You have ten minutes. The dungeon does not.

Rift Fighter is a survivors-like where the horde grows on a multiplicative

curve and so do you — but unlike the rest of the genre, your hands still

matter. Five martial arts are triggered by typing key sequences mid-fight,

and the manuals that teach them drop about once every dozen runs.


FEATURES

• Type your skills. Four dedicated keys, sequences like J→K or K→L→J.

  No mana bar — the cost is a cooldown, and the difficulty of the input

  IS the power budget.

• 11 enemy types that actually behave differently — one kites you, one

  explodes on death, one heals the others, one telegraphs a charge you

  can dodge. Not eleven reskins of the same chaser.

• 5 bosses, each with a mechanic you can state in one sentence. Every

  one of them enrages at half health and pulses a full-screen shockwave.

• Diablo-style loot that persists between runs: 18 base items, random

  affixes, 4 rarities, 6 equipment sets, and legendary effects that

  change how you play rather than how big your numbers are.

• An altar that eats a complete set and gives you 20% of its bonus

  permanently — up to three times. It consumes the gear, so collecting

  it again is the point.

• Melt the gear you will never wear into gold, then buy the slot you

  are actually missing. The blacksmith's stock is gated by how deep

  you have been, not by how much you have farmed.

• 17 in-run upgrades, an 8-node skill tree, and a Greater-Rift-style

  difficulty ladder you unlock by killing bosses at your current depth.

  Every two tiers the floor itself changes — and denser pillars mean more

  cover for you and more blocked shots from you.

• 8 languages, full keyboard remapping, and a run log that writes every

  balance number to disk so you can see exactly what killed you.


CONTROLS

  Move            WASD / Arrow keys

  Martial arts    J  K  L  I     (type them in sequence)

  Interact        E / Enter

  Inventory       Tab

  Pause           Esc

  Attacks are automatic. Everything else is you.

  All keys are rebindable at the Steward in camp.


CURRENT STATE

This is a playable alpha. The full loop works end to end — camp, dive,

loot, upgrade, die, repeat — and a run lasts about ten minutes.

Known gaps:

• Enemy sprites have no walk-cycle frames (motion is procedural)

• Two biomes, not ten

• No gamepad support

Made in Godot 4. Feedback on difficulty and on the martial-arts input

window is especially welcome — those are the two things I cannot test alone.

Art: Kenney (CC0) · Font: Ark Pixel (SIL OFL 1.1) · Music: Juhani Junkala (CC0)

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