Credits
No credits have been published yet.
Rift Keepers
a Time Keepers Prequel
You woke up with nothing. Now take everything. You open your eyes in a hooded body, eyes glowing, with a hollow where something used to be. You're a Keeper: a lesser god of nothing who can reach into a living creature and pull out its soul.
Time Keepers - Rift Tamers is a social creature collector with crunchy turn-based battles and a world full of secrets. Closed alpha testing is coming soon. Be one of the first Keepers through the door.
Game details
released · Release date to be announced · Player modes to be announced · windows, linux, web, android, ios
All reviews
No reviews · 0 reviews
Last 30 days
No reviews · 0 reviews
Minimum requirements
Not provided
Recommended requirements
Not provided
Screenshots
Achievements
No achievements listed yet.
Friends who play
No friends to show.
Player tags and moods
No player tags yet.
More from this creator
Controllers
Show accessibility profiles firstNo controller profiles shared yet.
This creator has turned mods off for this game.
Find a multiplayer server
Choose a fresh server registration. Friends who have shared their server with me appear first. The launcher checks access again before joining.
Friends first
Sign in to see friends, save favourites and join.
No servers have reported recently. Try again later.
Made with
- Engine
- Other
Devlogs
Talking PixelsLevel 1@talkingpixels
Devlog for Rift Keepers
Alpha V.0030 Patch Notes Summary Block & counter — some enemy moves now show a ring. Blue = block (LT / Shift / right-click) for less damage; gold = counter (RT / Space / click) to take nothing and throw 75% back. Misses never make it worse. Element sparks — a super-effective hit primes that element; your next same-element move hits +15%. Perfect streak counter, controller rumble, screen pulse, and per-element chimes on every perfect. Soul Capture runs on 5 refillable uses instead of essence, with a three-seal mini-game (+5 pts, 50% cap) and HP/companion offerings when you're out. Echo Memory — daily glyph game per companion that raises bond (Familiar → Soulbound); bonded teams start fights with extra essence. Visual upgrade — finished pose sheets for 26 companions + the Keeper, painted backgrounds for Meadow / Emberwood / Shallows, depth layers in every battle, element glyph projectiles, new icon set, skill pop-ups. World map — 21 hand-drawn landmarks, mist and storms with lightning, routes hidden until both ends are visited. Interface — battle fills the window on desktop, menus snap to sections, every new mechanic has a toggle or auto-resolve in Settings → Battle. Known gaps — 3 of 17 areas painted, only the default Keeper body has a finished sheet, no block/counter in co-op yet.
Changelog
v0.032Current9/27/2026
Rift Keepers Client Installer
v0.309/27/2026
Alpha V.0030 Patch Notes Summary
Block & counter — some enemy moves now show a ring. Blue = block (LT / Shift / right-click) for less damage; gold = counter (RT / Space / click) to take nothing and throw 75% back. Misses never make it worse. Element sparks — a super-effective hit primes that element; your next same-element move hits +15%.
Perfect streak counter, controller rumble, screen pulse, and per-element chimes on every perfect. Soul Capture runs on 5 refillable uses instead of essence, with a three-seal mini-game (+5 pts, 50% cap) and HP/companion offerings when you're out.
Echo Memory — daily glyph game per companion that raises bond (Familiar → Soulbound); bonded teams start fights with extra essence.
Visual upgrade — finished pose sheets for 26 companions + the Keeper, painted backgrounds for Meadow / Emberwood / Shallows, depth layers in every battle, element glyph projectiles, new icon set, skill pop-ups.
World map — 21 hand-drawn landmarks, mist and storms with lightning, routes hidden until both ends are visited.
Interface — battle fills the window on desktop, menus snap to sections, every new mechanic has a toggle or auto-resolve in Settings → Battle.
Known gaps — 3 of 17 areas painted, only the default Keeper body has a finished sheet, no block/counter in co-op yet.
v0.299/26/2026
The sign-in screen now has a status bar at the top that checks the Hall every 20 seconds: • Online (green), with the ping in milliseconds • Down (red, pulsing) when the game server isn't answering • Maintenance (amber) when I've closed the Hall on purpose • No connection when the problem is your own internet, not the Hall When the Hall is down, a panel under the bar says what's wrong in plain words and how long it's been down. It also has a Check again button. Had this been in V.0028, it would have said "A server update didn't load" and pointed at the co-op trial. Whatever the reason, it says your account, Companions and saves are safe. The explanation can't come from the game server itself, since that's the part that's down. A small watchdog on the server machine checks every 20 seconds what state the game server is in and why. It writes a short, plain-English report that the website keeps serving even when the game server is dead. It only ever uses fixed wording and never copies the server's own logs, so nothing private can leak into it. Staying signed in, and notices from the Hall Before this patch, if you opened the game while the Hall was down, it quietly threw away your saved sign-in. Once the Hall came back, you had to log in again. Now it keeps your session and shows the status panel with "You're still signed in". When the Hall comes back, the game carries on by itself. Signing in while the Hall is down now tells you the truth: "The Hall is down, so signing in can't work right now. Your account is fine." A wrong password still gets the usual message. I can also post a message on the status panel from the server. That covers a heads-up before a restart, patch day news, or "back by 4pm" during planned maintenance. Planned downtime shows as amber Maintenance, not red Down, so nobody thinks the Hall broke. Making sure it doesn't happen again My server tests passed on V.0028. They run the Hall's rules against a stand-in server, and the stand-in doesn't enforce the real one's rule about match handlers. So I've added a check that reads the server script the way the real server does. It fails if any match handler is written inline or missing. It flags the V.0028 script, passes V.0029, and now runs before every deploy. The post-install checklist I run after each update now also confirms the status watchdog is running and its report is fresh. Patch notes: Alpha V.0029 • The sign-in screen shows whether the Hall is up; if it isn't, it says what's wrong and how long it has been down • Opening the game while the Hall is down no longer signs you out: it waits, and carries on by itself when the Hall is back • The Hall could not start after the last update; it can again, and the co-op trial with it Next up is a proper two-player run of the co-op trial on the live Hall. It went out in V.0028 but never got a single real session before it took the server down. If you're in the alpha and want to be the other Keeper in that first trial, message me.
Reviews
Sign in to leave a review.
No reviews yet.