Walk up to anything glowing — a prompt appears below. Tap it.Click it, or press J.
Break gold crystals and sentries for ◆ shards. Spend them at the forge.
The three citadels up north hold the Wardens. The minimap shows the way.
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RIFTBLADE
COMBO ×1.00
3D
ARENA · NO JUMP · ×1.5
SHIFT READY
HP
EN
×1.00
SOUND ON
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TURN YOUR PHONE SIDEWAYS FOR THE FULL ARENA · TAP TO DISMISS
SLASH
DASH
ELEM
JUMP
SHIFT DIMENSION
INVENTORY
before you begin
RIFTBLADE
PHOTOSENSITIVITY WARNING
This game contains flashing lights, rapid screen flashes, high-contrast strobing and
fast-moving patterns. A very small number of people may experience seizures when exposed to
these, even with no previous history of seizures or epilepsy.
Stop playing immediately and consult a doctor if you experience dizziness, altered vision, eye
or muscle twitching, disorientation, involuntary movement, or loss of awareness.
If you are unsure, turn on REDUCED FLASHES below. It removes
the impact frames and the chip pulse, and damps screen flashes, camera shake, bursts and speed lines. Nothing in the game becomes
harder to play.
PLAY WELL
Sit back from the screen in a well-lit room. Take a 10-minute break every hour. Stop if
your eyes, hands or wrists start to ache — this game asks for a lot of quick taps. Sleep beats
one more attempt at the Sovereign; it will still be there, and it will remember you.
Ohm R Vignesh — kratosbawa
Concept, direction, design calls, and every piece of feedback that shaped this. The 2D/3D axis
trade, the Wardens that read you, and the doctrines are his ideas.
BUILT WITH
Claude — Anthropic
Code, systems, VFX, and the writing, working from Ohm's direction across one long session.
open plane · seven weapons · three wardens that remember you
Depth was taken from the world on purpose. The Concord called it the Flatten. You carry
the last blade that remembers volume — where you stand, the world can be thick again.
Three Wardens enforce the plane. They train between rounds, and they read you.
MOVE
Left halfdrag anywhere to move
FIGHT
SLASHattack — chain hits to build comboDASHdodge through attacks · in the air (2D) it dive-slamsJUMP2D only — it greys out in 3DELEMcycle your element, or tap the FIRE / ICE chips
SHIFT
SHIFT DIMENSIONflip 2D ⇄ 3D · tapping the 3D plate does the same
ITEMS
Bottom bartap HEAL, MANA, SHIFT or EDGE to use oneINVENTORYweapons, relics and items
MOVE
WASDmove
FIGHT
JslashKdash · in the air (2D) it dive-slamsSPACEjump (2D only)QEprevious / next element
SHIFT
FTABflip 2D ⇄ 3D, or click the 3D plate
ITEMS
1234heal · mana · shift charge · whetstoneIinventory
THE OPEN PLANE
Getting thereBEGIN or CONTINUE drops you in the Sanctuary — the safe hub at the centre of the mapInteractwalk up to anything glowing; a prompt appears — tap or click it, or slashCitadelsthe three Wardens: Emberjaw (north-west), Glacier Warden (north-east), the Sovereign (north)Weapon shrinesred squares on the map — beat the sentries guarding one to claim its weaponRift Shards ◆from sentries and gold crystals — spend them at the Smith's forge to buy and temper weaponsWaystonesheal HP & MP and fast-travel to the next waystoneTop barARMORY · SANCTUARY (warp home, full heal) · DOJO (direct duels, mask wall)
The Concord collapsed everything to a single plane, so the thing that hunts through depth could
never reach us again. It worked. Nine hundred years of safe, thin, obedient life. You will
fight each Warden three times. They do not wait between rounds — they carry what they
learn into the next encounter.
THE RULE. Height and depth do the same amount of work, never the same work. 2D — jump, aerial slashes (×1.25), dive-slam (DASH in the air),
juggle a launched Warden, and reach the ward's high facet. Combo scales to ×2.44. 3D — no jump, but flat ×1.35, orbit to the rotating facet, and bait charges into walls. SHIFT only clears threats within 7 units of you and invites an immediate
counter-attack. It is a panic button, not a reset.