LUMEN RIFT

LUMEN RIFT

A roguelike shard-building shooter

Plot a route through the rift and run its neon corridors while your weapons fire themselves. Every guardian you beat hands you a shard for your deck.

Free · No ads · No sign-up

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How it plays

Steer, jump, throw. The rest is automatic.

The corridor never stops and your weapon shoots the nearest enemy, wall or pillar on its own. You choose the lane, the jump and the moment the grenade goes off.

Steer

←→ or AD. On a phone, drag between lanes.

Jump

Space or ↑ clears barriers. PRISM can jump again in the air. On touch: swipe up.

Throw

Hold E to charge, release to throw. The grenade has a 5 s fuse, press E again to set it off early.

Shards

F fires your active shard, Q your pilot ability, Tab or 1–4 choose a weapon.

Prefer a mouse? Mouse mode switches on the first time you right click or scroll the wheel: the cursor steers, left click jumps, right click throws, the wheel changes weapons.

The route

Plot your way through the rift.

Every act is a small branching map. Pick your next node, play it, and the map opens again. Beat the act guardian and a new, harder act begins. The run only ends when you do.

The route map of act 1: sectors, repair bays, a rift event and the act guardian at the top
Act 1choose one of the glowing nodes, then confirm. Cleared nodes dim as you climb to the guardian.

Sector

A full corridor zone that ends in a guardian: a new shard unlocked, a draft, a checkpoint.

Elite sector

Two zones deeper, with tougher enemies. Pays out two shard drafts.

Repair bay

No enemies. Full hull, ammo and grenades.

Forge

No enemies. Melt one shard out of your deck to thin it.

Rift event

A gamble with the rift: a shard for a price, a coin toss, a tithe.

Act guardian

The boss at the end of every act, much tougher than a normal guardian. Beat it to start the next act.

The deck

Every guardian drops a shard.

Shards are the cards of the run. You start with three, then after each guardian you pick one of three new shards and confirm it. Dying ends the deck. What you unlocked stays with you.

Hull Plating

Stat · Common

+25 max HP and heal 25. Stacks up to five times.

Rail Lance

Weapon · Uncommon

Adds the piercing lance to your weapons, with ammo.

Nova

Grenade · Rare

5 s fuse, huge blast. Replaces your grenade.

Pulse Bomb

Active · Uncommon

Blast clears the screen. 35 s cooldown. One key, one slot.

Echo

Trigger · Uncommon

Every 8th kill sets off a free blast (3.4 m, 60 dmg).

  • StartEach pilot begins with a starter deck of three shards.
  • DraftAfter a guardian, pick one of three shards. Select it, then confirm.
  • UnlockEach guardian also unlocks one new shard for good, and it is always offered first.
9 stat3 weapon3 grenade6 active4 trigger25 shards

Slots

One grenade. One active shard.

Two shard kinds have a single slot: a new one replaces the old. Everything else stacks into your deck.

The grenade

One grenade, three in the bag (plus one per Grenade Cache). The fuse is five seconds, and pressing throw again detonates it. Every guardian refills your stock.

  • Cluster: bursts into five blasts
  • Nova: one huge blast
  • Chain: five blasts racing down the corridor

The active shard

One key, then a cooldown. These are the six power-ups the corridor used to hand out, now yours to carry.

  • Shield absorbs 3 hits · 30 s
  • Coolant no overheating · 20 s
  • Overclock +60% fire rate · 25 s
  • Magnet pickups fly to you · 25 s
  • Ram smash walls, +25% speed · 30 s
  • Pulse bomb clears the screen · 35 s

Pilots

Three pilots, three decks.

Pick the ship, then the ability on Q. Each one starts with its own weapon and a different starter deck.

DASH · 4 s cooldown

Balanced runner. Q: DASH, a burst of speed with brief invulnerability.

Starts with Pulse Pistol · deck: Capacitor, Traction, Grenade Cache.

In the game

Real frames from the current build.

Captured in the browser. The HUD shows only what matters: health, weapon, grenade and your active shard.

The shard draft after a guardian: three cards, one marked NEW
Guardian downpick one of three shards, then confirm. The new unlock is always offered.
Running down the corridor with a grenade fuse counting down
The runa lit fuse, an active shard and nothing else in the way.
The core guardian boss at the end of the corridor
Core guardiana checkpoint every 700 m.
The shard codex with unlocked and locked shards
Shards25 to collect, one unlock per guardian.
The signal lost screen with the run's deck
Signal lostretry from the checkpoint with the deck you had.
The main menu
Menupilot, play, shards, controls, leaderboard.

Leaderboard

Every run counts.

Your score posts the moment you fall. No login needed, a guest pilot is created for you.

Loading top runs…

Play and post a run

Platforms

Play it in the browser. Or on your Mac.

The web version is always the newest. The Mac build adds a native, high-resolution, high-refresh renderer and is shared with testers through a password-protected download.

Web

Play now

Any modern browser, desktop or phone. No install, no sign-up.

Play in browser

Mac

Beta build

Native macOS app, fullscreen, up to 120 fps. Version info loading…

Download (password)

Enter the password on the download page to get the build.

iPhone

In development

A native port is being built. Until then the web version works on iOS.

Android

Via the web

Open the game in Chrome and add it to your home screen.

Controls

Keys at a glance.

Keyboard

Steer
← → or A D
Jump
Space or ↑
Throw / detonate
E (hold to charge, press again)
Active shard
F
Pilot ability
Q
Weapon
Tab, or 1–4
Pause
Esc or P

Mouse mode

Steer
move the cursor
Jump
left click
Throw / detonate
right click
Active shard
middle click
Weapon
mouse wheel

Turns on at your first right click or wheel scroll, or in Controls. Keys can be rebound there too.

Touch

Steer
drag left / right
Jump
swipe up or tap JUMP
Throw
hold the grenade button
Ability
the round ability button
Active shard
the ACTIVE chip