Wardens deployed on the surface of Veris

TIMBERLINE STUDIOS PRESENTS

RIFTWARDENS: VERIS

"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.

Unreal Engine 5 1-5 Players Co-op PC — Early Access 2026
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The Moon Remembers Everything

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.

38 Persistent Hexes
15-25 Minute Sessions
1-5 Player Squads
The War Never Resets

Deploy. Mine. Fight. Seal. Extract.

01

DEPLOY

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.

02

MINE

Engineers activate Chronite extractors through on-object puzzle interfaces. Mining fuels everything — emplacements, death costs, extraction quota. Mining also triggers the threat.

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. The hex updates on the war map. Your mark is permanent. The next squad inherits what you built — or what you left behind.

What No Other Game Does

Persistent War Map

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.

Contextual ADS

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.

11 Puzzle Types

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.

Hard Role Split

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.

Unified Economy

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 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.

Two Roles. One War. No Passengers.

RANGER

Combat Specialist

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

  • 10 Primary Weapons — AR, shotgun, marksman rifle, LMG, SMGs, and more. Each with unique behavioral traits: stagger, piercing, chain hit, spin-up.
  • 7 Tactical Gadgets — Shield Wall, Personal Barrier, Jump Pack, Grappling Hook, Combat Stim, Supply Beacon, Fortify.
  • Throwables — Frags, Smoke, Napalm. Three charges per session. Pick your type before the drop.
  • ADS Combat — Over-shoulder TPS zoom with per-weapon characteristics. Cone-to-raycast hit detection swap.
  • Emplacement Calls — Activate Engineer-built fire support: mortars, artillery, drone strikes.

ENGINEER

Technical Specialist

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

  • Multi-Tool — Context-sensitive primary tool. Build, repair, refill, scan, interact. One tool, five modes, mastery track with 6 upgrades.
  • 11 Puzzle Types — Procedurally generated, skill-gated. Each rift seal, extractor activation, and emplacement build requires puzzle mastery under fire.
  • 10 Emplacements — Mortar Battery, Relay Chain, Ammo Station, Health Station, Drone Strike, and more. Build the infrastructure Rangers need to hold the line.
  • 7 Defensive Gadgets — Stasis Field, Decoy Beacon, Hardlight Barrier, Overclock Module, Emergency Teleport, Crawler Bot, Repair Drone.
  • Throwables — C4, Mines, Claymores. Self-defense for when the Rangers are down.

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."

Seven Ways the Moon Tries to Kill You

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.

BASTION

Armored war platform. Shield array. Your small arms tickle it. Sustained emplacement fire is the only answer.

ARCHITECT

Builds enemy fortifications mid-fight. Every second you don't kill it, the battlefield gets worse.

EXECUTIONER

Warden hunter. Fast. Aggressive. Picks a target and doesn't stop. Kiting, traps, and mines. Or die.

NULLIFIER

EMP disruptor. Disables your emplacements in radius. Everything you built goes dark when it walks by.

HARVESTER

Chronite predator. Ignores your squad. Targets extractors. Drains your pool. Your mission bleeds while you fight.

OVERSEER PRIME

Command nexus. Buffs every enemy on the field. Surrounded by elite guard. An assassination target wrapped in a fortress.

SPLINTER

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.

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.

What We Believe

I

The War Is the Content

The persistent map is not a wrapper. It is the game. If you log in and nothing has changed, we have failed.

II

Every Role Matters

In a squad of five, there are no passengers. Neither class replicates the other. You need them. They need you.

III

The War Has Consequences

Neglected hexes corrode. Held hexes compound. The map is a living record of the community's choices, failures, and victories.

IV

The Game Has a Voice

Live GM presence from day one. Command radio. Narrative events that respond to the actual state of the war, not a schedule.

V

Never Monetize Against the Community

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

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.

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