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In this new update, I've added two new towers, another game mode (Custom mode) and some other changes. I hope you enjoy the new changes!
Laboratory and Mortar Towers
The first tower is the Laboratory tower. It is a tower that doesn't attack but instead buffs towers around itself. It takes some time to ramp up, but can really boost the power of your towers!
The next tower is the Mortar tower. It is a powerful long ranged tower that also has AOE splash. One downside to its power however, is its tight targeting zones and the fact that it can't target demons close to itself.
I hope you have fun experimenting with these towers and please leave me feedback about things you don't like.
Custom Mode
This mode allows you to customize a run to your liking. You can choose your commander, starting tower, difficulty and any or all the modifiers available in Daily Challenge mode. For the future, I'm considering allowing further customization of the commander itself (changing skills and passives) but I need some more time to play around and test that out. I think to make this interesting, I will need to create new skills to widen the pool of available options.
... And More
I've also added a couple of other additions and small changes. The first of which is adding an in game achievements page. I plan on using this to grant fun unlockables in the future (skins, new biomes, and other visual fun things).
Other than this, there are several other small additions, some of which was asked for by the community.
Added a "buy all" button in the Market.
Added a setting to set the default wave speed for all future sessions.
Added a "retry last day" feature.
Nerfed teleporting enemies slightly.
I hope you enjoy this latest update, I'll continue to add more content as we get closer to the 1.0 release. There are a lot of polish and feedback items still on my list that I need to tackle after adding in the promised content.
As always please leave me feedback, and if you enjoy the game, please consider leaving a review if you haven't already!
RefinedBear
Additions
New towers added into the game (Laboratory Tower and Mortar Tower). The first is a direct damage buffing support tower and the second is a long range, high damage tower.
New game mode: Custom Mode. Start an expedition with the parameters to your liking. Choose your commander, starting towers, modifiers and difficulty.
Added a "buy all" button in the Market.
Added a setting to set the default wave speed for all future sessions.
Added a "retry last day" feature.
Added an achievements UI section in preparation for future updates.
Bugs
Fixed Factory legendary upgrade not being limited to 1 copy.
Fixed commander skill targeting markers not being shown in the correct positions immediately after cast.
Fixed tower buttons not being disabled when viewing the world on tower reward selection.
Fixed misc text issues.
Fixed misc UI resizing issues.
Changes
Nerfed teleporting enemies slightly.
In this new update, I've added a new tower, a new game mode and some other miscellaneous fixes and changes. The promised endless changes in the last patch notes are still coming, I just need a bit more time to think about them.
Factory Tower
As teased in the last patch, the new tower is the Factory Tower. Instead of attacking directly, it instead constructs Drones that travel down a path to attack demons in their way. Hopefully this is a fun tower for you all to try out! It isn't associated to any Commander as a starting tower, and can be unlocked in the game during tower unlocks.
Here are it's stats:
Daily Challenge Mode
This mode offers a new way to play. It is locked to Admiral difficulty, and each day features a different combination of Commander, starting towers, and modifiers. I've had a lot of fun testing these daily challenges. Please let me know what you think!
I also tried to address some more feedback and adjusted some things for this update. I'll list them below in the full changelist. Hopefully you enjoy this new update. Feel free to leave me feedback about the game.
If you enjoy the game, please consider leaving a review. I will continue doing my best to build a great game for you all!
RefinedBear
Additions
New tower added into the game (Factory Tower). It is a tower that constructs drones to attack demons along its path.
New game mode: Daily Challenge. Start an expedition with randomized commander, starting towers and modifiers daily.
The Mechanic's passive is changed to work with all towers rather than just the starting ones. This means all towers used with mechanic can reach level 4.
Bugs
Fixed the Beam tower's SFX being extremely loud.
Changes
Tremor and Surge stats have been adjusted.
Commander energy regeneration upgrades are now limited and reduced to just the uncommon tier.
Change bomber mechanic to grant 10x damage so that it works in endless mode / daily challenge. Readjusted the stats of the bomber demons pre-endless to account for the change.
The expedition save format was changed and is incompatible with the prior version, so this update will reset any active expedition sessions (not progression).
New Tower!
In this update, I've included the Beam Tower, a new tower that is designed to take down slow, tanky enemies. It isn't associate to any Commander as a starting tower, and can be unlocked in the game during tower unlocks.
Here are it's stats:
What's Next?
The next thing I'm working on is a bigger update, that will contain, another new tower (Factory), improvements to endless mode and of course more bugfixes and feedback changes.
Here is a sneak peak of the Factory tower in action!
Thanks for all the support, please let me know if you encounter any issues or problems and I'll do my best to get them resolved quickly!
RefinedBear
Additions
New tower added into the game (Beam Tower). It is a single target tower that ramps up it's damage over time when hitting the same target.
Bugs
Fixed the bug when an event that ends in X days ends on the same day as a tower reward or expansion, that day's schedule got overridden,
Fixed the bug where the artifact, "Old Coin"'s reroll quota gets spent from the auto reroll that occurs when buying all cards in the shop.
Fixed the bug where the artifact "Old Bandages"'s tracked healed amount didn't reset between sessions.
Fixed the bug where Crusher's "Gut punch" upgrade's "Crushed" debuff was expiring immediately.
Changes
Surge's "Arc Stabilizer" card now has a limit of 5, this brings it to 0 damage reduction on bounce. The upgrade worked is now an additive reduction.
The feedback panel has a small "Thank you!" popup response after clicking submit to show that it was successful.
In this latest update, I've added v1 of the Events system into the game. Optional events will occur on days 8, 14 and 20 and provide some rewards for small challenges. For now I have created 36 event varieties and plan to add more in future updates. Ultimately it doesn't change the game, but I'm hoping it adds another layer that helps add to the replayability of runs. Please let me know what you think!
Along the lines of improving replayability, I've done some more work to improve variety in the waves. For nights 5 - 24, each night will now have 3 options. I've also added in two new Demon mechanics, "Bomber" and "Reflexive Armor". Demons with bomber will explode (and die) when they attack dealing a large amount of damage. Demons with reflexive armor will retaliate when hit, causing a mini stun to the tower that attacks it. To go alongside these changes, there are 5 new sprites (and their recolors).
I also wanted to address some community feedback in this update.
"Some upgrade cards become useless as you max out the stats"
To start addressing this problem, I have made some changes to critical hits and Rate of Fire (RoF) caps.
Critical hits are now tiered and critical rate is uncapped because of that
0% - 100% critical rate -> regular critical hit
100% - 200% critical rate -> guaranteed regular critical hit and chance for 2x critical hit
200% - 300% critical rate -> guaranteed 2x critical hit and chance for 3x critical hit
etc..
Rate of Fire (RoF) is still capped, however, extra RoF gains convert into damage appropriate to the theoretical DPS gained.
More changes will be made to deal with other upgrade cards that have similar problems in a future update.
"Nights 1-15 feel generally okay, but after that it feels too easy"
To address this, I've reworked the upgrade cards that improve damage and rate of fire to ramp up at a more reasonable rate. I've also rebalanced a lot of the artifacts (though there is more work to do here) to even out the power levels of artifacts in the same tier. There were also balance changes to certain waves to try and smooth things out a bit more.
"Endless is too long, speed + aegis is an instant death"
The prices in the market now scale exponentially with the current day. Stats also scale differently with a much slower ramp up on the speed scaling. I plan on releasing more changes around endless mode to make it less stale, but I didn't want to delay this update too much.
Lastly I've also made some changes to several towers to strengthen their identity.
Unrelated to this patch, I've released extended versions of the soundtrack of the game as a free DLC for players who've asked.
For the next update, I will be working on a new tower, updating endless mode and adding in a new custom commander mode as well as other requested updates and fixes.
RefinedBear
New Additions
Added Events - on days 8/14/20 you will encounter an optional event. There are 36 varieties at the moment - with more to come in the future.
Two new demon mechanics
Bomber: Demon explodes on attack, causing large amounts of damage
Reflexive Armor: Demon mini-stuns the attacker when hit
Nights 5 to 24 will have 3 variations each, instead of 2
5 New Demon sprites
4 new Anomaly types
Changes
Critical hits are now tiered and critical rate is uncapped because of that
Extra RoF gains, beyond the cap, converts into damage appropriate to the theoretical DPS gained.
Cryo Tower now does less damage, but has much greater slowing capabilities
Blockade Tower can now respawn the barricade during the night (with a cooldown)
Ionizer Tower can now apply more stacks of Ionized, with each stack being less effective. The net effect at max stacks is improved from before.
Crusher Tower AoE upgrade (Explosive Fist) has been replaced by a new upgrade card that does AoE damage with respect to Overkill (damage dealt in excess to the Demon's HP)
Tech points can be unassigned individually
Range indicators added for Commanders
Rebalanced values of some artifacts
Rebalanced the endless mode wave generation
Pricing of upgrades in endless mode now increase exponentially
Demon's stats for nights 15 - 25 have been adjusted
Costs and values of upgrades adjusted
Various bugfixes
I wanted to provide a quick update and a sneak peek at what’s currently in development.
The next major update focuses on the Events system. Events are optional challenges players can tackle for extra rewards, occurring on Days 8, 14, and 20.
The core system is largely complete, and I am now focused on creating unique rewards and expanding the event pool. I’m aiming to launch with 40–50 different events to ensure every run feels distinct.
Example Events
To keep the pre-endless game fresh, I’m increasing wave variety. Currently, there are two variations of waves per night (after Night 5); I am increasing this to three variations. Combined with the new Events, this will hopefully improve the replayability and unpredictability of each run.
Of course, more variety requires more threats. I’m introducing new demon types with unique mechanics:
Reflexive Armor: Any attack dealt to this demon causes a mini-stun to the attacker.
Bomber: Attacks once for massive damage and perishes on impact.
In addition to these new features, all balance adjustments and Quality of Life (QoL) improvements currently in the Experimental Branch will be merged into the Main Branch with this update.
I hope everyone had a great holiday season. I’m looking forward to getting these changes into your hands soon!
RefinedBear
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
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
Hi Commanders!
I wanted to give a big thank you to everyone!
Your support and love means so much to me. I've been working on this game as a solo developer for close to 2 years now, and seeing players enjoying the game has been an incredible feeling.
I've been reading everyone's posts, feedback responses (from inside the game) and discord messages. I'm working on a quick update to resolve some of the bugs and issues that have been raised and I hope to get an update out later this week or early next week.
RefinedBear
With a 25% launch discount. 👀
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 to expand the map.
Purchase tower upgrades from a market that strengthen your towers and can even grant new effects.
Collect powerful artifacts to augment your defense.
Choose from different commanders, each with their own three starting towers, abilities and passive.
Survive 25 nights and enter Endless mode.
We’ve got quite a lot cooking, and we made a little roadmap for you so you can get a better overview of the plan for the upcoming months.
We can’t wait to get your feedback along the way, as we’ll take it into consideration moving forward. But for today, we truly hope you enjoy the Early Access version!
If so, please consider leaving a positive review on Steam!
If you want to stay updated on anything new regarding Repel the Rifts, you can subscribe to this newsletter.
To share your feedback, please do so here on Steam or by joining our Discord server.
Many thanks in advance for your support!
Hi everyone,
We're glad to let you know we have a release date for Repel the Rifts: November 24th! 🥳
We’ve decided to launch an Early Access version to push the game even further before the full 1.0 release in Q2 2026. Here’s what’s included compared to the demo:
Endless Mode
4 Commanders
More artifacts
Full access to the mastery tree
We can't wait to show you what we've cooked up throughout Early Access, but in the meantime, we hope you'll enjoy this Early Access version, which comes with a big discount for early adopters. 👀
Make sure to wishlist the game to be notified at launch!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Repel The Rifts, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Repel The Rifts statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.