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DungeonRift

DungeonRift Steam news

RiftyGames | Jul 1, 2015 | game

Released

0players observed · 25 September 2026 - 04:14:44 UTC

ActionCasualIndieRPGEarly AccessSteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak1
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score86% positive

DungeonRift news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peak1
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score86% positive
  • Total reviews36
  • Release dateJul 1, 2015
  • DeveloperRiftyGames
  • PublisherRiftyGames

Genres: Action, Casual, Indie, RPG, Early Access

Company pages: Developer: RiftyGamesPublisher: RiftyGames

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DungeonRift Steam news

DungeonRift news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Beta5 update released - 27 June 2016

    Hey guys! We’ve got an update for you. Here is an overview. We’ve made difficulty settings! We haven’t touched HP or damage of anything in attempt to preserve the “feel” and balance of the game. Therefore all three difficulties got a lot in common, but “Easier” difficulty will be more forgiving in terms of heal amount from all sources, cooldowns between monsters’ attacks and traps’ activations. Actually we don’t have a lot of skill-variety players inside our team, so these settings will be adjusted in future - we’re looking for your feedback! Another change is monsters behaviour, especially of Ralph, Terry and Kimberly. They are considered “beasts” now and will act accordingly. With less head-on attacks, basically. User Interface was upgraded a little, now if you have a crown it’ll be placed above your HP cuz it’s basically an extra health. Also there is a little star near your secondar…

  • Beta5 update released - 27 June 2016

    Hey guys! We’ve got an update for you. Here is an overview. We’ve made difficulty settings! We haven’t touched HP or damage of anything in attempt to preserve the “feel” and balance of the game. Therefore all three difficulties got a lot in common, but “Easier” difficulty will be more forgiving in terms of heal amount from all sources, cooldowns between monsters’ attacks and traps’ activations. Actually we don’t have a lot of skill-variety players inside our team, so these settings will be adjusted in future - we’re looking for your feedback! Another change is monsters behaviour, especially of Ralph, Terry and Kimberly. They are considered “beasts” now and will act accordingly. With less head-on attacks, basically. User Interface was upgraded a little, now if you have a crown it’ll be placed above your HP cuz it’s basically an extra health. Also there is a little star near your secondar…

  • RiftyGames Dev Blog - 1 March 2016

    Greetings! While we're working on our next update (that will include difficulty settings, bug fixes and some other things) we want to share with you our little DevBlog on Tumblr. Here it is: http://riftygames.tumblr.com/ We are posting some not-so-official updates on our development, tips'n'tricks for other Unity developers and other funny and interesting stuff. We'll be glad if you'll will follow us there, participate in discussions or share our posts to your friends!

  • RiftyGames Dev Blog - 1 March 2016

    Greetings! While we're working on our next update (that will include difficulty settings, bug fixes and some other things) we want to share with you our little DevBlog on Tumblr. Here it is: http://riftygames.tumblr.com/ We are posting some not-so-official updates on our development, tips'n'tricks for other Unity developers and other funny and interesting stuff. We'll be glad if you'll will follow us there, participate in discussions or share our posts to your friends!

  • DungeonRift Demo update - 25 February 2016

    Hello everyone! We’ve just uploaded new DungeonRift Demo version so it will be much more up-to-date with actual game. It has all the functionality except the Vault (PolandRift still included!) and the only restriction is on the number of unlockable content. In future, we’ll try to update Demo with every mechanics update, so it will be able to show you all the new features we’re working on. In comparison with previous Demo version: Local co-op mode; “King of the Rift” mechanic, allowing most skillfull monsters to become a Boss for current level; More balanced and polished battle; Dodge-roll ability; Runic and obsidian weapon grades; 4 times more dungeon layout variants; New surroundings and new music tracks; New countries for PolandRift! Engine upgrade (Such optimization! Wow!); Bug fixes

  • DungeonRift Demo update - 25 February 2016

    Hello everyone! We’ve just uploaded new DungeonRift Demo version so it will be much more up-to-date with actual game. It has all the functionality except the Vault (PolandRift still included!) and the only restriction is on the number of unlockable content. In future, we’ll try to update Demo with every mechanics update, so it will be able to show you all the new features we’re working on. In comparison with previous Demo version: Local co-op mode; “King of the Rift” mechanic, allowing most skillfull monsters to become a Boss for current level; More balanced and polished battle; Dodge-roll ability; Runic and obsidian weapon grades; 4 times more dungeon layout variants; New surroundings and new music tracks; New countries for PolandRift! Engine upgrade (Such optimization! Wow!); Bug fixes

  • Local co-op update is live! - 3 February 2016

    Hi all! It has been a long work, but second DungeonRift Early Access update is live! We’re happy to finally release local co-op mode (we’ve played it ourselves and really liked the way it plays) as well as fixes for lots of issues we (and our dear players) found since last build. Next update will be more content-wise and we hope it will take WAY less time for us to develop. We will rebuild our Demo in nearest future for it to make more precise impression of our game. Patch notes: Local co-op mode implemented! You can join as a second player in “Start Game” menu with the desirable controller; Alternative skins for second player’s characters (more skins and skin selection to come in later updates); Dead players are revived by opening chest on next level (chest-loot is lost this way); 3 new environments with 6 new awesome music tracks; Option to switch camera zoom to “toggle mode” (thanks…

  • Local co-op update is live! - 3 February 2016

    Hi all! It has been a long work, but second DungeonRift Early Access update is live! We’re happy to finally release local co-op mode (we’ve played it ourselves and really liked the way it plays) as well as fixes for lots of issues we (and our dear players) found since last build. Next update will be more content-wise and we hope it will take WAY less time for us to develop. We will rebuild our Demo in nearest future for it to make more precise impression of our game. Patch notes: Local co-op mode implemented! You can join as a second player in “Start Game” menu with the desirable controller; Alternative skins for second player’s characters (more skins and skin selection to come in later updates); Dead players are revived by opening chest on next level (chest-loot is lost this way); 3 new environments with 6 new awesome music tracks; Option to switch camera zoom to “toggle mode” (thanks…

  • Development update - 30 December 2015

    Hello guys, Giving you a little update on game development and our future plans, because there was a long time since last news, but we sure want you to know that we’re still alive and active. We’ve finally finished local coop at functional level and now we’re slapping together some kind of user-interface, before releasing it. Also there are some halloween-themed content that we’ve failed to deliver in time and also a couple of new tilesets. In a week or two we’ll finish minor polishing and we’ll be ready for releasing the update. Also we will rebuild our demo version that already has a huge functional gap from actual version of the game and does not demonstrate it properly. Meanwhile, we’ve revisited our development plans and decided to cut them a little in order to keep more realistic approach in light of our development rate. Sadly we’ve decided to left story mode behind, as well as a…

  • Development update - 30 December 2015

    Hello guys, Giving you a little update on game development and our future plans, because there was a long time since last news, but we sure want you to know that we’re still alive and active. We’ve finally finished local coop at functional level and now we’re slapping together some kind of user-interface, before releasing it. Also there are some halloween-themed content that we’ve failed to deliver in time and also a couple of new tilesets. In a week or two we’ll finish minor polishing and we’ll be ready for releasing the update. Also we will rebuild our demo version that already has a huge functional gap from actual version of the game and does not demonstrate it properly. Meanwhile, we’ve revisited our development plans and decided to cut them a little in order to keep more realistic approach in light of our development rate. Sadly we’ve decided to left story mode behind, as well as a…

  • First update is live! - 14 July 2015

    This one was planned as a quick balance and performance patch. It turned out as a complete revamp of existing combat and loot mechanics. We’ve added new weapon-grade - Obsidian. It drops on the later stages as substitute for Fine grade. Runic weapons are fragile uber-weapon with highest DPS in the game now - their use is a risky decision for a player, as runic weapon will worn down to the basic state very fast and will not be as usefull as even shattered obsidian. Overall damage-per-second was increased in favor for more dynamic and frantic combat. Also we’ve made enemies faster and introduced player slowdown when he moves in opposite direction form the cursor. We believe it wil lmake the game much more challenging and fun even in early-game. Upgrade system had undergone some changes too. Health upgrade is twice as powerfull, agility and speed upgrades combined into one and secondary-we…

  • First update is live! - 14 July 2015

    This one was planned as a quick balance and performance patch. It turned out as a complete revamp of existing combat and loot mechanics. We’ve added new weapon-grade - Obsidian. It drops on the later stages as substitute for Fine grade. Runic weapons are fragile uber-weapon with highest DPS in the game now - their use is a risky decision for a player, as runic weapon will worn down to the basic state very fast and will not be as usefull as even shattered obsidian. Overall damage-per-second was increased in favor for more dynamic and frantic combat. Also we’ve made enemies faster and introduced player slowdown when he moves in opposite direction form the cursor. We believe it wil lmake the game much more challenging and fun even in early-game. Upgrade system had undergone some changes too. Health upgrade is twice as powerfull, agility and speed upgrades combined into one and secondary-we…

  • DungeonRift is an Early Access title - 1 July 2015

    There is a problem with our Steam settings. The game should be in Early Access for now, but something went wrong. We're working on it, big sorry for the inconvenience.

  • DungeonRift is out on Steam! - 1 July 2015

    We made it to Steam Early Access! We’ve started our Early Access with a bunch of new mechanics, to make our first commerce version as much feature-rich and and interesting as we can. First of all, we got new playable character - barbarian Ironbraids! He’s unlockable after a few runs and differs from Sir Bucket with lower speed, tougher armor, inability to conjure magiac and count. Also he got different active ability - Battle Dash in which he charges at his enemies, pushes them around and inflict sirious damage. Oh yes, we have active abilities now - for Bucket it’s Dodge-Roll, that makes him invulnerable for duration of rolling out of danger. Poland can into roll too! Enemies are ready for heroes and their ambitions - every couple of levels one of the monsters becomes King of the Rift, that make him tougher and gives him a fancy crown. “Fanciness” of the crown is determined by monster’…

  • DungeonRift is out on Steam! - 1 July 2015

    We made it to Steam Early Access! We’ve started our Early Access with a bunch of new mechanics, to make our first commerce version as much feature-rich and and interesting as we can. First of all, we got new playable character - barbarian Ironbraids! He’s unlockable after a few runs and differs from Sir Bucket with lower speed, tougher armor, inability to conjure magiac and count. Also he got different active ability - Battle Dash in which he charges at his enemies, pushes them around and inflict sirious damage. Oh yes, we have active abilities now - for Bucket it’s Dodge-Roll, that makes him invulnerable for duration of rolling out of danger. Poland can into roll too! Enemies are ready for heroes and their ambitions - every couple of levels one of the monsters becomes King of the Rift, that make him tougher and gives him a fancy crown. “Fanciness” of the crown is determined by monster’…

Patch notes and updates

S.noRelease datePatch nameGID number
127 June 2016Beta5 update released4249665521682960186
227 June 2016Beta5 update released250329347078512037
33 February 2016Local co-op update is live!4249665521682960537
414 July 2015First update is live!4249665521682960758
51 July 2015DungeonRift is out on Steam!4249665521682960861

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