RIFT PILOTSWhitepaper v0.7 · Oct 2026

WHITEPAPER · VERSION 0.6 · OCTOBER 17, 2026

RIFT PILOTS

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).

Falcon battleship

01 In one minute

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.

Design pillars
  • Combat first: the battlefield is the main screen; everything else opens over it.
  • No hidden costs: every price, fee, chance and risk is shown before you confirm.
  • No coin: PWR is a ledger currency pegged to USDC (100 PWR = 1 USDC), not a token.
  • Server authority: online, the server decides kills, drops, damage and balances.

02 How to earn PWR

PWR Core is not PWR. PWR Core is a fragment of PWR you collect during a 12-hour epoch. It cannot be spent or traded. When the epoch closes at 00:00 and 12:00 server time (Asia/Manila), the server turns everyone's Core into PWR, as each pilot's share of the pool. It pays automatically, even if you are offline.

How an epoch works

The epoch cycleEarn PWR Core from Void kills or contract missions during the epoch; the epoch closes at 00:00 or 12:00, the server pays your share of the pool as PWR, and a new epoch starts at zero Core. 1 · EARN COREVoid killscontract missions 2 · PWR COREcounts up all epochcannot be spent 3 · EPOCH CLOSE00:00 and 12:00server time 4 · PWRyour Core ÷ all Core× the pool a new epoch starts at 0 Core: earn again
Your PWR = your epoch Core ÷ everyone's epoch Core × the epoch pool. You join the payout after clearing Galaxy 3; before that the panel shows what you would have earned. If you were referred, 5% goes to your referrer. There are two ways to earn Core:

Path 1 · Free to play: real space and contracts

The free-to-play pathFarm real space for Credits, Fuel, gear and Epic Boxes; once Galaxy 3 is cleared contracts drop; launch one as a timed mission with a pilot; a successful mission gives PWR Core, paid as PWR at the epoch close. FARMreal space · freeCredits · Fuel · gear CONTRACTafter Galaxy 3 cleared5 same → 1 better MISSIONpilot + Credits/Fuel30 min – 8 h · can fail PWR CORE100 – 1,500 on success0 on failure EPOCHpaid as PWR00:00 / 12:00
Real-space kills do not earn Core. They pay Credits, Fuel, modules (Common to Rare) and tradable Epic Boxes, and once you clear Galaxy 3 they drop contracts. Running contracts is the free way to earn PWR: it takes time, a pilot, and a chance to fail (odds and Core shown before launch, see 07).

Path 2 · The Void: direct Core

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 playThe Void · paid portal
EntryLevel entry in Credits + FuelPortal 100–300 PWR for 1 hour; no Credits or Fuel per sortie
MapYour galaxies and levelsThe same galaxy and level; clears count as progress for levels 1–9 (level 10 and its boss stay in real space)
EnemiesThat level's threatTougher: a harder enemy mix (more elites, battleships, carriers) at +10% to +30% strength
PWR CoreNone from kills; contract missions only (after clearing Galaxy 3)Every kill and stage, ×1.5 / ×2 / ×2.5 / ×3 by portal
ModulesCommon to RareCommon to Legendary, more often and better than real space
Boxes & contractsEpic Boxes (tradable) · contracts after clearing Galaxy 3None (Season 1: Void Box)
Credits & FuelEarned in both
Paid fromThe 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.

Where PWR comes fromPWR spent by players funds the next epoch pool (95%; 5% to the team). Void kills and contract missions add PWR Core to one epoch; at 00:00 and 12:00 the pool is shared by Core among pilots who cleared Galaxy 3. PLAYER SPENDportals · ships · merges · fees PWR COREVoid · contract missions EPOCH POOL95% of spend + launch seedone pool for everything PWR PAYOUT00:00 · 12:00after Galaxy 3
Spending funds the pool; Core decides each pilot's share. The launch seed is released gradually. A pool is not a promise: payouts depend on activity and funding, and there is no fixed rate.
  • Other PWR sources: selling equipment, Epic Boxes or pilots on the marketplace (paid in PWR) and 5% of your referrals' payouts.
  • Withdrawals: none while a season is running. PWR stays in your account until the season ends (see 12).

03 Gameplay & combat

  1. Dock: repair Hull, equip modules (or Equip Best), pick a galaxy and level.
  2. Deploy: each level costs Credits and Fuel and has five stages. A stage advances by kills (6 / 8 / 10 / 12 / 14).
  3. Fight on AUTO or MANUAL. AUTO keeps fighting while windows are open.
  4. Loot: Credits, Fuel, modules (Common to Rare in real space), Epic Boxes and, from Galaxy 4, contracts. Items go straight to your inventory.
  5. Build: equip, merge ships, recruit pilots, upgrade, then go deeper.

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.

WeaponDamageIntervalvs Shieldvs ArmorNotes
Laser1.80.40 s×0.65×1.5Forward beam
Kinetic gun0.750.18 s×1.5×0.7Fast ballistic fire
Missile5.21.05 sBypasses×1.0Homing splash; point defense can stop it
Escort hangarescorts1.2 s×1.5×0.7Fighters 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.

04 Galaxies & bosses

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.

1 · Outer Perimeter

Threat ×1.00

2 · Ion Graveyard

×1.12

3 · Glass Nebula

×1.25

4 · Ashen Relay

×1.38

5 · Shard Belt

×1.52

6 · Silent Expanse

×1.68

7 · Cinder Orbit

×1.85

8 · Null Foundry

×2.20

9 · Eventide Gate

×2.55

10 · Core Rift

×3.20

Ten unique galaxy bosses

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.

#BossSignature skillFirst defeat
1Warden BastionSweeping front shield (−60% damage), breaks in phase 3Rare chest · 2,500 C
2Revenant HulkRaises up to 3 wrecks as turretsRare chest · 4,000 C
3Prism MatriarchLance splits into 3–4 colour lanes; lasers +15% to its coreRare chest · 5,500 C
4Signal TyrantGrey decoy lane next to the real red laneEpic chest · 7,000 C
5Shard ColossusOrbiting shards; each one broken takes 10% of its HullEpic chest · 8,500 C
6The Hollow ChoirFades out (50% damage taken); hit it when solidEpic chest · 10,000 C
7Solar ForgeBurning heat lanesEpic chest · 11,500 C
8Assembler PrimeTwo crane arms build a drone every 8 sLegendary chest · 13,000 C
9Gatekeeper EclipseTime echo: lances where you were 3, 2 and 1 s agoLegendary chest · 14,500 C
10Rift SovereignBorrows the other bosses' skillsLegendary chest · 16,000 C

Boss Credits are locked and boss chest modules are ship-bound (see 08).

05 Ships, equipment & pilots

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.

Tempest

Tempest · Attack Craft

Hull
80
Combat
×0.85
Speed
×1.35
Slots W/D/U
2 / 1 / 2
Nova

Nova · Corvette

Hull
125
Combat
×0.95
Speed
×1.10
Slots W/D/U
3 / 2 / 2
Viper

Viper · Frigate

Hull
160
Combat
×1.00
Speed
×1.00
Slots W/D/U
3 / 2 / 3
Falcon

Falcon · Battleship

Hull
210
Combat
×1.05
Speed
×0.85
Slots W/D/U
4 / 3 / 3
Warden

Warden · Capital Ship

Hull
320
Combat
×1.10
Speed
×0.65
Slots W/D/U
6 / 4 / 4

Ships

  • Rarity: Common ×1.00 to Legendary ×1.16 combat and Hull.
  • Acquire: 100 PWR, arrives in 30 minutes. Odds: Common 60%, Uncommon 25%, Rare 10%, Epic 4%, Legendary 1%; an assisting pilot improves them up to a cap.
  • Level up with Credits for more stats and more equipment capacity.
  • Repair is always full: about 3 Credits per Hull point, 5% cheaper per Shipyard level.

Merge · 3 ships → 1 of the next rarity

MergeSuccessFee
Common → Uncommon100%25 PWR
Uncommon → Rare100%75 PWR
Rare → Epic50%200 PWR
Epic → Legendary25%500 PWR

The highest-level ship survives; Hull damage carries over. Genesis ships cannot be merged.

Equipment

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.

Pilots

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.

06 The Void

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.

Scout · 100 PWR

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

Hunter · 150 PWR

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

Vanguard · 200 PWR

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

Abyss · 300 PWR

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.

07 Contracts & Starbase

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.

ContractDurationBase successLaunch costEpoch Core
Survey Warrant30 min78%180 C + 6 Fuel100
Recovery Charter90 min68%450 C + 12 Fuel250
Blacksite Directive4 h56%1,100 C + 24 Fuel600
Rift Commission8 h44%2,600 C + 40 Fuel1,500

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.

08 Chests & locked rewards

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).

ChestCreditsFuelModules
Common400–8005–10Common + 25% Uncommon
Uncommon1,000–1,80010–20Uncommon + 50% Common
Rare2,500–4,00025–40Rare + 60% Uncommon
Epic6,000–9,00050–80Epic + Rare
Legendary14,000–20,000120–180Legendary + Epic + 50% Rare

Epic Boxes · real space

Real 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:

CommonUncommonRareEpic
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.

  • Farmed Credits and Fuel are free currency (bounties, clears, Starbase production). Only these can go to the Exchange.
  • 🔒 Locked Credits/Fuel: starter Credits, chests and galaxy-boss rewards. They are spent first on anything inside the game (upgrades, level entry, repairs, unlocks, contracts, bag space) but never reach the Exchange or the marketplace.
  • Ship-bound modules: galaxy-boss chest modules carry the boss's first-clear tag and cannot be traded. Arch Ship modules (later) are tradable.

09 Economy

No coin. There is no RIFT PILOTS token. PWR is an in-game ledger currency pegged to USDC: 100 PWR = 1 USDC. Rewards are shares of funded pools.
CurrencyEarned fromSpent on
CreditsBounties, first clears, Credit Exchange, expeditionsLevel entry, unlocks, repairs, buildings, contracts, recruitment, listing tax
FuelFuel Refinery, combat, expeditionsLevel entry, unlocks, contracts
PWR CoreVoid kills and contract missions (one epoch pool)Cannot be spent. Becomes PWR at 00:00 / 12:00
PWREpoch payouts, marketplace sales, referralsPortals, ship orders, merges, late refreshes, marketplace buys
🔒 Locked Credits/FuelStarter Credits, chests, bossesAnything in the game; never Exchange or marketplace
  • Activation: before your first sortie, activate once: 1 USDC (test USDC in the sandbox) gives a Common Corvette and a Common pilot, starter Fuel and 2,500 locked starter Credits; or buy any Genesis ship, which includes activation. Signing in is free and stays signed in for 7 days on your device.
  • Marketplace (Equipment, Epic Boxes and Pilots): listing costs a 5% tax in Credits up front (non-refundable). The buyer pays in PWR and the seller receives 100%. Ship-bound modules and Genesis ships cannot be traded.
  • Referrals: a new pilot who signs in with your link gives you 5% of their PWR payouts (stated on the sign-in page) and gets +5% Credits and Fuel for 7 days.
  • Daily rewards: a 7-day login streak (Credits and Fuel on Days 1–6, a Rare chest on Day 7; miss a day and it restarts). All daily rewards are 🔒 locked.
  • Withdrawals (designed, not enabled): 105 PWR held → 1 USDC paid (5 PWR fee). Closed while a season is running.
  • Credits and Fuel: a won sortie pays about 1.4× its entry Credits in Galaxy 1, rising to about 1.7× in Galaxy 10, before repairs. Fuel caps how many sorties you fly each day, so planning both is part of the game.
  • Fair play: one epoch payout per person. Sign-ins record privacy-safe network and device signals (keyed hashes, never raw addresses). A quick security check (Cloudflare Turnstile, usually invisible) runs when a new wallet signs in, when a network is creating many accounts, and before a payment. Clusters of accounts are flagged, and their payouts are held until a review clears them or a ban forfeits them. Self-referrals are not bound, and
  • Rankings: Highest Gear Power, Farthest Galaxy and Referrals. Practice balances are simulated and never imported.
🔒 LOCKEDExchange · built and in testing, switched on in a post-launch update

Exchange · Credits & Fuel ⇄ PWR Not at launch

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.

10 Genesis Launch Pack

A one-time run of 150 Genesis ships, never sold again. Three things make them different:

  • Traits you will never find on a normal ship. Every Genesis ship carries Genesis Modifications that do not exist anywhere else in the game.
  • A bonus that stays forever. +3% to +10% loot and stats, for as long as you own the ship.
  • An NFT you own forever. Each ship has a permanent serial (#001–#150) and can be claimed as an NFT in a later update.

You choose the tier (no random chest), and the ship arrives in your hangar immediately with activation included.

Nova Corvette

Uncommon · Nova

60 ships · 5 USDC · +3%

Viper Frigate

Rare · Viper

45 ships · 25 USDC · +5%

Falcon Battleship

Epic · Falcon

30 ships · 50 USDC · +7%

Warden Capital Ship

Legendary · Warden

10 ships · 100 USDC · +10%

Perks

  • Bonus of your highest tier (never stacks) to attack, defense, eligible Void and contract Core, and build speed.
  • +1 free daily pilot refresh.
  • One Genesis Modification per ship.
  • No activation fee.

Rules

  • 2 per tier per wallet; 5 ships reserved for team, giveaways and partners.
  • Cannot be merged or traded for PWR, so supply stays at 150.
  • Perks belong to the owner. Paid in USDC and verified on-chain once.

Genesis Modifications · only on Genesis ships, permanent

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.

ModificationEffectTradeoff
Twin Warheads (missile)Two missiles per shot55% damage each
Scatter Flak (kinetic)Three spread projectiles40% damage each, −25% range
Seeking Laser (laser)Beams lock on slightly off-line−10% laser damage
Shield Reservoir+50% max ShieldNo Shield regen in combat
Living Hull0.5% 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.

11 Funding

RIFT PILOTS launches without a token sale and without investors. The first reward pool comes from two published sources:

SourceIf sold outGoes to
Genesis Launch Pack (145 public ships)3,925 USDC95% → reward pool (3,728.75) · 5% → team marketing (196.25)
Team seed10,000 PWR (100 USD)100% → reward pool
Initial reward pool≈ 3,828.75 USD worth of PWR (half sell-out ≈ 1,976; Uncommon only ≈ 385)
  • After launch, 95% of PWR players spend funds the next epoch pool and 5% goes to the team.
  • The launch seed is released gradually (for example over 14 days) so early players cannot drain it.
  • Proof of reserves: the pool wallet will be published next to total player PWR.
  • Running costs are paid from the team share, never the pool. A pool is not a promise: payouts depend on activity and can be zero.

12 Seasons

Test epochs · short tests before launch. The team runs a cycle of short test epochs on the same game. Each one is announced in the game with its name, prize and goal, a start and an end.
  • Sign in with your wallet at any time (free; the test runs on Solana devnet, no real money moves in the game). Test epochs are invite-only: only whitelisted wallets can join. Before the start the game is locked behind a countdown; everything opens at the start. Once an epoch starts it runs to its announced end.
  • The base game is on: real space, the Void, contract missions, Epic Boxes, daily rewards and referrals. The Arch Ship, the marketplace, the Exchange and the Genesis sale are off unless the epoch says otherwise.
  • The PWR Core ranking counts only between the start and the end. When the epoch ends the game closes and everyone sees the final ranking.
  • Prizes are announced for each epoch (for example $5 for each of the top 3) and are paid by the team to the winners' wallet addresses after the end. Accounts that break the rules (several accounts per person, bots, exploits) are left out.
  • Between tests the team may wipe the game: everyone starts over with a fresh starter.
  • Please report bugs in the game (Community → Report a bug); reports stay open even after an epoch ends.
Epoch 0 · the 5-day test event. Everyone signs in for free and starts with a Common Corvette, a Common pilot and 10,000 test PWR. Features open day by day: Day 1 real space (bosses, Credits, loot) · Day 2 the Void opens and the PWR Core race starts (your first Void Scout portal is free) · Day 4 contract missions, opening Epic Boxes with PWR and referrals · Day 5 the Arch Ship finale · then the race ends and the ranking freezes.
  • Prizes (final PWR Core ranking): #1 $25 · #2 $10 · #3, #4 and #5 $5 each · #6–10 a Rare box in the live game. The top 3 also get a Genesis allowlist slot (a right to buy, not a free ship); everyone who qualifies gets an Epoch 0 badge. Paid by the team to the winners' wallet addresses.
Everything is a test and will change at launch.

RIFT PILOTS is seasonal: each season (about 3 months) has its own theme, enemies and events. Plans may change before a season starts.

Season 1 · Into the Abyss

  • Void Entities: ≈1% chance per voyage; each one destroyed drops a Void Box (100%) of tradable equipment.
  • The Golden Armada: a very rare golden fleet with a chance at a Tier-Up Box (raises one module's rarity by one tier).
  • Void portals, Void bosses and the Void ranking are the focus.

During and after a season

  • No withdrawals during the season. PWR is still paid at 00:00 and 12:00 and stays in your account.
  • Equipment resets at season end, except a Stash of your 10 favourite pieces.
  • PWR settlement planned · subject to review: PWR redeemed at 100 PWR = 1 USDC and sent as USDC to your registered Solana wallet. Needs a fully USDC-backed pool, a security audit, eligibility checks and mainnet; not on devnet; no guaranteed amount.

13 Coming later

Locked features are built or designed and switched on by feature flag at a later maintenance. Preview numbers are placeholders.

🔒 LOCKEDThe Arch Ship · world boss · built and in testing

The Arch Ship Not at launch

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).

🔒 LOCKED · PREVIEWSpace Guilds · concept

Space Guilds Not at launch

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.

🔒 LOCKED · PREVIEWAsteroid Territories · concept

Asteroid Territories Not at launch

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.

🔒 LOCKED · PREVIEWPvP · concept

PvP · test your build Not at launch

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.

14 Roadmap

  1. Done: combat (AUTO/MANUAL, 500 stages), ships, equipment, pilots, Void, contracts, wallet sign-in, server-authoritative combat, devnet activation. October 2026: ten galaxy bosses, chests, locked and bound rewards, scheduled PWR payouts, referrals, rankings, the equipment marketplace, Jobs and away reports; the Arch Ship and Exchange built for later. Also: one epoch with a Galaxy 3 entry gate, free-to-play real space with contracts and tradable Epic Boxes, the Void as the direct Core route (drops up to Legendary), scaling by galaxy, held payouts for flagged accounts, Connect X and the new activation screen
  2. Now: short test epochs on devnet (announced in the game, prizes paid by the team), then Epoch 0, the 5-day test event. No real money moves in the game; transfers disabled.
  3. Launch · Season 1: everything above except the Arch Ship and the Exchange.
  4. Update 1: the Exchange. Update 2: the Arch Ship. Update 3: rerolls, Codex and Mythic.
  5. Update 4 · PvP, Update 5 · Space Guilds, Update 6 · Asteroid Territories Preview
  6. Season 1 end: equipment reset with the 10-piece Stash; the planned USDC settlement only after mainnet, full backing and audits.
  7. Later: Genesis NFT claiming; withdrawals and mainnet after a security review and audits.

15 Wallet, accounts & art

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.

16 Terms & disclaimer

Every player accepts these on first sign-in. Short version: one person, one account, no exploits.

  1. One account per person. No multiple wallets per player, account sharing or trading, or farming across accounts.
  2. No exploits: no bugs, modified clients, scripts or bots (other than in-game AUTO).
  3. Report what you find (in game: Community → Report a bug). Knowingly using an exploit, or not reporting one you know about, counts as exploiting.
  4. Reviews: accounts flagged as possible duplicates have their payouts held until a review; a ban forfeits held payouts.
  5. Zero tolerance: breaking rules 1–3 means a permanent ban. Bans are final.
  6. Your wallet, your keys. We will never ask for your seed phrase or private key.
  7. No promised returns. PWR is an in-game currency, not an investment; payouts depend on funded pools and may be zero.
  8. Changes. This is a test before launch: progress may be reset and the game will change at launch. Changes to rules and balance are announced; continued play means you accept them.

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.