RIFT RAIDERS - DESCRIPTIONS
===========================
Four lengths. Use the shortest one that fits. Each is written to survive being
quoted on its own.


ONE LINE (9 words)
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Stack-against-stack grid combat, rebuilt inside a push-your-luck roguelike
run.


SHORT (29 words)
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Tear open the rifts, raid them for everything, and haul your spoils home to
rebuild. Grid combat, push-your-luck runs, and a kingdom that grows stronger
every time you fall.


MEDIUM (86 words)
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Rift Raiders is a grimdark tactical roguelike built on a combat system almost
nobody makes anymore: armies fight stack against stack on a grid, whole units
moving and striking as one. Around that sits a branching run you can walk away
from at any moment. Every node deeper is a bigger haul and a bigger chance of
losing all of it. Extract while you are ahead and your spoils rebuild a
kingdom of 26 buildings across five elemental factions, which changes how the
next run plays.


LONG (187 words)
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The kingdom of Targaai held together because five civic traditions kept each
other honest: Fire, Water, Forest, Light and Dark. Then it broke, and the
rifts opened.

Rift Raiders is a grimdark tactical roguelike about raiding those rifts,
gambling for loot, and hauling it home. Its combat is the part that stands
out. Battles play out stack against stack on a grid, whole units acting as
one, which means you screen your ranged behind your melee, bait
counterattacks, and spend every tile and every point of mana deliberately.
Your spellbook levels as you use it, so the spells you lean on keep getting
bigger.

The run around it is push-your-luck. Fights, elites, bosses, shops and 20
hand-written story events branch across a node map. At any point you can
extract, bank everything you are carrying, and go home. Push one node further
and the haul grows, along with the odds you lose it entirely.

What you bring back builds the kingdom: 26 buildings across the five factions,
each one changing how the next run starts. Lose a run and you keep what you
gathered. Come back harder.


FEATURE BULLETS
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* 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.


QUOTES, CLEARED FOR USE
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"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."
   - Civan Oener, Gooder Games

"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."
   - Civan Oener, Gooder Games


BOILERPLATE
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About Gooder Games
Gooder Games is a two-person independent studio. Its rule is that an idea gets
one week to prove it is fun, and if it is boring, it goes in the bin. Rift
Raiders arrives on Steam on October 28, 2026 at $9.99.
More at https://www.gooder.games/
