RIFTplay - your score becomes shards

DUEL GAMES

Pick a stake - the winner banks the whole pot.
TRADE

YOU GIVE (tap to take back)

YOUR CARDS (tap to offer)

THEY GIVE

Any change un-confirms both sides. Up to 6 kinds, 10 cards. Cards you trade away leave your collection.

PULSE DUEL

First to land 3 pulses on the other wins the pot. 2 minute limit, on the surface only. Stand close, dodge, strike.
🎯 BOUNTY BOARD

POST A BOUNTY

goal reward
The reward comes from your banked shards. The first player to do it from now on wins it. Unclaimed after 7 days: you get it all back. Withdraw early: 80% back.
skip

YOU ARE ONE OF US

THE VOID SPEAKS
VOID ADMIN

PASSWORD

Your SYNTH-TUBE admin password.
VOID CHAT
WASD / arrows move · SPACE pulse (scares hollows) · B light beacon · E feed beacon · X steal light · P powers · R enter rift · G give shard · Q snatch (touch a rival) · C carve message · V appreciate · ENTER chat · 1-9 emotes · M sound · H / ? help

WHILE YOU WERE AWAY

RECONNECTING...
HALL OF RECORDS

HOW TO PLAY

THE BASICS

◆ Walk into the dark and collect glowing shards.
◆ Take 5 to the edge of the light and press E (phone: ACT) to light a beacon in your entity's colour.
◆ Hollows make you drop shards - SPACE (phone: PULSE) scares them off.
◆ Bring shards home to your shrine and press E to bank them and open the market - card packs, looks and boosts.
◆ Tap any player to chat, gift, trade, duel - or step onto the TWIN RIFT portal with a friend.

EVERYTHING ELSE

The Void is dark. Everyone online is pushing the light outwards, forever. Your entity's light spreads in its colour - the top-right bars show who is winning the Void.

THE LOOP

1. Walk out of the light into the dark. 2. Collect glowing shards (rainbow prisms are worth 5). 3. Take 10 shards to the edge of the light and light a beacon (it starts at 20%). 4. Feed beacons to keep them alive: every 10 shards adds 20%, 50 fills one. Every beacon fades to nothing within 24 hours unless it is fed.

CONTROLS

MoveWASD / arrow keys · phone: joystick
Light a beaconE (or B) · phone: ACT (needs 5 shards, at the edge of the light)
Feed / claim a beaconE · phone: ACT (stand next to it)
PulseSPACE · phone: PULSE - scares hollows, hurts the leviathan, knocks shards off rivals
Enter a riftR · phone: ACT (stand in the purple swirl)
Give a shardG (Shift+G gives 5) · phone: GIVE (stand next to someone)
ChatENTER, type, ENTER · TAB switches nearby / team · phone: CHAT
Emoteskeys 1-9 · phone: :)
SoundM, or the SOUND button

DANGERS

Hollows (red eyes) live in the dark. If one reaches you, you drop half your shards - grab them back. They can't enter the light. Beacons fade if no one visits; a rival beacon under 25% can be claimed with a single shard.

PLAYERS

Chat bubbles show to people near you. Be kind with G - it earns XP. From level 3, out in the dark, your pulse knocks 2 shards off rival players (they can do it to you too). Everyone is safe in the light, and new players under level 3 are protected. Click or tap any player to chat with them privately - AI players answer too. Click a name in chat to mute them for the session, or use BLOCK in a private chat to stop someone messaging you.

AI ENTITIES

Players marked AI are the entities' helpers. Say "hi" or "help" near them, they'll answer, warn you about hollows, and sometimes gift shards to newcomers. Knock their shards off and they will come after you.

DISCOVERIES

Lore stones (glowing ?) hold the entities' story - the first to find each one gets their name engraved. Every week, as the season turns, void dust covers them all again - find them again for the XP, and to engrave your name for the new week. Rifts (purple swirls) drop you into an arcade game; your score comes back as shards.

THE CATACOMBS

Three catacomb grates sit halfway out into the Void, always in the same places - look for the skulls on your mini-map. Press R (ACT) at a grate to go down. You get a CATACOMB BAG on the way down: it holds everything you find (up to 1500 shards a run - what doesn't fit in your pockets goes straight to your bank). The only ways out are the ropes every 5th level - in the sanctuaries at depths 5, 10, 15, 20 and 25, and at THE BOTTOM, depth 30. Climb one and you keep everything; die and it is all lost. An Escape Sigil gets you out early with half. Go deeper for bigger loot and worse monsters - thirty levels, down to the Heart of the Void. Ladders go back up (levels remember what you did), hidden shafts drop you several floors, and every fifth depth is a sanctuary: a safe hall with a fire, shared by everyone who gets that deep - meet other divers there, chat (ENTER) and emote (1-9). Touch its waystone and next time the bone lift at depth 1 takes you straight back down. Pulse cracked walls for hidden rooms, find the vault key, ring all three bells to open a reliquary, stand on twin plates with a friend, and watch out for chests with teeth. Watch your torch.

BANK & MARKET

Shards you carry can be lost. Walk them home to your entity's shrine in the Nexus and press E (ACT) to bank them - banked shards are safe forever. Spend them in the market on gear (bigger bag, stronger pulse, longer catacomb torch, extra heart) and looks (trails, shapes, name glow, beacon styles).

BOOSTS

The market's BOOSTS tab: Overdrive (100 shards) gives +30% speed for 30 minutes, on the surface and in the catacombs - buy again to add time, up to 2 hours. Escape Sigil (100) is a one-use portal out of the catacombs - press ESCAPE (or X twice) - but you lose half of what you found on that dive; carry up to 3. Beacon Ward (50) keeps one of your faction's beacons safe from hollow drains and rival claims for 1 hour. Owners of the Agent 7 card move 25% faster, carry unlimited shards, pulse 10% further with no recharge, and sink Void Pirates in 2 hits and shimmer for everyone to see.

HOLLOWS FEED ON YOUR LIGHT

From level 3, when a hollow catches you it also drains your own faction's nearest beacon (at most once every 5 minutes). Stay in the light - or ward your beacons.

WHEN A FACTION FALLS

If a faction has no beacons for an hour, it falls: its members cannot light or claim beacons. After 24 hours it is reborn with 3 beacons beside the Nexus and 24 hours of protection - and every shard its members bank at the shrine brings the rebirth a minute closer. Rebirth ritual: members who gather at their fallen faction's shrine pull the rebirth 5 minutes closer for every soul present, every minute - the more of you, the faster (never sooner than 1 hour after the fall).

Shrine titles: VAEL the Archivist, OSAYNE the Songweaver, KHOVRIS the Dreamsmith, EYANU the Oracle, QUELITH the Tidekeeper, THYSS the Firebrand.

THE HUNGER

The Void resents any light that burns too bright. When one entity holds more than 40% of all the light, THE HUNGER wakes (at most once a day, with a 10-minute warning) and devours that entity's beacons one by one until they fade. Everyone can pulse it together to drive it off - it scatters shards, and defenders of the hunted entity bank a bonus. While it walks, the other entities find extra shards and earn extra XP for claiming the beacons it dimmed.

VOID PIRATES

Red ☠ pirates prowl the dark around anyone out exploring. They hunt players who carry shards - each pirate pulse steals one shard. Carry nothing and they leave you alone; they never enter the light, so the Nexus and beacons keep you safe. Fight back: every pulse knocks a shard out of a pirate and sends it fleeing, and three pulses sink it - all its loot spills out for you, plus 80 XP. The hollows have doubled too - stay together out there.

DUEL GAMES

Two classic one-on-one games. VOID BIPLANES: take off from your runway, loop, dive and shoot your rival out of the sky - bail out, parachute down and fly again; first to 7 kills. TRICK OR TREAT: a haunted first-person maze - shoot your rival witch, and walk into the glowing doors for a treat (fireballs, invisibility, teleport, heal, homing shots) or to play a trick on them (hex, blackout, sluggish); first to 7 frags. In a private chat press GAMES, choose the game and a stake (0 to 100 banked shards each) - the winner banks the pot. Leaving after the start forfeits. PRACTICE VS CPU is in the same panel. Or stand on the VOID BIPLANES or TRICK OR TREAT portal in the Nexus, either side of the Twin Rift: when a second player steps on you duel for glory - if nobody comes within 3 seconds you play the CPU.

VOID SLEDS (portal south-west of the Nexus centre): hover-tank battles in an arena, inspired by the arcade classic Cyber Sled. Every entity has its own sled and power - LUMEN restores its shield, PYRE unleashes a firestorm, WRAITH cloaks, SPARK blink-dashes, BASTION raises an aegis, SOVEREIGN fires a missile salvo. W/S thrust, A/D turn, Q/E strafe, SPACE gun (it overheats), SHIFT missile, F power, V cockpit view. First to 5 kills.

ALTERED REALITY

The glitching gold ALTERED REALITY tear stands north-west on the ring of portals round the Nexus. Hover it to see who can play (1 player only); step on it and press E to fall into the story - three chapters, and finishing the whole journey once earns 2000 shards and the THYSS flame ring.

GAME SHARE

Press SHARE A GAME anywhere in the Nexus and pick VOID BLADES, BIPLANES, TRICK OR TREAT, SLEDS, SIGNAL WAR, VOID DRIFT or ALTERED REALITY. Send the link to a friend - they play straight from it as a guest, no sign-up. When they are ready you get a PLAY NOW prompt here. Each game a guest finishes banks you 50 shards (up to 5 a day), and if they make a profile and reach level 3 you both bank 200.

THE ARCADE PORTAL

The big neon SYNTH-TUBE ARCADE portal sits just north of the Nexus centre. Step on it and press E (or tap ENTER THE ARCADE) to warp to the arcade - from there the menu takes you anywhere on SYNTH-TUBE. Your banked shards are always safe; bank what you carry first.

VOID BLADES

A neon sword duel in the spirit of the classic home-computer barbarian brawlers. Fight as your entity's champion - the Archivist, Songweaver, Dreamsmith, Oracle, Tidekeeper or Firebrand. Each of you has 12 hits of light; a clean DEREZ STRIKE to the neck from the right distance ends the round at once. Duck the derez, jump the low cut, block with SHIFT (duck + block for a low guard) and kicks break a standing guard. Land hits to charge your SYNTH SURGE for a double-strength cut. Portal south-east of the Nexus centre, or GAMES in a private chat. First to 3 rounds.

SIGNAL WAR

A battlefield in the spirit of the classic Amiga North & South battles. UPLINK (VAEL, QUELITH, THYSS) against DOWNLINK (EYANU, KHOVRIS, OSAYNE): each army has 8 Pulse Troopers, 5 Hover Lancers and a Rift Cannon, led by your entity. You command one unit at a time - the others hold their ground. Troopers fire volleys, lancers charge with light-blades, the cannon lobs plasma (hold fire to aim, release to shoot) and can break the two data bridges over the river. Each commander has one special per battle. Wipe out the enemy, or hold the most when the 5 minutes end. Portal east of the Nexus centre, or GAMES in a private chat.

VOID POWERS ⚡

Bought at your shrine market (⚡ POWERS tab). Paid from banked shards: STEAL LIGHT (30 shards you are carrying - X or the STEAL button next to a rival beacon) halves a rival beacon's light - a beacon can be robbed once every 10 minutes, and under 25% anyone can claim it with a shard. FLARE (40) lights a beam over your faction's weakest beacon for a minute and brings your faction's AI to defend it. SHARD STORM (50) rains 150 shards out in the dark and drops you in the middle of them, untouchable for 10 seconds - everyone scrambles, AI too. HAIL THE LEVIATHAN (50) calls one up just outside the Nexus. HAIL THE HUNGER (100) sets THE HUNGER on a rival holding more than its fair share of the light - each faction can hail it twice a day, with a 10-minute warning that names who paid. AI entities steal light too.

BEACON TIERS

Every shard fed into a beacon grows it: SPARK, FLAME (30 shards), PILLAR (80), LIGHTHOUSE (160). Higher tiers shine further, and a claimed beacon keeps its tier. A full beacon still takes shards, up to 10 at a time, to keep growing. Beacons show who lit them, and you can carve a line on your own (stand next to it and press C, or MSG on a phone).

WEEKLY SEASONS

A season lasts one week and ends on Sunday night. The entity holding the most light over the week wins: everyone in it wears the crown 👑 (200 shards, a badge and a place in the Hall of Records), everyone who played gets 50. Then every beacon loses half its light (tiers are kept) and a new week begins.

UPKEEP

A faction far ahead pays more to hold its light. The \u00d7 number in the standings is its upkeep: how fast its untended beacons fade - from \u00d70.5 for a faction far behind to \u00d72 for one far ahead (more of the light, or more of the players online). Beacons with a player of any faction nearby never fade, so a busy faction keeps what it works for. The leading factions' AI entities also work slower, and the two smallest factions give new members 25% more shards for their first 3 days.

MOONSHARD - A DARK DAYS KNIGHT

The stone circle west of the Nexus centre opens MOONSHARD: a board-and-sword quest for 1-4 knights sharing one screen (AI knights fill the empty seats, about 20-30 minutes). Take turns riding across a dark map, win Shard Keys from the monster lairs, break into the Maw and slay THE HUNGER for the MOONSHARD - then hold the Moon Circle on a full moon night. Land on a rival and you duel for their keys. Two players in a duel share the keyboard (left: WASD set, right: arrows set).

THE VOID REAPER

MOONSHARD: step onto the stone circle and PLAY MOONSHARD. Everyone in the Void is called and has 8 seconds to tap JOIN; anyone who does rides in your game on their own screen, and AI knights fill the empty seats. Only one game gathers at a time - if someone is already gathering, the stone circle puts you in theirs. Each turn has a 45-second clock (then the AI rides for you).

Greed wakes it. Pick up 100 shards inside 10 minutes and THE VOID REAPER rises to hunt you through the dark. It follows you anywhere - even into the light - and fires a glowing net - a hit steals half the shards you are carrying (never from your bank) and they are gone for good. Dash out of the net's path or pulse it: each pulse stuns it and knocks it back, and four pulses banish it. Anyone can help drive it off. It never gives up: either its net lands, or it is banished.

THE TWIN RIFT

A two-player platform run through seven chambers that neither of you can finish alone: hold plates for each other, boost your twin up walls, keep light-bridges alive, press the twin locks together, switch off each other's lasers and stand on the twin altar together. Step onto the TWIN RIFT portal just south of the Nexus centre - when a second player joins you, you are both pulled in - or press TWIN in a private chat to invite someone. Closing the rift earns you both 30+ banked shards and 300 XP (every 20 minutes) and a place on the Twin Rift board.

TRADE, DUEL, BOUNTIES

Trade: in a private chat press TRADE. Both of you put up Void Cards (up to 6 kinds, 10 cards), both confirm, and the cards swap. Any change un-confirms both sides.

Pulse duel: in a private chat press DUEL and pick a stake (0 to 100 banked shards each). Once accepted, the first to land 3 pulses on the other within 2 minutes takes the whole pot. Leaving the surface or the Void forfeits. Everyone nearby sees the red tether between duellists.

Bounties: Hall of Records > BOUNTIES. Put banked shards on a goal - escape from depth N, light N beacons, find N relics, feed N shards, slay a leviathan, make N first discoveries - for anyone or your faction only. The first player to do it from now on wins the reward. Unclaimed bounties return to you after 7 days.

GIFTS

Open a private chat with anyone (click or tap them) and press GIFT: Candle (2 shards), Void Rose (5), Shard Crystal (10), Watcher's Eye (25 - an eye follows them for 10 minutes), Rift Lantern (50 - 20% more light for 15 minutes) and the Agent 7 Star (150 - the Agent 7 shimmer for an hour, announced to the whole Void). Gifts come from your banked shards; the receiver gets the effect, not the shards. AI players answer in their own way. Every gift you receive shows on your profile's gift wall and counts toward the Most adored board.

Offerings: stand at a fallen faction's shrine and press LEAVE AN OFFERING - every shard of gift brings its rebirth 2 minutes closer.

VOID CARDS

At your shrine's market (CARDS tab), spend banked shards on packs of the site's 351 Void Cards. Rarities run Common, Rare, Epic, Gold, Void Card, Primordial - and one ultra-rare: Agent 7. Duplicates give shards back. Build your album. Own every original card and the 300-card Agent 7 Tier 1 set unlocks - every one of those cards sparkles.

HALL OF RECORDS

The trophy icon opens the public leaderboards (all-time and this week) and everyone's profiles - including yours, with a link you can share.

DAILY QUESTS

Your entity gives you 3 quests every day (top-left). Each pays banked shards; finish all three for a bonus that grows with your streak.

RELIC SETS & POWERS

Relics you bring out of the catacombs are pieces of an entity's set. Collect all six of an entity's relics to unlock its power: Vael's Radiance, Osayne's Firewalk, Khovris's Shadowstep, Eyanu's Dash (F), Quelith's Aegis, Thyss's Midas. Stars after a name show how many sets they have completed.

CARVED MESSAGES

Press C (MSG) to carve a short message where you stand - warnings, hints, jokes. Walk up to someone's message and press V (tap) to appreciate it; each appreciation banks the author a shard.

GROUP DIVES

If other players are near a grate when you press R, they get 8 seconds to press R and join you (up to 4). Below, you share the tunnels, monsters and discoveries; stairs and falls take everyone down together. At 0 hearts you go DOWN instead of dying - a teammate standing on you for 3 seconds revives you. Loot and ropes are your own.

EVENTS

Every hour or so: a Shard Storm (shards everywhere), a Blackout (less light, faster hollows) or a Leviathan - a giant creature everyone must pulse together to bring down for a huge reward.

COMING BACK

Your player is saved on the server: level, bank, cards, relics and faction. Come back daily for your streak and to see what happened to your beacons while you were away. Every milestone of beacons lit by players opens the next chapter of the story.

YOUR FACTION

The entity you choose when you first enter is yours - you keep it every time you come back. To change sides, go to your shrine, open the market's GEAR tab and DEFECT: it costs 200 banked shards, you can only do it once a week, you must bank any shards you are carrying first, and the whole Void hears about it.

YOUR PLAYER CODE

Open the trophy menu and press MY CODE to see your code (like VOID-K7M2-QX9P). On any other phone or computer, choose I HAVE A PLAYER CODE on the start screen and enter it to carry on as the same player. Save it somewhere safe and keep it private - anyone with your code can play as you. If you opened the Void inside TikTok, Instagram or another app, save your code before you leave, or your progress stays in that app.

OFFICIAL MEMBERS & RECRUITING

Anyone can become an OFFICIAL MEMBER (the gold button or the trophy menu) and bank a 100 shard sign-up bonus. You get the gold member badge on your profile and your own invite link - press INVITE, then SHARE INVITE. Friends who join through your link start in your faction and appear beside you. When they reach level 3, you both bank 200 shards - and they can become official members and recruit their own. Your profile shows your recruits and your whole lineage (everyone your recruits bring in too), and the best recruiters top the Recruiters board in the Hall of Records.

ACT
PULSE
CHAT
:)
SNATCH
GIVE
MSG
⚡

THE VOID

The Void is dark. Everyone here is pushing the light outwards, together, forever.
Choose an entity. Gather shards in the dark. Light beacons in their colour.

I HAVE A PLAYER CODE
Shards glow out in the dark · 10 shards light a beacon at the edge of the light · beacons fade to nothing within a day unless fed ·
hollows lurk in the dark and make you drop shards · the light keeps you safe · fading rival beacons can be claimed