The Riftbreaker

A base-building survival ARPG where you pilot the Mr. Riggs mech, build power grids and production chains, and defend them against tower-defense waves of aliens. The spine is a resource-gated research tree, not a boss ladder.

Campaign milestones at a glance

Step Objective Unlocks Note
1 Build Headquarters The central hub building. Anchors the base. Built in the Tropical Zone at the start. Upgradeable later through levels 3 to 7.
2 Build Armory Mech weapon and equipment access. Upgradeable through levels 2 to 5. Its level gates weapon research.
3 Build Communications Hub The Base and Buildings and Weapons and Equipment research trees. Must be built and powered for either tree to open.
4 Build Rift Station Global rift travel between biome locations. Also your respawn point. The campaign climaxes with building the rift home.
5 Build Orbital Scanner Rift travel locations on the map. Until this is up you cannot jump to other biomes.
6 Build Laboratory The Alien Research tree and the Bioscanner. Needs clean water. Bioscan green-highlighted entities for DNA Fragments.
7 Rare-resource missions (Cobalt, Titanium, Palladium, Uranium) Mining Outposts and rare-element supply. Each runs a location chain to a Mining Outpost; Cobalt is the exception. Gather target amounts and ship home.
8 The four -nite missions (Hazenite, Rhodonite, Tanzanite, Ferdonite) Alien Research materials for advanced weapons, towers, shielding. Each needs level 2 Familiarity with a specific plant or material, and each lives in a different biome.
9 Keep Headquarters and Armory upgraded Higher tiers of research across all three trees. A standing task, not a one-off. Letting them lag silently stalls the tech tree.
10 Build the rift home The story ending, or the Megastructure endgame if you stay. Post-2.0: declining to return to Earth unlocks the Megastructure Research Tree.

Released October 14, 2021. The 2.0 update (August 25, 2025) added co-op (PC only) and the Omega endgame; World Expansion IV (March 5, 2026) added the Cryo Fields biome and Open Campaign mode.

Top tips

  1. Connect everything with energy connectors. A building that "does not work" is almost always unpowered or unconnected.
  2. Build lots of solar panels plus energy storage early, roughly 3:1. Batteries cover the night, when solar produces nothing.
  3. Build Tower Ammo Factories proportional to your towers and keep Carbonium and Ironium flowing. Towers without ammo are decorations.
  4. Keep your Headquarters and Armory upgraded. They gate huge chunks of the research tree across all three trees.
  5. Prioritize extractor and resource upgrades early. A Tier 3 Extractor effectively quadruples a deposit output.
  6. Research the matching environmental shielding (acid, radiation, heat) before settling into a hostile biome.
  7. Use the Bioscanner on green-highlighted creatures and flora to farm DNA Fragments and drive the Alien Research tree.
  8. Wall in layers with gaps, not one thick wall, and shape the base into a star fort or cross to funnel enemies.
  9. Remember that bigger, higher-tech bases draw bigger waves, including Omega bosses. Expand deliberately.
  10. Lead meteor storms away from your base by moving the mech. The shower tracks your position.

Guides

setups

  • Base Defense Layouts quick

    Wall shapes, tower mixes, and the ammo and power that keep them firing. How to stop waves from overrunning a base that looks like it has enough towers.

  • Weapon Loadouts quick

    Mech weapon picks for Mr. Riggs: melee and ranged pairings, what each weapon is good for, and the survivability research to back them up.

progression

  • Research and Tech Trees quick

    The three research trees, the buildings that unlock them, and the HQ and Armory levels and Familiarity that gate the deeper nodes. The spine of all progression.

  • Campaign Checklist quick

    The opening building sequence that unlocks rift travel, then the rare-resource and -nite mission lines, then the endgame fork. The campaign in order.

map

  • The Biomes of Galatea 37 deep

    The biomes you travel and defend across: the four base-game zones, the DLC and World Expansion additions, their hazards, and the outposts that tie them together.

bosses

  • Bosses, Waves, and Hazards deep

    The threat layer: how attack waves scale with your base, the Omega creatures and diffuse bosses, and the environmental hazards each biome throws at you.

systems

  • Base Building and Power deep

    The base as a connected grid: power nodes, the energy progression from solar to nuclear, ammo factories, and why an unconnected building simply does not work.

  • Mr. Riggs: Mech Combat and Weapons deep

    The mech you pilot: twin-stick combat, the weapon arsenal and its tiers, movement skills, and the survivability research that keeps Mr. Riggs alive in a swarm.

  • Research and Resources deep

    The economy and tech engine: the three research trees, Familiarity, the basic and rare and -nite resources, and the scanners that find them all.

  • Modes and Difficulty deep

    The four ways to play: Campaign, Open Campaign, Survival, and Sandbox, plus difficulty presets, hardcore death rules, co-op, and the post-2.0 endgame fork.