
1 · Outer Perimeter
Threat ×1.00
RIFT PILOTSWhitepaper v0.7 · Oct 2026WHITEPAPER · VERSION 0.6 · OCTOBER 17, 2026
A battle-first space shooter. Build a ship, fly it on AUTO or by hand and push through ten galaxies. Real space is free to play: farm Credits, Fuel, gear and tradable Epic Boxes, and run contract missions for PWR Core. The Void is the direct route: a paid portal where every kill earns Core. Core becomes PWR twice a day. There is no speculative token: PWR is pegged to USDC
Status: playable in the browser (practice) and in an online test sandbox on Solana devnet with test USDC. No real money, withdrawals or mainnet yet. Before launch the team runs short test epochs and Epoch 0. Numbers marked provisional may change, and the game will change before and at launch (prices, drop rates, rewards and features are still being balanced).
RIFT PILOTS centres on one ship fighting forward through hostile space. AUTO fights for you while you plan upgrades, missions and merges; MANUAL puts you on the stick to dodge, dash and fire (+5% damage and regeneration, ×1.25 PWR Core). Progress comes from what you build: ships, modules and pilots earned through play.
Buy a Void portal with PWR and every Void kill and stage earns Core: 10 per kill, 25 per elite or Void Stalker, 100 per boss, 50 per stage, ×1.25 on MANUAL, times the level's Core scale and the portal's multiplier (×1.5 to ×3). The Void is tougher, costs no Credits or Fuel to enter (the portal is the price), and drops modules up to Legendary.
| Real space · free to play | The Void · paid portal | |
|---|---|---|
| Entry | Level entry in Credits + Fuel | Portal 100–300 PWR for 1 hour; no Credits or Fuel per sortie |
| Map | Your galaxies and levels | The same galaxy and level; clears count as progress for levels 1–9 (level 10 and its boss stay in real space) |
| Enemies | That level's threat | Tougher: a harder enemy mix (more elites, battleships, carriers) at +10% to +30% strength |
| PWR Core | None from kills; contract missions only (after clearing Galaxy 3) | Every kill and stage, ×1.5 / ×2 / ×2.5 / ×3 by portal |
| Modules | Common to Rare | Common to Legendary, more often and better than real space |
| Boxes & contracts | Epic Boxes (tradable) · contracts after clearing Galaxy 3 | None (Season 1: Void Box) |
| Credits & Fuel | Earned in both | |
| Paid from | The same epoch pool, at 00:00 and 12:00 | |
Frontier rule: Core, Credits, drops and box chance are full in your newest galaxy and the one before it, half two galaxies back and a quarter further back, so nobody farms easy content. Deeper galaxies pay more Credits per Fuel, drop better rarity and more Epic Boxes.
Three defence layers: a Shield that regenerates, Armor whose hardness cuts damage, and Hull. Armor and Hull do not regenerate in a sortie. A defeated ship stays at Hull 0 until you repair it with Credits.
| Weapon | Damage | Interval | vs Shield | vs Armor | Notes |
|---|---|---|---|---|---|
Laser | 1.8 | 0.40 s | ×0.65 | ×1.5 | Forward beam |
Kinetic gun | 0.75 | 0.18 s | ×1.5 | ×0.7 | Fast ballistic fire |
Missile | 5.2 | 1.05 s | Bypasses | ×1.0 | Homing splash; point defense can stop it |
Escort hangar | escorts | 1.2 s | ×1.5 | ×0.7 | Fighters that absorb bullets |
Base stats before rarity, ship class, pilot and MANUAL bonuses. About 1.5% of enemies are elites (×1.5 Hull and bounty). Enemy types: Fighter, Fast Corvette, Battleship, Carrier and the rare VOID Stalker.
Ten galaxies × ten levels × five stages = 500 stages. Levels unlock in order. A new galaxy needs level 10 of the previous one cleared plus a one-time unlock: Galaxies 2–3 cost Credits and Fuel only (500 C + 20 Fuel, then 1,414 C + 57 Fuel), so the free path through Galaxy 3 needs no PWR. Galaxy 4 onwards also costs PWR: 50 / 100 / 150 / 250 / 400 / 600 / 1,000 PWR for Galaxies 4–10, plus Credits and Fuel (up to 13,500 C + 540 Fuel). Level entry runs from 180 C + 7.2 Fuel to 3,995 C + 26.1 Fuel; first clears pay a Credit bonus. Deeper galaxies always pay more: more Credits per Fuel, better module rarity, more Epic Boxes, and more Void Core per kill. Farming two or more galaxies below your newest one pays half or less. Provisional.

Threat ×1.00

×1.12

×1.25

×1.38

×1.52

×1.68

×1.85

×2.20

×2.55

×3.20
Level 10 of each galaxy ends with its own boss and signature skill. Bosses telegraph every attack and change phase at 66% and 33% Hull. Each pilot defeats each boss once: the first defeat pays a chest and locked Credits, then the boss no longer spawns, you can still farm the galaxy, and it pays +5% Credits for good.
| # | Boss | Signature skill | First defeat |
|---|---|---|---|
| 1 | Warden Bastion | Sweeping front shield (−60% damage), breaks in phase 3 | Rare chest · 2,500 C |
| 2 | Revenant Hulk | Raises up to 3 wrecks as turrets | Rare chest · 4,000 C |
| 3 | Prism Matriarch | Lance splits into 3–4 colour lanes; lasers +15% to its core | Rare chest · 5,500 C |
| 4 | Signal Tyrant | Grey decoy lane next to the real red lane | Epic chest · 7,000 C |
| 5 | Shard Colossus | Orbiting shards; each one broken takes 10% of its Hull | Epic chest · 8,500 C |
| 6 | The Hollow Choir | Fades out (50% damage taken); hit it when solid | Epic chest · 10,000 C |
| 7 | Solar Forge | Burning heat lanes | Epic chest · 11,500 C |
| 8 | Assembler Prime | Two crane arms build a drone every 8 s | Legendary chest · 13,000 C |
| 9 | Gatekeeper Eclipse | Time echo: lances where you were 3, 2 and 1 s ago | Legendary chest · 14,500 C |
| 10 | Rift Sovereign | Borrows the other bosses' skills | Legendary chest · 16,000 C |
Boss Credits are locked and boss chest modules are ship-bound (see 08).
You own a roster and deploy one ship at a time. Each ship has one shared Hull: its base Hull plus every equipped part. Removing parts never erases damage, and re-equipping never heals.





| Merge | Success | Fee |
|---|---|---|
| Common → Uncommon | 100% | 25 PWR |
| Uncommon → Rare | 100% | 75 PWR |
| Rare → Epic | 50% | 200 PWR |
| Epic → Legendary | 25% | 500 PWR |
The highest-level ship survives; Hull damage carries over. Genesis ships cannot be merged.
Ten module types fill weapon, defense and utility slots: Laser, Missile, Kinetic gun, Escort hangar (weapons), Hard armor, Shield, Point defense (defense) and Fire control, Shield regeneration, Afterburners (utility). Rarity multiplies stats: Common ×1.00, Uncommon ×1.35, Rare ×1.75, Epic ×2.25, Legendary ×3.00. Equipment cannot be upgraded; each rarity has a fixed maximum roll. Equip Best suggests a Balanced, Damage or Survival loadout and applies it only after you confirm. Unwanted modules salvage for 60–1,600 Credits.
One pilot flies your deployed ship. Pilots roll Combat, Engineering and Logistics (+1% damage, regeneration or mission results per point) and a trait (Gunner, Mechanic, Explorer or Quartermaster). Stat ranges: Common 1–3 up to Legendary 10–15 (recruit odds per candidate: Common 61.8%, Uncommon 28%, Rare 8%, Epic 2%, Legendary 0.2%, about one Legendary in 50 refreshes). Ten refreshes a day: the first five cost 300–900 Credits, the last five 5–15 PWR, resetting at midnight Manila.
Buy a portal in the Store, activate it and fly the Void version of the galaxy and level you are on for one hour. It is the direct way to earn PWR Core: every kill and stage counts. Sorties inside cost no Credits or Fuel, enemies are tougher, and modules drop up to Legendary. Clears count as progress for levels 1–9. You still earn Credits and Fuel, can return to real space and re-enter while access lasts, and a defeat starts a short cooldown.

1 h of deployed time (pauses when docked) · +10% enemies · Core ×1.5 · good from the start

1 elapsed hour · +20% enemies · Core ×2

1 elapsed hour · +30% enemies · Core ×2.5 · Rare gear advised

1 elapsed hour · hardest mix · Core ×3 · Epic gear advised
One portal per tier per day; tiers unlock in order. Portal sales go 95% to the next epoch pool and 5% to the team, so portal players fund everyone's payouts. The team can run portal sales (a discount for a set time); the discounted price is what goes into the pool. A portal is a way to earn Core, not a guaranteed profit: your payout depends on everyone's Core and the pool. Provisional.
Contracts open when you clear Galaxy 3 (the same moment you join the epoch; no paid unlock needed): from then on they drop rarely from real-space stages (≈1% per stage, 10% galaxy boss; capped at 25%), and missions can be launched. Launch one with a pilot as a timed mission: success adds PWR Core to the current epoch, failure gives nothing. This is the free-to-play way to earn PWR. Five identical contracts combine into one of the next rarity.
| Contract | Duration | Base success | Launch cost | Epoch Core |
|---|---|---|---|---|
| Survey Warrant | 30 min | 78% | 180 C + 6 Fuel | 100 |
| Recovery Charter | 90 min | 68% | 450 C + 12 Fuel | 250 |
| Blacksite Directive | 4 h | 56% | 1,100 C + 24 Fuel | 600 |
| Rift Commission | 8 h | 44% | 2,600 C + 40 Fuel | 1,500 |
Starbase: five buildings with ten levels each and real-time upgrades. Central Command caps the others; the Credit Exchange and Fuel Refinery produce Credits and Fuel while you are away; the Shipyard makes repairs cheaper; the Expedition Center unlocks resource expeditions (30 min to 12 h) that return Credits and Fuel. From level 4, upgrades also need Core. The Jobs list shows every running timer.
Chests come in five rarities. The server rolls the contents when you open one: Credits, Fuel and modules of the chest's rarity or one step below (free bag slots needed).
| Chest | Credits | Fuel | Modules |
|---|---|---|---|
Common | 400–800 | 5–10 | Common + 25% Uncommon |
Uncommon | 1,000–1,800 | 10–20 | Uncommon + 50% Common |
Rare | 2,500–4,000 | 25–40 | Rare + 60% Uncommon |
Epic | 6,000–9,000 | 50–80 | Epic + Rare |
Legendary | 14,000–20,000 | 120–180 | Legendary + Epic + 50% Rare |
Epic Boxes · real spaceReal space drops modules up to Rare. Your shot at an Epic there is the Epic Box: it drops from real-space enemies (0.2% per kill, +10% per galaxy, 20% from a galaxy boss), uses one bag slot, and is tradable on the Equipment market. Open it for one module, rolled by the server:
| Common | Uncommon | Rare | Epic |
|---|---|---|---|
| 40% | 32% | 22% | 6% |
Simulation of 100,000 boxes: Epic in 6.0%; half of players see an Epic within 12 boxes, 90% within 38. About 1 box every 10 sorties in Galaxy 1 and every 5 in Galaxy 10. Boxes cannot be salvaged. Provisional.
| Currency | Earned from | Spent on |
|---|---|---|
Credits | Bounties, first clears, Credit Exchange, expeditions | Level entry, unlocks, repairs, buildings, contracts, recruitment, listing tax |
Fuel | Fuel Refinery, combat, expeditions | Level entry, unlocks, contracts |
PWR Core | Void kills and contract missions (one epoch pool) | Cannot be spent. Becomes PWR at 00:00 / 12:00 |
PWR | Epoch payouts, marketplace sales, referrals | Portals, ship orders, merges, late refreshes, marketplace buys |
| 🔒 Locked Credits/Fuel | Starter Credits, chests, bosses | Anything in the game; never Exchange or marketplace |
A spot market with limit orders, an order book and candle charts for farmed Credits (lots of 1,000) and Fuel (lots of 10) against PWR. It needs an Exchange Permit, 100 PWR for 7 days, and charges 1% from the buyer and 1% from the seller (both to the reward pool). Locked Credits/Fuel can never be sold here.
A one-time run of 150 Genesis ships, never sold again. Three things make them different:
You choose the tier (no random chest), and the ship arrives in your hangar immediately with activation included.

60 ships · 5 USDC · +3%

45 ships · 25 USDC · +5%

30 ships · 50 USDC · +7%

10 ships · 100 USDC · +10%
Each Modification has a rarity from combat testing: Common (Shield Reservoir, Recovery Cascade), Uncommon (Momentum Drive, Scatter Flak), Rare (Twin Warheads, Seeking Laser), Epic (Living Hull, Predator Circuit). The ship's tier caps what it can roll, with equal odds inside the cap: Uncommon ship Common–Uncommon (4 mods, 25% each), Rare up to Rare (6 mods), Epic up to Epic (8 mods, 12.5% each), Legendary up to Epic and rolls 2 different mods.
| Modification | Effect | Tradeoff |
|---|---|---|
| Twin Warheads (missile) | Two missiles per shot | 55% damage each |
| Scatter Flak (kinetic) | Three spread projectiles | 40% damage each, −25% range |
| Seeking Laser (laser) | Beams lock on slightly off-line | −10% laser damage |
| Shield Reservoir | +50% max Shield | No Shield regen in combat |
| Living Hull | 0.5% Hull/s after 5 s unhit | +20% Hull damage taken |
| Predator Circuit | +1% damage per kill (max 10%) | Expires 10 s after last kill |
| Momentum Drive | +1% speed per kill (max 10%) | A hit removes 3 stacks |
| Recovery Cascade | +2% Shield regen per kill (max 20%) | Expires 10 s after last kill |
Rolled once by the server at delivery, tied to the serial, active only on the deployed ship (weapon traits need that weapon). Try any trait free in the Combat Lab. The Launch Pack runs on devnet with test USDC until the live sale opens; no NFT is created at purchase. Values provisional.
RIFT PILOTS launches without a token sale and without investors. The first reward pool comes from two published sources:
| Source | If sold out | Goes to |
|---|---|---|
| Genesis Launch Pack (145 public ships) | 3,925 USDC | 95% → reward pool (3,728.75) · 5% → team marketing (196.25) |
| Team seed | 10,000 PWR (100 USD) | 100% → reward pool |
| Initial reward pool | ≈ 3,828.75 USD worth of PWR (half sell-out ≈ 1,976; Uncommon only ≈ 385) | |
RIFT PILOTS is seasonal: each season (about 3 months) has its own theme, enemies and events. Plans may change before a season starts.
Locked features are built or designed and switched on by feature flag at a later maintenance. Preview numbers are placeholders.
A world boss that cannot be destroyed. Each pilot gets 2 free AUTO attacks per epoch (30 s of real server combat, shown as a cinematic). Everyone's damage moves it through four life stages: Hull Plating (front shield), Battery Array (turret pods, +10% damage each broken), Reactor Bloom (heat lanes, +25% while venting) and Siege Form (enraged last 10 s). Every attack gives a chest by damage; the epoch ranking adds one more (#1 Legendary, #2–3 Epic, #4–10 Rare, others Uncommon).
Coalitions of pilots: 5,000 Credits + 10 PWR to found, 30 slots (+5 per level, up to 50). Members donate Credits, Fuel and modules to level the guild (1–10, small perks per level). Rankings by monsters killed: #1 +5% PWR Core for a week, #2–3 +3%, top 10 a guild chest each. Guild research burns items for bonuses such as Salvage Efficiency, Fuel Refining, Boss Hunter and Core Resonance. Guild vs Guild later.
Guilds conquer asteroids in siege windows and hold them for passive PWR Core every hour (capped, with daily Fuel upkeep; deeper galaxies yield more). Dig deep with drilling charges: deeper tiers roll better loot, with cave-in and guardian events along the way.
No manual play: both ships fight on AUTO on the same engine, so it tests your build. Brackets by gear power (Bronze to Rift) against snapshot builds, 5 free tickets a day, and season rewards per bracket.
Also planned: equipment rerolls within each rarity's range, a Codex collection book with permanent bonuses, a Mythic tier with special skills, and Genesis NFT claiming with the same serial and perks.
Your Solana wallet is your login (Sign-In With Solana, Phantom or any Wallet Standard wallet). Signing a message never moves funds. Sessions are server-side and revoked on logout. Every paid action has an operation ID, so a retried click never charges twice. Get Phantom.
Art & audio: AeroVanguard space-combat pack (ships, enemies, VFX), Screaming Brain Studios nebulae (CC0), Kibyra Sci-Fi Icons, a cyan pixel UI theme. Commander portraits and the music/sound set still need their commercial rights confirmed before release.
Every player accepts these on first sign-in. Short version: one person, one account, no exploits.
RIFT PILOTS is in development. This whitepaper describes a working prototype and a test sandbox. It is not an offer of securities or an investment product. All numbers may change through balancing. No real-money transactions are enabled.