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Watch trailer on Steam ↗Riftborne
Pitio Productions · Published by Pitio Productions · Official site ↗
Very Positive — 91% positive (117 reviews) · 9 achievements
Last updated 28 Sept 2026
Riftborne is a classic terminal based, real time, grand strategy game. Construct space ships. Take part in factional warfare. Hire galactic hit-men on your rivals. Raid neighbors for rare resources. Train spies to infiltrate enemy bases for key intel. Grow your empire to dominate the galaxy.
£6.69
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Price history
Indie, Simulation, Strategy, Massively Multiplayer, Early Access · 2026 · More £5 - £15 games
Explore Riftborne's vast galaxy where you command space ships, hire hit-men, and train spies to outmaneuver your opponents. Build an empire through warfare and resource raids in a terminal-based grand strategy experience.
About this game
Run a Galactic Empire From the Command Line
Begin with a single base and gradually transform it into an interstellar power.
Colonize new worlds, construct fleets, organize supply lines, manipulate markets, train spies, raid rivals and build influence across a galaxy that continues developing in real time.
Riftborne is a slow-burn sci-fi grand strategy game built around long term planning. Campaigns can unfold over days, weeks or even months. Small decisions compound over time, supply problems become military crises, minor rivals become major powers, and carefully prepared plans can reshape the galaxy.
Build More Than Fleets
A successful empire depends on more than military strength.
Manage production, storage and logistics across multiple colonies. Establish trade routes and resource shipments. Develop specialized worlds, maintain defensive networks and prepare your economy to survive prolonged wars.
Fight Through Information and Influence
Send spies to gather intelligence, sabotage rivals and expose enemy weaknesses. Hire galactic operatives, negotiate with other powers and use economic pressure when direct conflict would be too costly.
The galaxy remembers what happens within it through campaign histories, rankings, medals and long term progression.
A Living Galaxy
Enemy powers adapt to your behavior, including patterns established across previous saves.
Procedural galaxies create different strategic geography each campaign, while long running systems allow alliances, rivalries and economic dependencies to develop naturally over time.
Play Your Way
Play a solo campaign at your own pace.
Host a private server locally, online or through SSH.
Join regularly scheduled official multiplayer galaxies with factions and up to 120 commanders competing inside the same persistent universe.
Designed for Players Who Enjoy Depth
Riftborne is deliberately dense, patient and information driven.
It is made for players who enjoy learning interconnected systems, gradually building momentum and watching early decisions produce consequences much later.
Key Features
• Persistent real time campaigns lasting days, weeks or months
• A distinctive terminal interface built for dense strategic information
• Solo play, private servers and official multiplayer galaxies
• Official multiplayer supporting up to 120 commanders
• Colonies, fleets, logistics, production and storage management
• Espionage, sabotage, raids and political influence
• Markets, contracts and multiple economic playstyles
• Procedural galaxies with strategically meaningful geography
• Adaptive enemies that respond to your behavior
• Campaign histories, rankings, medals and progression
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10 (64-bit)
- Processor: Intel/AMD dual‑core 2.0 GHz (or equivalent)
- Memory: 2 GB RAM
- Graphics: Integrated graphics OK (DirectX 11-capable recommended for compatibility)
- DirectX: Version 11
- Storage: 250 MB available space
- Sound Card: Any
- VR Support: None
- Additional Notes: NET 10 Desktop Runtime is Required
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 10/11 (64-bit)
- Processor: Intel/AMD quad‑core 3.0 GHz (or equivalent)
- Memory: 4 GB RAM
- Graphics: Integrated graphics OK
- DirectX: Version 11
- Storage: 500 MB available space
- Sound Card: Any
- VR Support: None
- Additional Notes: NET 10 Desktop Runtime is Required
Supported Languages
Latest news
Patch NotesOfficial
11.81 Patch Notes
Gameplay Changes Costs of resource production buildings has been decreased for higher levels and the overall cost curve has been smoothed. ROI scales much more smoothly now as they reach higher levels. Increased the cost of spire upgrades for each additional colony so new colonies get increasingly more expensive to create. Reworked the Dyson sphere cost scaling: Max Level is now Level 100 and it can now only be constructed on Star Planets. Dyson Sphere will now out scale multiple Solar Arrays after level 20. Shards gained from Kraken objective kills reduced to 25% of normal shard value QoL Added the ability to choose which minute of the hour you send cargo routes, and how many times you want the route to trigger each time Added 'load from seed' to Map editor, automatic save on exit, plus optional 'quadrant mirroring' so you can automatically mirror your map edits across the quadrants Made certain numeric fields capacity bounded and added support for mouse wheel, Delete, Shift (+-10%), and Ctrl (mix/max) to allow for more fine control over the values Bug Fixes Fixed cargo route travel speed being permanently clamped to freighter speed regardless of ship type sent Fixed the combat simulator visual bug where all ship stats were the same AI Improvement Improved the AI brain with further tournament data training and prevented stuck/stalling behaviors that were occurring due to recent updatesRead full article on Community Announcements (Reckoner)Patch NotesOfficial
11.80 + Patch Notes
New QoL Feature - You can now designate a resource floor freighters may not pull a settlement below, and a ceiling they will not deliver past - This setting is accessible from Cargo Routes, by opening up your storage buildings via Infrastructure screen, or from the Economy -> Resource bands menu screen Other Bug and Gameplay Fixes - Fixed valor points not accumulating for custom factions - Fixed interceptions destroying Solar Harvest, Nebula, asteroid, bonus, feature, mining, or tile data. - Fixed cargo return leg charging 2x Astra upkeep to the receiver - Revanchism now accumulates losses from multiple attacks without overwriting existing recovery progress. - Faction strongholds can now be attacked, raided, and spied on under normal diplomacy and protection rules. - Power rankings now count ships in garrisons, allied reinforcements, travelling fleets, stationed fleets, and ship transfers. - Enemy fleets sharing the same tile can now be explicitly attacked, raided, or engaged in espionage combat. - Stationed fleets can now intercept hostile travelling fleets occupying their tile. - Crowded tiles now group targets by owner and fleet, filter actions by legal mission, and support scrolling, Page Up/Page Down, mouse selection, and stable selection during refreshes. - Cargo routes now use *all* incoming cargo in their outbound % designation, so if you choose to send 100% outbound cargo, it will use both the base production + incoming cargoRead full article on Community Announcements (Reckoner)Patch NotesOfficial
11.80 Patch notes (Guided Tutorial added + lots of QoL)
**Game clarity and QoL** - Added a new guided tutorial accessible from the title screen. More advanced sections to come soon. - Reworked the cargo route and send interfaces screens into a simpler design - Reworked building descriptions into simpler, clearer explanations and stat breakdowns - Added explanations for diplomatic relationships in the relations matrix - Build queue forecasts improved (now accounting for astra upkeep). New total deficit, "to ship" and excess displays were added - Added a safer settlement destruction flow. **Bug Fixes** - Fixed a bug where stations were always too slow for intercepts, you can now use stations to intercept normally - Fixed build queues appearing busy when nothing was building. - Fixed Split across lanes creating phantom zero ship training batches. - Smoothed combat round behaviour and fixed mixed owner force attribution. (no more 'cliffs' where adding 1 ship to combat changes losses a lot)Read full article on Community Announcements (Reckoner)Patch NotesOfficial
Visible Fleet Movements!
- Added visible fleet movements to the star map on the multiplayer world, showing their direction of travel and composition when in your vision range, and these will auto move across the map. You can intercept directly from the map too when you are belligerent with someone. - Added visible fleet movements as a game startup setting (best used with fog of war) - Added two map filters - Stationed Fleets: Visible/Hidden. Travelling Fleets: Visible/Hidden.Read full article on Community Announcements (Reckoner)Patch NotesOfficial
11.79 + Patch Notes
Factions in the multiplayer server act normal, you inherit the colour display and faction label, can participate in equal resource exchange, the faction marketplace, the aid board, leader elections can take place and expeditions can be placed as normal by the leader. Factions created by independents now get a stronghold placed nearby the leader Can now add an escort fleet to your cargo route freighters Added more colour coding and symbols to the stationed ships to differentiate them on the mapRead full article on Community Announcements (Reckoner)






