TIMBERLINE STUDIOS PRESENTS
"Fight for Humanity's Future. Yours Is Negotiable."
A top-down 5-player co-op persistent war game. Mine Chronite. Seal rifts. Hold the line. The war never stops.
// THE WAR
RiftWardens: Veris is not a shooter with a persistent war layer. It is a persistent war that you fight through 15-25 minute cooperative sessions. That distinction is everything.
A 38-hex map of the moon Veris. It 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. The community's collective actions are always visible. This is not a metagame bolted onto a shooter. The war IS the game. The session is how you fight it.
// THE SESSION
Select a hex on the war map. Drop in. The hex reflects every squad that fought here before you — structures still standing, enemy infrastructure growing, Chronite partially mined.
Engineers activate Chronite extractors through on-object puzzle interfaces. Mining fuels everything — emplacements, death costs, extraction quota. Mining also triggers the threat.
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. The hex updates on the war map. Your mark is permanent. The next squad inherits what you built — or what you left behind.
// FEATURES
38 hexes that never reset. Every session changes the map permanently. Structures survive. Corruption spreads. Enemy infrastructure builds on neglected territory. The community fights a single, continuous war.
First-to-market: a top-down game with TPS aim-down-sights. One input, context-dependent. Rangers get over-shoulder combat zoom. Engineers get full-screen puzzle interfaces. Same button. Different worlds.
Frequency matching, pipe routing, circuit boards, ring locks, resonance cascades, and more. All procedurally generated. All skill-gated. The Engineer's puzzle mastery is as deep as the Ranger's combat.
Rangers fight. Engineers solve. Neither can do the other's job. No role swapping. No softened boundaries. Mandatory interdependence creates stories no other co-op game can generate.
One resource pool. Zero starting Chronite. 1,000 per death. Every death is 10% of the mission. Five deaths burns half the quota. Reckless play punishes the entire squad. 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.
// 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."
// THE TITANS
Tier 4 rifts spawn Titan guardians — massive unique enemies that physically block rift access until your squad puts them down. Seven Ascendancy types at launch. Each demands a different strategy. Each demands everything you've got.
Armored war platform. Shield array. Your small arms tickle it. Sustained emplacement fire is the only answer.
Builds enemy fortifications mid-fight. Every second you don't kill it, the battlefield gets worse.
Warden hunter. Fast. Aggressive. Picks a target and doesn't stop. Kiting, traps, and mines. Or die.
EMP disruptor. Disables your emplacements in radius. Everything you built goes dark when it walks by.
Chronite predator. Ignores your squad. Targets extractors. Drains your pool. Your mission bleeds while you fight.
Command nexus. Buffs every enemy on the field. Surrounded by elite guard. An assassination target wrapped in a fortress.
Fracture entity. Splits at 50% HP. Each half splits again. What started as one becomes an exponential nightmare. Kill it fast or don't kill it at all.
Defeat all seven. Earn an exclusive cosmetic set. Earnable only. Never purchasable.
// 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.
// DESIGN PILLARS
The persistent map is not a wrapper. It is the game. If you log in and nothing has changed, we have failed.
In a squad of five, there are no passengers. Neither class replicates the other. You need them. They need you.
Neglected hexes corrode. Held hexes compound. The map is a living record of the community's choices, failures, and victories.
Live GM presence from day one. Command radio. Narrative events that respond to the actual state of the war, not a schedule.
No battle pass. No weapon tiers. No gameplay advantage at any price. Permanent commitment. Not negotiable.
// 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.
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