TIMBERLINE STUDIOS PRESENTS
"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.
Sgt. Harlow: "End of the world got rescheduled. Now it's just... logistics."
// THE WAR
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.
Cpl. Vasquez: "Boots down. Let's not make this worse."
// THE SESSION
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.
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.
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.
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.
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."
// FEATURES
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.
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.
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.
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.
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 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!"
// THE WARDENS
Combat Specialist
The firepower. The shield. The reason Engineers live long enough to finish the puzzle.
Technical Specialist
The brains. The builder. The only one who can close the rift while everything is trying to kill you.
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 TITANS
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.
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."
// THE UNIVERSE
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.
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.
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.
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.
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.
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."
// OUR PROMISE
The map moves while you're gone. What the community does between your sessions changes what you drop into next.
No passengers. No carried players. Every Warden on the ground has a job only they can do.
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.
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.
No battle pass. No weapon tiers. No gameplay advantage at any price. Permanent commitment. Not negotiable.
Pvt. Galle: "Next time I volunteer, stop me."
// MEDIA
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
"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