Wardens deployed on the surface of Veris

TIMBERLINE STUDIOS PRESENTS

RIFTWARDENS: VERIS

"Fight for Humanity's Future. Yours Is Negotiable."

5-player co-op on a hostile moon. Mine Chronite. Seal rifts. Hold the line. The war never stops.

Unreal Engine 5 1-5 Players Co-op PC — Early Access 2026
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Sgt. Harlow: "End of the world got rescheduled. Now it's just... logistics."

The Moon Remembers Everything

Every session is 15-25 minutes. Every session changes the war. The moon remembers what you did — and what you didn't.

20+ hexes across 4 zones at Early Access. The map never resets. Every session leaves a permanent mark. Structures you build survive. Territory you neglect corrodes. Enemy infrastructure grows on abandoned hexes. The next squad to drop into your hex inherits the battlefield exactly as you left it.

Log in tomorrow and the war has moved. Hexes have been won, lost, corrupted. New rifts have opened. What the entire community did while you were gone is written into the map. Your next drop is shaped by every squad that fought before you.

20+ Hexes Across 4 Zones
15-25 Minute Sessions
1-5 Player Squads
The War Never Resets

Cpl. Vasquez: "Boots down. Let's not make this worse."

Deploy. Mine. Fight. Seal. Extract.

01

DEPLOY

Select a hex on the war map. Drop in. Read the terrain. Find the Chronite. Plan your approach. The clock starts when the first extractor fires.

02

MINE

Engineers fire up the extractors. Chronite fuels everything — your defenses, your death costs, your ticket out. But every ton you pull from the ground brings something worse through the rifts.

03

FIGHT

Every Chronite threshold crossed rips open temporal rifts. Enemies pour through. Rangers suppress. Engineers solve. Neither class can do the other's job. You need each other.

04

SEAL

Rifts escalate through four tiers. Each can only be closed by Engineers completing puzzle sequences under fire. Tier 4 spawns a Titan. Kill it or the rift stays open.

05

EXTRACT

Hit 10,000 Chronite. Seal all rifts. Get out. If you're lucky, you extract with a story. If you're not, you leave behind a warning for the next squad.

Pvt. Okafor: "I swear this worked in testing."

What No Other Game Does

Persistent War Map

20+ hexes across 4 zones at Early Access. One war. Every squad that drops in fights on the battlefield the last squad left behind. What you build stays. What you abandon falls. The community fights a single, continuous war — and the map proves it.

Contextual ADS

One trigger pull shifts the camera from bird's-eye to over-the-shoulder. Rangers aim down sights. Engineers zoom into puzzles. Same button, completely different experience. No top-down game has ever done this.

Reactive Puzzle Systems

Puzzles that fight back. Pressure gauges drift. Breaches cascade. Frequencies shift under interference. No two play the same way twice. Mastering them under fire is the Engineer's version of a killstreak.

Hard Role Split

Rangers fight. Engineers solve. Neither can do the other's job. You will have moments where your squad lives or dies based on one player doing their role right. Those are the stories you tell afterward.

Unified Economy

One resource pool. Every death costs 1,000 Chronite — 10% of the mission. Five deaths burns half the goal. Your Ranger going hero costs your Engineer the extraction. Every choice has weight.

No Pay-to-Win. Ever.

No battle pass. No weapon tiers. No gameplay advantage purchasable at any price. Cosmetics only. This is a permanent franchise commitment, not a launch-period policy.

Spc. Nguyen: "I need ten seconds and less screaming!"

Two Roles. One War. No Passengers.

RANGER

Combat Specialist

The firepower. The shield. The reason Engineers live long enough to finish the puzzle.

  • 5 Primary Weapons — Each handles differently. Suppress a corridor with the Ironside, drop targets at range with the Longwatch, or shred up close with the Havoc. Pick your style.
  • 3 Tactical Gadgets — Throw up a shield wall to buy time, pop a personal barrier when surrounded, or inject a Combat Stim and hold the line longer than you should survive.
  • Throwables — Frags, Smoke, or Napalm. Three charges per session. Pick your type before the drop.
  • ADS Combat — Pull the trigger and shift from bird's-eye to over-the-shoulder. Every weapon feels different through the scope.
  • Emplacement Calls — Your Engineer built the mortar battery. You get to call the strike. That's the partnership.

ENGINEER

Technical Specialist

The brains. The builder. The only one who can close the rift while everything is trying to kill you.

  • Multi-Tool — One tool that does everything. Point it at a build site and it builds. Point it at damage and it repairs. Point it at a rift and the real work begins.
  • 5 Reactive Puzzle Types — Seal a rift while bullets hit the wall behind you. Hold drifting pressure gauges while your Ranger screams for backup. The puzzles fight back. Mastering them under pressure is the job.
  • 6 Emplacements — Build the mortar battery your Ranger needs. Place the ammo station that keeps the squad alive. Four attack emplacements give your Ranger real fire direction choices.
  • 3 Gadgets — Freeze enemies in a Stasis Field, throw a decoy to buy three seconds, or drop a hardlight barrier when the position is overrun. You're not helpless — you're resourceful.
  • Throwables — C4, Mines, Claymores. For when the Rangers are down and it's just you and the rift.

The Ranger thinks: "Hold them off while I reload."
The Engineer thinks: "Hold them off while I solve this."
Both think: "Don't you dare die right now."

Pvt. Jenkins: "That thing shouldn't exist."

The Session's Final Test

Tier 4 rifts spawn Titan guardians — massive unique enemies that physically block rift access until your squad puts them down. Every Titan demands coordinated emplacement fire, precise Ranger direction, and an Engineer who can close the breach under maximum pressure.

The Bastion — a massive crystalline war platform towering over a Warden squad on the surface of Veris

THE BASTION

Armored war platform. Shield array. Your small arms tickle it. Sustained emplacement fire is the only answer. Kill the Titan. Then close the breach while everything it summoned is still trying to kill you. That's the session climax. That's what you'll remember.

Additional Titan types arrive in post-launch updates. Each demands a different strategy. Each demands everything you've got.

Sgt. Morrow: "We didn't start the war. We just dug too deep into it."

Why You're on This Moon

2091

The Extinction Clock

Deep-space observatories detect a swarm of kilometer-scale meteoric bodies on intercept trajectory with Earth. Impact window: approximately 2101. Extinction probability: 85-95%. Deflection is insufficient. Evacuation becomes primary doctrine.

2092

The Wormhole

A catastrophic fusion array failure produces an unexpected result — a stable wormhole. It leads to Auora Prime: breathable atmosphere, stable gravity, abundant water. A second Earth. Humanity's lifeline.

2094

Chronite

Surface teams discover a crystalline energy substrate with density surpassing fusion parameters. Chronite becomes the engine of exodus — powering transit, construction, and defense. The dependency becomes absolute.

2095

The Cost

Deep Chronite extraction destabilizes temporal containment layers. Rift apertures open. Through them come hostile entities with structured battlefield morphology and coordinated tactical response. The war has been pulled forward.

2096

The Warden Protocol

Conventional military cannot close rifts. Small, tightly coordinated Ranger-Engineer teams prove the only solution. Dr. Voss formalizes the Riftwarden Protocol. The war begins in earnest.

2097

Veris

Command authorizes the first orbital insertion to Veris — Auora Prime's innermost moon. Rich in Chronite. Already occupied by the Ascendancy. Below, through the crystalline sky, the planet burns. This is where you deploy.

Cpl. Reeves: "Command says the moon is 'lightly contested.' Command lies."

What We Promise You

I

You'll Never Log In to the Same War Twice

The map moves while you're gone. What the community does between your sessions changes what you drop into next.

II

Your Squad Needs Every One of You

No passengers. No carried players. Every Warden on the ground has a job only they can do.

III

What You Do Matters

Build a mortar battery on Tuesday. It's still there on Friday. Abandon a hex for a week. It won't be the same when you come back.

IV

The War Has a Voice

Command radio reacts to the state of the war. Your squad lead calls out what matters. The story isn't scripted — it's driven by what you do.

V

We Will Never Sell You Power

No battle pass. No weapon tiers. No gameplay advantage at any price. Permanent commitment. Not negotiable.

Pvt. Galle: "Next time I volunteer, stop me."

From the Surface of Veris

RiftWardens: Veris — Wardens deployed on the crystalline surface of Veris with Auora Prime in the sky

Concept Art — Warden squad deployed on the surface of Veris. Auora Prime dominates the sky above.

RiftWardens: Veris is currently in active development. Gameplay footage, trailers, and additional media will be released as development progresses toward Early Access in October 2026.

For press inquiries and media assets, contact info@riftwardensveris.com

The War Starts October 2026

"Fight for Humanity's Future. Yours Is Negotiable."

Early Access on Steam. $14.99. Five Wardens. One Moon. Every session leaves a mark.

Coming to Steam — October 2026