No signup, no form, no embargo. Every file on this page is a direct download, served from gooder.games, cleared for editorial use.
Trailer
46 seconds, 1920x1080 at 60fps. The download below is the master file, not a stream rip, so it holds up if you are cutting your own footage from it.
Screenshots
Six frames, 1920x1080 PNG, English UI, no debug overlays. Click any thumbnail for the full resolution original, or take the lot in one file.
Logos, key art and capsules
Transparent PNG where it matters, so a logo can be placed on your own background. The studio logo also ships as SVG inside the press kit ZIP for print and wide headers.
Fact sheet
| Title | Rift Raiders |
|---|---|
| Developer | Gooder Games |
| Publisher | Gooder Games (self-published) |
| Release date | October 28, 2026 |
| Platform | Windows PC, via Steam |
| Steam App ID | 4881370 |
| Store page | https://store.steampowered.com/app/4881370/ |
| Trailer | https://www.youtube.com/watch?v=TauxA8ODA5c |
| Price | $9.99 USD / 7,99 EUR / 6,99 GBP |
| Steam Deck | Untested |
| Languages | 15, fully localized: English, French, Italian, German, Spanish (Spain), Czech, Dutch, Japanese, Korean, Polish, Portuguese (Brazil), Russian, Simplified Chinese, Turkish, Ukrainian |
| Genre | Turn-based tactics / roguelite |
| Steam tags | Turn-Based Tactics, Roguelite, Strategy RPG, Roguelike, Dark Fantasy, Pixel Graphics, Grid-Based Movement, 2.5D |
| Engine | Unreal Engine 5 |
| Modes | Single player |
| Available now | Free public playtest on Steam. Demo at Steam Next Fest, October 19 to 26, 2026, opening and closing at 10:00 AM PDT (UTC-7). |
| Press contact | [email protected] |
| Studio site | https://www.gooder.games/ |
| Discord | https://discord.gg/2qgMYhmBrW |
| X | https://x.com/GamesGoode59799 |
| Bluesky | https://bsky.app/profile/goodergames.bsky.social |
Minimum spec
Windows 10 64-bit, Intel i5-4xxx or Ryzen 3, 8 GB RAM, GTX 1050 / RX 560 / Iris Xe, DirectX 11, 6 GB storage.
Recommended
Windows 10/11 64-bit, Intel i5-8xxx or Ryzen 5, 16 GB RAM, GTX 1060 / RX 580 or better, DirectX 11, 6 GB storage.
Descriptions
Four lengths. Use the shortest one that fits. Each is written to survive being quoted on its own.
One line 9 words
Short 29 words, this is the live Steam short description
Medium 86 words
Long 187 words
Features
- Stack-against-stack grid combat. Units fight as stacks, not individuals, in a tradition almost nobody builds on anymore. Screen your ranged behind your melee, bait counterattacks, and make every tile count.
- Push your luck, or go home. Extract at any node and bank your loot, or push deeper for a bigger haul and risk losing the whole run.
- A spellbook that levels as you cast. The spells you lean on keep getting stronger, so your build emerges from how you actually play instead of from a menu.
- A kingdom that fights with you. 26 buildings across Fire, Water, Forest, Light and Dark. Every upgrade changes how the next run begins.
- 20 hand-written story events. Not filler nodes. Real choices with real consequences, gated by biome and run state.
Video and streaming permission
FAQ
Is there a build I can play right now?
Yes. The free playtest is live on Steam today, and it is the current build, not an old vertical slice. Request access on the store page, or email [email protected] and we will grant it directly. A Next Fest demo follows, running October 19 to 26, 2026, opening and closing at 10:00 AM PDT (UTC-7).
What is it actually like to play?
A run is a branch of nodes: fights, elites, a boss, shops and story events. Fights are grid battles between stacks of units. Between fights you decide whether to extract with what you are carrying or push one node further. Back at the hub, everything you banked goes into buildings that change the next run.
Some of the art is AI-generated. What does that mean here?
Part of the unit art is generated with PixelLab, a pixel-art model, then corrected and animated by hand in-engine. That is disclosed on the Steam store page and we would rather be specific about it than vague. Everything else, the environments, the UI, the code, the systems, the writing and the localization, is made by hand.
The reason is capacity: a two-person studio cannot draw a five-faction roster at the fidelity the combat needs, and we chose to tell you exactly where the line sits.
Console or Mac?
Windows PC at launch. Nothing else is announced.
Is it Steam Deck compatible?
Untested. It is a turn-based game with no reflex input, so it should suit the Deck well, but we have not verified it and we would rather say so than guess.
Can we monetize video of it?
Yes. Every video and stream of Rift Raiders, monetized or not, is fine by us, before and after release. No permission needed.
Who do we talk to?
[email protected]. One person reads it and answers within a day.
Quotes
Attributable and cleared, so a piece can be built without booking an interview.
"Stack combat basically stopped being made after Heroes 3, and I never understood why. It is the most readable tactical system anyone shipped. Rift Raiders is me refusing to accept that it was a dead end."
"The extract button is the whole game. Every player who loses a run to greed learns something about themselves that no tutorial could have told them."
Team and boilerplate
Civan Öner
Values sleep. Makes games anyway.
Marcel Wrona
Semi-professional coffee drinker. Unofficially.
About Gooder Games boilerplate, ends every release
- Developed and published by Gooder Games.
- Built in Unreal Engine 5.
- Some unit art generated with PixelLab and hand-finished. Disclosed on the Steam store page.
- Raven Fantasy Icons by Clockwork Raven Studios.
- Fantasy UI SFX by Atelier Magicae.