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
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
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.
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.
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
Target Audience
Primary Target Audience
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
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
Networking
Unity NGO + Steamworks.NET
Voice Chat
Voice + proximity + occlusion work in gameplay; needs more tuning and QA
Procedural Sync
Seed-based multiplayer synchronization is planned
Authority Model
Client-authority + Server validation
Steam Integration
Lobby, invite, transport
Offline Fallback
UnityTransport
Cloud Save
Local JSON save works. Steam Cloud integration is planned
Current Development Status
Implemented and Playable
In Progress
Roadmap
Publisher Demo
03. 2026Core systems prototype: Hand-crafted demo map, proximity voice, and basic gameplay loop ready for feedback. (Vertical slice for partners).
Public Steam Demo
06. 2026Public demo release for Steam Next Fest. Viral marketing push, community feedback collection and mass wishlist growth phase.
Early Access Launch
08. 2026Steam launch with 2 biomes, procedural replayability, and the full class system. (Optimized post-Summer Sale release window).
Major Update: Season 1
11. 2026First major content drop: 2 new hazardous locations, unique elite enemies, and legendary loot tiers. (Timed with Steam Autumn Sale).
Major Update: Season 2
02. 2027Second major update: Complex multi-stage puzzles, and deeper lore integration. (Timed with Steam Lunar New Year Sale).
Full Release
05. 2027Final location, more challenges, and polishing. (Strategically timed ahead of Steam Summer Sale).
Post-Launch Plan
New dungeon biomes
Seasonal events
Workshop / Custom maps
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
RiftHunters bridges the gap between viral social interaction and hardcore mechanical depth.
Monetization Strategy
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