Riftwalker

Riftwalker

3.5
Положительные
359.00₽
Steam Store

Разработчик: Deeplink Studios

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Описание

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.

Features

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.

Поддерживаемые языки: english

Системные требования

Windows

Minimum:
  • 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
Recommended:
  • 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

Отзывы пользователей

Рекомендую 09.06.2020 17:46
0 0

Great game!

Время в игре: 84 ч. Куплено в Steam
Рекомендую 07.02.2020 23:02
3 0

This Tower Defense game is still very early in development, but I can already see the potential and the basics of a TD game are all there.

This TD game is unique for two reasons:
1) The setting, which is very dark (you actually fight against the darkness) with a mix of tech + magic.
2) The story: you have to find knowledge "pieces" inside the dungeon while defending your portal. Later you can upgrade your "skills" tree with what you found (note: this part is still in development)

The dev is very responsive to feedback but the updates are not so regular (depends on dev personal stuff from what I gather), even though he surprised me releasing a patch with new content just ONE day after I gave him feedback!

So all in all it's a thumbs up for me.

Время в игре: 268 ч. Куплено в Steam
Рекомендую 27.10.2019 22:25
0 0

OK, so it turns out my Win7 machine can't run this (I know, I'm behind, don't judge) but I got to play the game a bit at Comic-Con Africa and again at rAge, so I'm just going to put down here the suggestions I made then, plus some extras.

As far as my review goes, this game is great so far – it’s been a long time since I’ve played an engaging tower defence, let alone one that looks so good. You had a functional build that didn’t seem to break at any point (always a good sign when your code decides to play nice while on display to the public).
As it stands, my only real qualm is the tutorial – there isn’t one. You have floating paragraphs spread across your map, which can be a bit of a mission to read when playing for the first time, as most players will be trying to get a handle on the camera controls first, so maybe take those informative paragraphs and turn them into actual popups (making them a little easier to get to). 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. My final issue with the tutorial is that I felt it didn’t quite give enough information, I get that the game is still bare-bones and very early in development but as things inevitably get more complex (based on what we’ve discussed and what you’ve told me you’re planning on implementing), that tutorial will need to cover more information and may even need to be broken up into separate segments.

Now then, onto my feedback and ideas.
First up, it's great that the monsters have health bars, but other than knowing some of them take longer to die than others, I don't know how much damage I'm doing, so damage numbers would be great.

Secondly, the menagerie. You mentioned your models are highly detailed, so let us see them! But not just a menu with all the monsters, I don't know how far or in-depth you are going to go with regards to elemental resistances, buffs and debuffs, etc, but it would be great if the menagerie could include that information - but not right off the bat. A monster could be added when we discover/kill it, if it's weak to fire, that information could be added after we kill one with a fire weapon (along with just how weak to fire it is), include how much health they have, what their movement speed is, etc.
On that note, could the menagerie be accessible in between waves? This ties in with another idea I came up with: giving us the names of the monsters we can expect to see in the next wave (not all of them, just most of them); that way, if we've already 'discovered' that monster and it's weaknesses, we can plan ahead before hitting 'Spawn' - just to add some extra strategy.
Of course, a counter telling us how many of each monster we've killed would also be appreciated.

Finally, weapons and their upgrades.
What's its fire rate? Is it burst fire? If so, how many shots in a burst? How long between bursts? What it's average damage-per-second? What kind of elemental bonus damages does it deal? By what percentages? (we could discover those bonus percentages through using the weapon, same way we could discover a monster's weaknesses by killing them with a weapon that is useful against them). How long does fire burn for? What's its tick-damage-per-second? What’s it’s spread rate? (as in, how long do two monsters have to be in close proximity for fire to spread from one to another?).
Just small, quality-of-life numbers. I'm guessing you don't want to turn the game into a spreadsheet simulator but giving those numbers could add an extra layer of strategy and planning - remember, Borderlands has those same numbers on display for every weapon in the game and no one ever complains, it just depends on how you present that information to the player.
Now for upgrades.
During a game, I appreciate that we can upgrade individual weapons during and in between waves, but it would be great if there were more upgrades available. Hitting the 'Upgrade' button right now does little more than increase damage and fire rate, but what if there were a basic 'upgrade tree' that I could make use of on an individual-weapon-basis? I could make my turrets fire in bursts, with slightly longer times between bursts, but increased damage-per-shot. Maybe increase something's fire rate, decrease the time between bursts (if it has any) but decrease damage-per-shot? Maybe I could increase how long creatures will burn for once they've walked away from the flamethrower but decrease the tick-damage-per-second (thus allowing the fire a chance to spread to enemies)?
You’ve also shown me an overall Upgrade Tree that can be accessed in between games; which is fantastic because it will aid in creating a sense of progression as players go; but because your maps are (essentially) randomly generated (I imagine the same can be said for the enemy selection each wave), each game will provide different challenges, giving players more granular control (that individual-weapon-basis I mentioned in the previous paragraph) and allowing for more variance in chosen upgrades will keep smart players on their toes and prevent experienced players from just falling into a simple pattern each wave/game – as you mentioned in the discussion thread, this will help avoid a set meta.

At the end of the day, these are all just ideas, but tower defense games are strategy games - and so rarely do they give us the information we need to really be strategic.
Also: throw in some flavour text! This game needs some lore, doesn't have to be major, with thousands of years of written history like in Elder Scrolls or The Witcher - it could be minor stuff, like the flavour texts on Magic: The Gathering cards. It probably won't create a whole world of lore but it would be appreciated by those interested.

Время в игре: 10 ч. Куплено в Steam
Рекомендую 30.09.2019 11:36
0 0

This game has a lot of potential and cool ideas. I'm loving the darkness creeping in with hords of creatures from it. It gets difficult later on when better and stronger creatures runs towards your portal. I also like the random maps you never know whats going to spawn, if it will be in your favor or not. Overall enjoying the game already upgraded a tower. Just experiencing a little frame rate dropping passed the 10 wave on endless, but then I'll start over with a new map.

Время в игре: 53 ч. Куплено в Steam
Рекомендую 22.09.2019 10:23
0 0

I'm loving the aesthetics so far. My only issue is that it's broken at this stage to the point where I can't play it.

Tutorial mode doesn't work (The play button does nothing).
Endless mode works, but the enemies are invisible and invulnerable, so I lose on the first wave
Demo mode never spawns anything

Will come back and give proper feedback once these things are fixed.

Время в игре: 8 ч. Куплено в Steam
Рекомендую 03.04.2019 08:42
6 0

This is obviously a very early access version of the intended finished product. I would not give it a negative review, but it is not exactly a hearty recommendation.

At this time you seem to be able to play 3 maps in an endless mode. - I got to level 40 before I lost interest, albeit not without an initial struggle in the early levels. I understand there is to be much more content and graded progress in the final version.

It took me about an hour to come to grips with the various aspects of the game - at this stage, it is not the most user friendly game I have played. Once you sort out the details, it plays easy enough. A quick tutorial seems in order.

I love the graphics, setting and music in the game. With a bit of work, this could become a gem.

Время в игре: 201 ч. Куплено в Steam
Рекомендую 31.03.2019 22:18
3 0

Looks good so far. I will update this review as I get more hours played and when more updates will come out.

Время в игре: 47 ч. Куплено в Steam
Рекомендую 31.03.2019 02:29
5 0

Extremely unique TD game! Great concept and addictive gameplay. 100% recommend it to all gamers, especially if you're looking for a time killer! Huge props to the dev.

Время в игре: 206 ч. Куплено в Steam
Рекомендую 31.03.2019 01:18
3 0

One of the best Tower Defense games I have played in a long time, would recommend to anyone who enjoys strategy games. A nice fresh approach to the TD genre.

Время в игре: 181 ч. Куплено в Steam
Рекомендую 30.03.2019 17:29
10 0

First Impression (Early Access - 2019-03-30):


Riftwalker is absolutely unique to other tower defences I've played. It combines the feel of historic torture dungeons with the futuristic element of firepower. I love how light reveals and damages certain enemies and how each tower/defence upgrade is critical in defeating each wave. It's not like a typical tower defence where you just spam a whole bunch of level one towers and clear many waves thus resource management is key for surviving! I love the soundtrack used in the background which blends in so well with the eerie setting and the overall theme of the game. Great concept and cannot wait to see the future additions to this game.

Things to keep in mind for future patches (Early Access - 2019-03-30):



  • When the game is minimised or I hop onto a 2nd monitor and do other things, the cursor still moves my placement on the map so when I reopen the game, I don’t know where I am. It sometimes shows up as a black screen when I reopened the game again.
  • When the soundtrack loops, I hear like a random “thob”. Could just be my speakers but keep an hear out for it.
  • It would be awesome if I could change my game settings while in a game.
  • Showing when an enemy wave will spawn will help the players to be more aware.
  • The sound effects of the towers/defences are very soft.
  • The description for each tower/defence goes off the screen.


General Questions (Early Access - 2019-03-30):



  • Will there be a feature to speed up waves?
  • Will there be hint to tell what type of enemies will be spawning next?
  • [*]Will there be a codex for how to defeat different and upcoming enemies?

Время в игре: 30 ч. Куплено в Steam

Дополнительная информация

Разработчик Deeplink Studios
Платформы Windows
Ограничение возраста Нет
Дата релиза 18.01.2025
Отзывы пользователей 100% положительных (10)

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Обновлено: 04.01.2025 19:18

Жанры

Strategy Indie Adventure Early Access

Особенности

Single-player Family Sharing