RIFTFALL ← back to the game

Press kit

Everything needed to write about RIFTFALL. Assets are free to use in coverage.

Fact sheet

TitleRIFTFALL
GenreMultiplayer platform fighter with building
PlatformAny modern web browser — desktop and mobile
PriceFree. No account required to play.
PlayersUp to 8 per arena, plus bots
Sitewest.riftfall.andria.io
ContactPress contact goes live with the domain — until then, reach out via the site.

Short description

RIFTFALL is a free multiplayer browser game that combines Fortnite-style building with Smash-style knockback combat. Build walls and ramps mid-fight on floating islands, then launch your rivals off the edge of the world.

Long description

RIFTFALL is a platform fighter that runs entirely in a browser tab. Eight players drop into an arena of floating islands suspended over a void, armed with guns, a melee smash, and the ability to place walls, ramps and floors anywhere they can reach.

There are no health bars. Damage accumulates as a percentage, and the higher that percentage climbs, the further each hit sends you — so a fight is not a war of attrition but a slow loss of control over your own position. Knock someone past the boundary and they lose a stock. Last fighter standing wins the round.

Building is what makes the knockback survivable. A wall stops a sniper's line; a ramp placed while you are still flying is the difference between recovering and falling forever. Everything you build can be shot back down, which turns every structure into a temporary, contested argument about space.

The game requires no download and no account. It opens from a link — and that includes phones: touch devices get twin thumb-sticks, tap-to-build and tap-to-shoot, playing the same arena against the same opponents as desktop.

Screenshots

RIFTFALL gameplay — eight fighters on floating islands with player-built ramps and walls
In-game, 8 fighters · download PNG

Key art

RIFTFALL key art
og.png — 1200×630 · download

Features

For the technically curious

The server is authoritative and simulates at 60Hz, broadcasting snapshots at 30Hz. Clients send an input bitmask with a sequence number each tick and re-run the same shared physics module locally for instant response, then replay unacknowledged inputs on top of each server snapshot to reconcile — so movement feels immediate without trusting the client. Remote players are interpolated on a 110ms delay.

The game ships no audio files. Every sound is synthesized in WebAudio at play time and positioned in the arena: effects attenuate with distance and pan with direction, so you can hear a fight on the next island and tell which side it is on. The pitch of an impact rises with the victim's damage percentage — you can hear a KO coming.

"No health bars. Only altitude."

Contact

Press enquiries, review builds and interview requests: Press contact goes live with the domain — until then, reach out via the site.