Tip: You will die. Move, experiment, rescue NPCs, and retreat when things feel wrong. Progress is persistent.

WHAT IS THIS

RiftScape is a survival roguelike I've been building solo for over a decade. It's janky. The hitboxes have opinions. You might soft-lock once or twice. I'm releasing it anyway.

"It's not a bug, it's a feature" is both the tagline and the warranty.

Navigate procedurally-generated nightmare dimensions, build defenses, fight void-spawned bosses, and push deeper into the Rift than anyone before. The code is "porous" — open to mutation, extension, and your mods.

WHAT'S IN THE BOX

  • Procedural biomes — different every run
  • Boss fights — with actual attack patterns
  • Base building — turrets, walls, traps
  • Meta-progression — persistent upgrades
  • NPC rescue — free the caged, expand your options
  • Rift gates — portal hopping (beware what follows)
  • Real mod support — not a folder I forgot to lock

HONEST WARNING

This is early access in the truest sense. You're not buying a finished product — you're buying into a foundation and a dev who ships updates. Your feedback shapes what this becomes.

THE REAL PITCH

Built with vanilla JavaScript and Three.js. No webpack. No build step. "Punk rock coding" — trade architectural purity for velocity and creative flow.

The mod system is documented. The registries are exposed. If you want a feature badly enough, you might ship it before I do. That's the point.

I can't compete with teams of 50. I can make something weird with actual soul that runs in your browser during lunch break. That's the trade.

"Debt is just a promise you made to the future. A promise that says: 'I was here. I made this. And I didn't wait for permission.'"

Built with AI assistance. Designed for human play.

Play it at RiftScape.io | Source on GitHub

Development log

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