of development.
- The game is still in early access and feels bare-bones, with limited content and user-friendly features, leading to a less polished experience.
gameplay
6 mentions Positive Neutral NegativeThe gameplay is praised for its addictive nature and innovative mechanics, particularly the use of light as a strategic element. However, players suggest that the game could benefit from clearer tutorials and explanations, especially during critical moments like wave attacks, to enhance understanding and strategy.
“Great concept and addictive gameplay.”
“Pause the game with a popup or two while a wave is attacking, take the opportunity to further explain the mechanics and how things can be done.”
“Maybe have the player place down a few lamps and turrets, explaining why they should put each one down as they go; as you’ve made light a mechanic, that will certainly require explaining.”
“Pause the game with a popup or two while a wave is attacking; take the opportunity to further explain the mechanics and how things can be done.”