Steam · PC · Co-op 2–4 Players · Unity 6.3 · Peer to peer

RiftHunters

A co-op dungeon crawler where proximity voice, AI predators and physics-driven chaos create unpredictable runs.

Explore the depths of the Incontinuum with friends, solve puzzles, avoid enemies, collect loot and try not to die. Every run is different.

Click to watch our gameplay showcase

Core Gameplay Loop

🍺

TAVERN

Hub World

  • Select your character
  • Pick the best equipment
  • Choose the right challange
⚔️

DUNGEON

Procedural Mission

  • Explore ever changing dungeons
  • Face dangerous enemies and hidden traps
  • Solve complex puzzles
  • Find new gear and collect loot
🏆

EXTRACTION

Level Complete

  • Choose what to bring back
  • Be sure not to miss any loot
  • Return with new shiny items
🍺

TAVERN

Hub World

  • Upgrade your equipment
  • Level up characters
  • Head back into danger
Replayability — every run is unique
Key: Procedural generation + random quests + emergent AI = no two runs are the same

Core Pillars

Unique Class System

  • Teamwork is the key - 4 classes with distinct passive bonuses
  • Every player has his role - Each class can only appear once per team → strategic selection
  • Class-specific starting equipment
Hunter Cleric Scholar Thief
4 players with classes in tavern

Emergent AI enemies

  • Unique creatures – During your time in the dungeons, you will face a variety of enemies with unique behaviors. Avoid their preying eyes and stay quiet if you want to survive.
  • Light is key – In the dark of the dungeon, light is your best friend. Keep it safe, as you’re not the only one who wants it.
  • Thrilling encounters – Each enemy is special in some way, posing as a new type of challenge. No generic monsters, no hordes of boring pawns, just meaningful in-depth threats.
  • Physics-driven chaos – Traps, explosions and enemy attacks trigger ragdoll reactions that turn deadly runs into hilarious, shareable moments.
AI enemies in dungeon ritual

Voice-based Gameplay

  • Proximity voice chat as a game mechanic
  • Dead players hear the living, but can't talk to them
  • Voice chat is not just for chating — use your voice to solve puzzles, scare enemies or lure them to your friends.
Players in tavern playing music

Procedural Dungeons

  • Modular prefab system (connector-based)
  • Deterministic seed sync is planned for multiplayer rollout
  • Every run has a different layout, traps, and puzzles and challenges
Looking through dungeon bars

Target Audience

Primary Target Audience

Age16–35
PlatformSteam PC
ProfileCo-op with friends
MotivationSocial, Adrenaline, Replay

Comparable Titles

Game What We Share How We Differ
Dark and Darker Dungeon crawler, loot, classes, extraction Cooperative focus (not PvP), voice puzzles
Lethal Company Co-op horror, proximity voice, viral potential Deeper combat, class system, RPG progression
R.E.P.O. Co-op extraction, proximity voice mechanics Fantasy setting, class variety, dungeon mechanics
Content Warning Social co-op, proximity voice, viral potential Serious combat, class roles, dungeon progression
Phasmophobia Voice-based, co-op investigation Action combat, class diversity, procedural levels
Deep Rock Galactic 4-player co-op, procedural generation, classes Melee focus, proximity voice mechanics

Visual Style & Art Direction

Player in dark dungeon corridor
Dungeon Exploration
Dungeon atmosphere with torch
Atmospheric Lighting
AI enemy encounter
AI Enemy Encounter
Tavern Hub world
Tavern Hub

Visual Identity

  • Dark, atmospheric dungeons with dynamic lighting
  • Fantasy aesthetic
  • Ragdoll physics — comedic and horror moments
  • Emote system for social interaction

Technical Visuals

  • URP with custom light probes
  • Audio occlusion through walls
  • Portal/room visibility culling
  • LOD system & distance culling

Multiplayer Tech Readiness

Working

Networking

Unity NGO + Steamworks.NET

Working

Voice Chat

Voice + proximity + occlusion work in gameplay; needs more tuning and QA

Planned rollout

Procedural Sync

Seed-based multiplayer synchronization is planned

Working

Authority Model

Client-authority + Server validation

Working

Steam Integration

Lobby, invite, transport

Working

Offline Fallback

UnityTransport

In progress

Cloud Save

Local JSON save works. Steam Cloud integration is planned

💡 Host = Server + Client → no dedicated server needed = lower operational costs
💡 Event-based RPCs are used where possible to keep bandwidth efficient
💡 Deterministic seed sync is architecture direction and planned rollout, not final production state

Current Development Status

Implemented and Playable

Class System
Inventory (pickup/drop/equip)
Combat (ranged/magic)
AI Enemies
Traps & Ragdoll
Puzzle Framework
Quest + Dialog System
Proximity Voice Chat
Steam Multiplayer
UI/HUD + Emotes + Death/Spectate

In Progress

Steam Cloud Integration
Content (levels, items, quests)
Polish (VFX, animations, audio)
Balancing & QA
Steam Page setup
Procedural Generation
📍
Current Phase: Playable Demo

Roadmap

Publisher Demo

03. 2026

Core systems prototype: Hand-crafted demo map, proximity voice, and basic gameplay loop ready for feedback. (Vertical slice for partners).

Public Steam Demo

06. 2026

Public demo release for Steam Next Fest. Viral marketing push, community feedback collection and mass wishlist growth phase.

Early Access Launch

08. 2026

Steam launch with 2 biomes, procedural replayability, and the full class system. (Optimized post-Summer Sale release window).

Major Update: Season 1

11. 2026

First major content drop: 2 new hazardous locations, unique elite enemies, and legendary loot tiers. (Timed with Steam Autumn Sale).

Major Update: Season 2

02. 2027

Second major update: Complex multi-stage puzzles, and deeper lore integration. (Timed with Steam Lunar New Year Sale).

Full Release

05. 2027

Final location, more challenges, and polishing. (Strategically timed ahead of Steam Summer Sale).

Post-Launch Plan

New dungeon biomes
Seasonal events
Workshop / Custom maps
Strategic Timing: Timeline is designed to align with Steam Next Fest and major Seasonal Sales. Production pace and content volume will adjust based on partnership scope and funding level.

Problem / Market Opportunity

🔴 The Market Gap

Current co-op dungeon crawlers often sacrifice depth for accessibility, leading to rapid player churn. Most titles fail to address:

  • Mechanical Stagnation: Lack of deep RPG systems or specialized class roles that reward long-term mastery.
  • Passive Environments: Static AI and environments that don't react to player noise or presence.
  • Underutilized Social Tech: Proximity voice exists but is rarely integrated into actual gameplay or puzzle mechanics.

🟢 Strategic Opportunity

$100M+ Revenue proven by viral co-op titles Success of lightweight co-op titles validates the demand for social-first gameplay.
3M+ Core Player Base High-engagement extraction mechanics show massive scalability in the PC/Steam demographic.
The Social Flywheel Proximity voice + ragdoll physics create a natural clip engine for creators, driving zero-cost organic marketing.

Monetization Strategy

Premium

7.49€

One-time purchase on Steam

DLC (Post-launch)

  • Cosmetic DLC (skins, emotes)
  • Content DLC (biomes, classes)
  • Soundtrack DLC

Why NOT F2P?

  • Target audience prefers premium
  • Lower operational costs
  • Community trust

Competitive Positioning

Feature RiftHunters Dark & Darker Lethal Co. R.E.P.O. Content W. Phasmophobia Deep Rock
PvE-only (no PvP)
Class System
Proximity Voice as Core Gameplay 🔶
Procedural Maps
AI reacts to noise/voice/light 🔶 🔶 🔶 🔶 🔶
Puzzles 🔶
Progression

Legend: ✅ core feature, 🔶 partial or not a core gameplay pillar, ❌ absent.

The Team

BsC. Jan Dub

Architecture & Programming

Martina Dočkalová

Game Design

BsC. Václav Vizváry

Sound Design & Visual Design

Daniele Ruggieri

Story & World Building

David Klimeš

Visual Design

Scope & Budget

Budget

Item Estimate
Investment to date 43 000 €
Needed for EA launch 110 000 €
Needed for Full Release 225 000 €

Revenue Model

Price 7.49 EUR
Net revenue per unit ~3.9 EUR
Break-even ~69k units
Total budget ~268k EUR total

Upside scenarios

Units sold Net revenue
250 000 ~1.0M EUR
1 500 000 ~5-6M EUR

What We're Looking For

🤝 What We Need

  • 💰 Funding 225 000 €
  • 📢 Marketing & PR, Steam visibility, press, influencers
  • 🧪 QA & Localization
  • 📊 Steam page management, wishlists, festivals
  • 🧭 Business mentoring, pricing, launch strategy

🎁 What We Offer

  • A working product with a robust technical foundation
  • Clear vision and defined scope
  • Systems ready for content expansion
  • Genre with proven market potential

Contact