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Drill Rift

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Drill Rift

Steam Veil Games · Published by Steam Veil Games

Mostly Positive — 76% positive (25 reviews) · 5 achievements

Last updated 28 Sept 2026

Build and manage a remote drill outpost in this unforgiving turn-based strategy game. Upgrade strategic machinery and level up your dwarfs. Balance resource management, strategic upgrades, and madness. If you drill too deeply, you may awaken what should not be awakened.

DJCTQ 10

£12.99

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Price history

4 Sept 2026Lowest: £12.99 · Highest: £12.999 Oct 2026

Strategy · 2025 · More £5 - £15 games

Explore an unforgiving world as you build and upgrade a remote drill site in Drill Rift. With Steam Veil Games guiding your strategic journey, balance resource management with the potential madness that comes from drilling too deep.

About this game

The dwarfs broke into a cave deeper than any before it. Inside it our scouts found an open rift, a portal to somewhere else. The King of the Mountain gave one order: send a crew, build an outpost, and extract everything you can. You arrive with four workers and just enough supplies to last the first few days. The rest is up to you in this punishing game.

To keep your outpost running, you'll need to build and upgrade key machinery. Choose your upgrades carefully; resources are limited, and every level could mean the difference between progress and collapse.

The deeper you drill the more your madness will rise, beware of the depths. There are creatures that will use your madness to locate your outpost and if that happens no amount of Mythril will appease them.

When you send dwarfs to events their stats will act as a modifier on the dice. Make strategic decisions on who you send as if their health drops too low or they go mad the outpost will be doomed.

System Requirements

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Minimum

Minimum:
  • OS: 64-bit Windows 10/11
  • Processor: Intel Core i5-7400 / Ryzen 5 1600
  • Memory: 8 GB RAM
  • Graphics: Nvidia GTX 1050 / Radeon RX 460
  • Storage: 8 GB available space

Supported Languages

English*, Spanish - Spain*
*languages with full audio support

Latest news

  • Patch NotesOfficial

    Steam Patch Notes — Mid-Game Overhaul + Research UI Upgrade + End-Tier Unlock

    Mid-Game Event RebalanceThe mid-game has been fully re-tuned to feel fairer, punchier, and more consistently rewarding.Rebalanced middle-tier events to reduce abrupt difficulty spikes.Smoothed out the harshest RNG swings so outcomes feel less “all-or-nothing.”Reworked reward scaling to better match the risk and your current progression.Improved event pacing so the mid-game now transitions more cleanly into late-game power growth.Research Improvements — UI Fix PassResearch is now cleaner, clearer, and more reliable.Fixed multiple research UI issues affecting display, refresh behavior, and interaction.Improved consistency of research state updates after unlocks/purchases.Cleaned up UI behavior to prevent misclicks, overlap, and blocked interactions.Progression Fix — Final Upgrade Tier Now ReachableThis one is critical: if you were previously blocked from the top end of progression, that’s now resolved.Fixed an issue where some players could not access the final upgrade tier.Corrected progression gating so requirements and unlock flow behave as intended.Added protections to prevent edge cases that could permanently lock progression.Additional PolishGeneral stability improvements.Minor fixes across UI and progression flow.
    Read full article on Community Announcements (steamveilgames)
  • Patch NotesOfficial

    PATCH 1.1 Applying your feedback

    Hey everyone!,It has been amazing to read your feedback on the game ! Please remember if you want to be actively involved with how the studio develops do reach out trough discord!This patch is a compilation of some of the main issues that you have reported to me on issues or how to improve the game!. It fixes several UI problems, a few save/load issues, and two major progression blockers that were stopping runs.🔧 Bug FixingFixed the Main Menu Settings button not spawning correctly at certain resolutions.Fixed close buttons on building panels spawning outside the screen.Fixed bug preventing closing a building panel when the beast life bar is spawned.Fixed tutorial boxes triggering all at once when loading a saved game.Removed the legacy Wishlist button that was still showing on the Game Over screen.⛏️ ProgressionFixed difficulty scaling getting stuck at 175 Mythril, so difficulty continues to ramp up on longer runs.Added depth from 10000 to 15000 so runs can be longer. (will be adding more in future updates.🐛 Stability & MiscFixed dwarf sprite images not loading in some cases.Fixed animation not triggering when drilling many times in a row.🌍 Localization I'm in the process of finding a translator for Russian so the game will be available in Russian in the near future.
    Read full article on Community Announcements (steamveilgames)
  • AnnouncementsOfficial

    DRILL RIFT 1.0 – The definitive descent into the abyss is ready

    Hey everyone,Today’s the day: DRILL RIFT is officially out of development and fully released.After countless runs, balance passes, and bug hunts in the dark, I'm finally ready to share the definitive version of the game with you. I'm genuinely excited to see how deep you can push this thing. ⛏️💥🌌 Final Biomes & Depth ProgressionThe underground is now in its release-ready form:Locked-in biome progression – Each run is a true descent through distinct layers, not just a flat string of rooms.Depth-based difficulty & rewards – The deeper you go, the nastier it gets… and the better the loot. High risk, high reward. 💰Smoothed pacing – Early depths are more forgiving and onboarding-focused, deeper tiers steadily ramp pressure and danger.This is the depth curve we built the game around, finally fully in place.⚖️ Final Balance PassWe’ve gone through the game’s numbers with a fine-toothed comb:Economy tuned – Resource gains and costs adjusted so you’re not constantly starved or absurdly rich.Event outcomes reworked – Rewards and penalties now better match biome, depth, and the choices you make.Healing & failure refined – Recovery tools and fail states tuned to keep runs tense without turning into unwinnable spirals.If a run blows up in your face, it should feel fair (if painful) – and a great run should feel earned. 🧠🔥🐛 Final Bug Fix Wave & PolishWe also shipped a big round of fixes and quality-of-life changes:Fixed several progression issues where deeper runs didn’t update correctly.Resolved cases where events could appear in the wrong biome or at the wrong depth.UI clarity pass – Your current depth and biome should now be much clearer mid-run.Performance and stability improvements for long sessions and late-game play.Minor localization and tooltip fixes to make what’s happening easier to read at a glance.
    Read full article on Community Announcements (steamveilgames)
  • AnnouncementsOfficial

    Depths Unlocked — Biomes & Balance

    Biomes & Depth (Early) — world refresh & progression The first pass of our new biome and depth progression system is live. Runs now push through distinct layers of the underground, with difficulty and rewards scaling as you drill deeper. This is a foundations-first release to validate the new structure and pacing; expect follow-up tuning and content drops soon. ⚙️✨ NewCompletely New BiomesFresh underground layers with their own visuals, encounters, and pacing.Biomes are ordered in a progression so runs feel more like a descent through a hostile world than a flat series of rooms.Depth Progression: The More You Drill, The Deeper You GoEach successful drill run now increases how far you can descend with unique biomes appearing.Deeper tiers come with tougher events, higher risks, and better potential rewards.Progress is tuned to feel meaningful but not grindy in this first pass (this will be iterated).Balance PassAdjusted rewards, risks, and event outcomes to better match the new depth curve.Early biomes are more forgiving; deeper ones scale up danger and payout.Economy, healing, and failure penalties tuned to reduce extreme outliers.🐛 Bug Fix PassFixed multiple issues related to progression not updating correctly after deeper runs.Resolved edge cases where events would trigger in the wrong biome or depth.Cleaned up UI to better reflect your current depth and biome during runs.Various stability and performance tweaks across drilling sequences.Minor localization and tooltip fixes.⚠️ Notes / LimitationsContent is not final: biome layouts, events, and numbers will change.Depth curve is a first pass and is likely to be too soft or too punishing in places.Some biomes currently share placeholder events; unique variants are in progress.Visual and audio feedback for transitioning between depths is still minimal.🔭 What’s NextBiome expansion: more unique events, hazards, and rewards per layer.Depth UX polish: clearer signaling of how deep you are, what’s coming next, and what dee...
    Read full article on Community Announcements (steamveilgames)
  • Patch NotesOfficial

    Runes Arrive — Unleashed (formerly “Items Update”)

    Rune System (Early) — formerly “Items Update”The first pass of the Rune System is live. You can now engrave runes on your drills to gain customizable power-ups tied to roll outcomes and other conditions. This is a barebones implementation to validate the core loop; expect rapid iteration this week. ⚙️✨ NewRune Engraving: Attach runes to your drill to modify behavior and rewards.Conditional Effects: Triggers on specific conditions (e.g., strong success/overroll thresholds) for targeted boosts.Foundations Only: Systems, UI, and balance are minimal by design in this pass.🐛 Bug Fix PassStability and performance improvements. UI cleanup in several panels.Fixed assorted event-logic edge cases.Minor localization fixes.⚠️ Notes / Limitations Content is not final: effects, numbers, and UX will change. Limited rune variety in this build. Balance is placeholder.🔭 What’s Next More drilling event types: new structures and variations to diversify runs. Rune expansion: additional runes, clearer UX for engraving/swapping, and a full balance pass. Ongoing polish on feedback, readability, and tooltips.Report issues and balance outliers. Numbers will move as we flesh this out over the upcoming week. 🧪⛏️
    Read full article on Community Announcements (steamveilgames)

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