Getting started

Riftborne overview

confirmedPatch 11.75Build a7b5c7cCore + live worldReviewed
Patch
11.75
Build
a7b5c7c
Scope
Core + live world
Reviewed

Riftborne is a real-time 4X strategy game in which economies are converted into territory, fleets, intelligence, and campaign objectives. Evidence

Riftborne is a real-time, terminal-based 4X game. Four resources are converted into buildings, ships, intelligence, territory, and campaign objectives. Multiplayer emphasizes logistics, intelligence, and coordination rather than rapid input. World size, faction count, pacing, and roster are operator-controlled values and must be read from the active world. Evidence

Ten foundational rules summarize the game:

  1. Full storage is stopped production. Spend or expand storage before capping.
  2. Astra runway matters. A colony that cannot support its stationed fleet risks attrition; use the live trend rather than an old timing constant.
  3. Culture-specific central infrastructure controls tempo and expansion. Read the active construction screen for the current milestones.
  4. Only stationed ships defend. Hangared ships do not.
  5. The slowest ship sets fleet speed. Do not drag siege or colony hulls through a fast-response fleet.
  6. Spy before committing. Public maps do not show the real garrison or live enemy objective progress.
  7. Raid for money; attack for removal. Only an Attack with surviving siege can destroy building levels.
  8. Cargo is part of raid power. A military win with no carrying capacity is an economic loss.
  9. Give each base a role. Production, logistics, defense, and launch positions have different infrastructure needs.
  10. Multiplayer is a team game. The winning resource is often a faction mate who answers messages and can reinforce on time.

Evidence

Sanitized transcripts from the current client. Raw player captures remain private.

  1. Installed client identityThe installed Windows client reports patch 11.75, build a7b5c7c, built 2026-07-31 15:16:13 UTC.Patch 11.75 · build a7b5c7c · verified 2026-08-01 · Riftborne.exe --build-info and Content/build_info.json.
  2. Current economy and storage implementationProduction, storage capacity, upkeep, hidden-resource, and transmutation behavior is taken from the executable paths used by the running client.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Read-only inspection of BuildingConfig and EconomySystem.
  3. Current culture-specific building namesThe current client maps Astraean storage to Solvault and Heliovex, Varkon storage to Skarncache and Voltforge, and Veil storage to Nyxvault and Gloamwell. Astraean static attack infrastructure is named Solis Battery.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Read-only inspection of BuildingNamingSystem in the installed client.
  4. Current building effectsThe first culture-specific storage building adds capacity for Vulkron, Aurelite, and Deuterium; the second adds Astra capacity. Solis Battery adds flat attack against light and heavy hulls and remains active while standing.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Read-only inspection of BuildingConfig.GetEffects and the current Codex renderer.
  5. Current fleet and movement implementationFleet role, movement, infrastructure, and roster statements are limited to behavior exposed by the current client implementation and Codex.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Read-only inspection of ShipTravelSpeedSystem, ShipInfrastructureSystem, and Codex ship screens.
  6. Current combat, raid, siege, and espionage implementationPublished combat statements are limited to behavior used by the current CombatSystem and the Codex. Power is an estimate rather than a fixed conversion from ship count.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Read-only inspection of CombatSystem and SiegeTargetCatalog.
  7. Current objective and victory implementationThe current client defines an Origin Wormhole victory at level 100 and a Valor victory at 250,000 faction Valor. Keystones generate Valor through Valor Conduits; current objective sites include Inner, Border, and Outer tiers.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Read-only inspection of SpecialSiteSystem, VictoryConditionTracker, and the victory Codex screen.
  8. Active multiplayer-world boundaryThe multiplayer operator owns the world seed, pacing, simulation time, factions, global modifiers, and ship roster. World-specific values must therefore be labeled separately from core rules.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Current multiplayer client contract and read-only world/session telemetry.