Rift Breach

A "player-cedural" sci-fi dungeon crawler where YOU choose the next room. Options are rarely beneficial, with random traps, puzzles & enemies lying in wait. Act quickly, for failure to manage your situation will cause a rapidly-spreading merciless threat to the entire facility itself - a Rift Breach


WARNING...
CONTAINMENT BREACHED...
PLEASE PROCEED CALMLY TO YOUR CLOSEST ESCAPE PODS...


Rift Breach is a "player-cedural" sci-fi dungeon crawler where YOU choose the next room. Your options are rarely beneficial, with random traps, puzzles and enemies lying in wait. Act quickly, for failure to manage your situation will cause a rapidly-spreading, merciless threat to the entire facility itself...

It's your first day at the Subspace Institute and what could go wrong? Everything apparently.

While being shown the ropes one of the facilities containment zones is breached, leaving you stranded from the rest of the crew with nothing but a handful of keycards and your wits. The good news is you remember from the training video something about escape pods?
The bad news is you don't exactly know how to get there...



  • 2D top-down dungeon crawler
  • "Player-cedural" generation, you build the rooms you need
  • Fight your way through various enemies and puzzles
  • Manage containment across the floor to prevent disaster
  • Dynamic music system (music by Mothense)



Rift Breach is a small game made by me, ellraiser, as part of a personal 1-month gamejam to help improve my game development skills! Taking inspiration from roguelikes, dungeon crawlers, and metroidvanias, I wanted to experiment with having the player decide the proc-gen of the dungeon, and how that would effect "keys" as a resource.

Currently this is just a prototype / demo to prove the concept, so there's only one main floor + boss, but future plans include:
  • A whole range of friends + foes to meet and fight (or fight and meet who knows)
  • Different buffs and debuffs for having certain pods connected or chained together
  • More puzzle / trap rooms, think LoZ old-school style dungeon puzzles
  • More weapon variety plus misc. weirder "weapons" like shield, dodge-roll, fire extinguisher etc
  • More type of keycards, doors that require multiple keycards, more NPCs
  • Harder, more unforgiving modes: faster breaches, quicker spread, breached keycards...
  • Several floors, taking you through Personnel, Engineering, Research and Containment

If you like the demo and want to see more please give it a wishlist so I know! <3



If you want to follow along with the project you can catch me on Twitter, or hit up the TNgineers Discord, links are in the sidebar.