

Repel The Rifts
RefinedBearGames · November 24, 2025 · Tower Defense, Roguelike, Mechs, Sci-fi, Tactical
Buy Repel The Rifts from Eneba at $2.16 — the cheapest of 13 stores we compare.
Where to buy Repel The Rifts — official stores
Cheapest Repel The Rifts keys — keyshops
Keyshops are third-party marketplaces — keys are resold and can be region-locked or a different edition. Check the listing's region & edition before buying.
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Repel The Rifts price by region
Repel The Rifts costs £1.77 in the United Kingdom, €1.90 in Europe (EUR), $2.16 in the United States, zł10.95 in Poland, CA$16.99 in Canada, A$18.95 in Australia and R$41.01 in Brazil right now.
| Region | Best price | Official store | Key shop | Stores |
|---|---|---|---|---|
| £1.77 −84% | £10.99 | £1.77 | 3 | |
| €1.90 −72% | €6.76 | €1.90 | 17 | |
| $2.16 −72% | $7.69 | $2.16 | 13 | |
| zł10.95 | — | zł10.95 | 2 | |
| CA$16.99 | CA$16.99 | — | 1 | |
| A$18.95 | A$18.95 | — | 1 | |
| R$41.01 | — | R$41.01 | 1 |
Each row is a real price from that region's own stores, not a currency conversion, so the figures are not directly comparable. Switch regions in the header to shop the one you buy in.
Screenshots
About Repel The Rifts
Key Features
- Survey the Unknown
- Upgrade your Towers
- Discover alien Artifacts
- Commander Selection
- Challenge your defense in Endless Mode
Repel The Rifts — game info
- Platforms
- Windows, Linux / SteamOS
- Steam Deck
- Verified
- Player modes
- Single-player
- Controller
- Full controller support
- PC Game Pass
- Not included
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
Players praise the game's appealing visual style and appreciate the variety of well-designed heroes that enable different strategies, with some enjoying solid replayability on harder difficulties. However, common complaints center on excessive RNG dependence that can frustrate progression, limited meaningful tower diversity due to the dominant strategy of stacking a single tower type with all buffs, and a general sense that upgrade choices and decision-making feel constrained, leading some players to feel disengaged despite the game's initial promise.
This is a great little game, I've really enjoyed it. Only complain is that the highest difficulty level isn't hard enough for people who have played a lot of games in the genre so the game is sorely lacking an Ascension style difficulty ladder to keep the challenge going. Once you've got some tech tree points you'll win 100% of the time on max difficulty without much challenge. I know there are the custom game options which is a nice start but I'd recommend formally making an ascension/heat/whatever you want to call it system to keep players interested in chasing a challenge. That would really really be huge for this style of game and should be in there for 1.0.1 found this helpful
This is everything I want in a tower defense game with modern quality of life (QoL) enhancements in play. To be honest, this is easily my favorite TD game out right now. What's not to love (except the BS tech tree - which I think... hope... is in active improvement. It's not designed in a way that I appreciate or want to use, but maybe i'm a weirdo - who knows). Anyways - this game rocks. The commanders rock. The towers rock. The gameplay loop rocks. I can't say anything bad about it (except the bs tech tree) - and truly, I only have glowing awesome things to say about it :) HARD TO PUT DOWN!!!! :) AMAZING replay value. The first and second runs of the game will feel overwhelming (as any stats heavy card-style roguelite does), but by playthrough #3 I WAS ROLLING.
Really fun TD game, but feels incomplete. All around worth taking a look but not a ton of depth to it
Kind of like Nordhold, and whatever games inspired that. If this game nails the meta-progression, strategic choices, and roguelike randomness, it might turn out to be better.
I like the idea, the concept is very good, but it doesnt play out quite well, especially considering the set price. It's still Early Access, so I'll definitely come back for the release and revaluate. Some examples are: 1. selecting random tiles makes it interesting and roguelikey, but you only select a handful of times, and in the first half tiles is where your towers are placed (no point splitting ur towers at the last pieces), and there isnt much of a variety anyway. 2. there are mechanics for cold, curse, armor reduction various debuffs and some combos, but... you cant really combo them unless you get lucky and you've already placed the needed towers, since you cant sell and place completely new towers to match the new strategy, meaning all those possibilities are almost always just not used. 3. same for the tower types, the concept motivates you to combine towers and try stuff, but the reality just gets you spamming strong towers, because the combinations depend on RNG, meaning you lose 10 win 1. To be consistent, you go spamming strong towers.
A fun little tower defense game. ATM it's good for a couple of hours, but becomes rather repetitive after some games. I hope that leaving EA will add more variety.
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