Repel The Rifts
Steam News 10 February 20263mo ago

v0.14.9 Patchnotes - Events System and More

Hello Commanders! In this latest update, I've added v1 of the Events system into the game. Optional events will occur on days 8, 14 and 20 and provide some rewards for small challenges. For now I have created 36 event v…

Update log

Full Repel The Rifts update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

0 fixes8 additions3 changes0 removals
  • Events
  • Balance
  • Store
  • Gameplay
addedHello Commanders!In this latest update, I've added v1 of the Events system into the game. Optional events will occur on days 8, 14 and 20 and provide some rewards for small challenges. For now I have created 36 event varieties and plan to add more in future updates. Ultimately it doesn't change the game, but I'm hoping it adds another layer that helps add to the replayability of runs. Please let me know what you think!
addedHello Commanders!Along the lines of improving replayability, I've done some more work to improve variety in the waves. For nights 5 - 24, each night will now have 3 options. I've also added in two new Demon mechanics, " Bomber " and " Reflexive Armor ". Demons with bomber will explode (and die) when they attack dealing a large amount of damage. Demons with reflexive armor will retaliate when hit, causing a mini stun to the tower that attacks it. To go alongside these changes, there are 5 new sprites (and their recolors).
changedHello Commanders!Rate of Fire (RoF) is still capped, however, extra RoF gains convert into damage appropriate to the theoretical DPS gained.
changedHello Commanders!To address this, I've reworked the upgrade cards that improve damage and rate of fire to ramp up at a more reasonable rate. I've also rebalanced a lot of the artifacts (though there is more work to do here) to even out the power levels of artifacts in the same tier. There were also balance changes to certain waves to try and smooth things out a bit more.
changedHello Commanders!Unrelated to this patch, I've released extended versions of the soundtrack of the game as a free DLC for players who've asked.[dynamiclink href=" https://store.steampowered.com/app/4366200/Repel_The_Rifts_Soundtrack/ "]
addedHello Commanders!For the next update, I will be working on a new tower, updating endless mode and adding in a new custom commander mode as well as other requested updates and fixes.

Hello Commanders!

In this latest update, I've added v1 of the Events system into the game. Optional events will occur on days 8, 14 and 20 and provide some rewards for small challenges. For now I have created 36 event varieties and plan to add more in future updates. Ultimately it doesn't change the game, but I'm hoping it adds another layer that helps add to the replayability of runs. Please let me know what you think!

Along the lines of improving replayability, I've done some more work to improve variety in the waves. For nights 5 - 24, each night will now have 3 options. I've also added in two new Demon mechanics, "Bomber" and "Reflexive Armor". Demons with bomber will explode (and die) when they attack dealing a large amount of damage. Demons with reflexive armor will retaliate when hit, causing a mini stun to the tower that attacks it. To go alongside these changes, there are 5 new sprites (and their recolors).

I also wanted to address some community feedback in this update.

"Some upgrade cards become useless as you max out the stats"

To start addressing this problem, I have made some changes to critical hits and Rate of Fire (RoF) caps.

  • Critical hits are now tiered and critical rate is uncapped because of that

    • Cosmetic0%100% critical rate -> regular critical hit
    • Cosmetic100%200% critical rate -> guaranteed regular critical hit and chance for 2x critical hit
    • Cosmetic200%300% critical rate -> guaranteed 2x critical hit and chance for 3x critical hit
    • etc..

  • Rate of Fire (RoF) is still capped, however, extra RoF gains convert into damage appropriate to the theoretical DPS gained.

More changes will be made to deal with other upgrade cards that have similar problems in a future update.

"Nights 1-15 feel generally okay, but after that it feels too easy"

To address this, I've reworked the upgrade cards that improve damage and rate of fire to ramp up at a more reasonable rate. I've also rebalanced a lot of the artifacts (though there is more work to do here) to even out the power levels of artifacts in the same tier. There were also balance changes to certain waves to try and smooth things out a bit more.

"Endless is too long, speed + aegis is an instant death"

The prices in the market now scale exponentially with the current day. Stats also scale differently with a much slower ramp up on the speed scaling. I plan on releasing more changes around endless mode to make it less stale, but I didn't want to delay this update too much.

Lastly I've also made some changes to several towers to strengthen their identity.

Unrelated to this patch, I've released extended versions of the soundtrack of the game as a free DLC for players who've asked.[dynamiclink href="https://store.steampowered.com/app/4366200/Repel_The_Rifts_Soundtrack/"]

For the next update, I will be working on a new tower, updating endless mode and adding in a new custom commander mode as well as other requested updates and fixes.

RefinedBear

Full changelist

New Additions

  • CosmeticAdded Eventson days 8/14/20 you will encounter an optional event. There are 36 varieties at the moment - with more to come in the future.
  • Two new demon mechanics

    • Bomber: Demon explodes on attack, causing large amounts of damage

    • Reflexive Armor: Demon mini-stuns the attacker when hit

  • Nights 5 to 24 will have 3 variations each, instead of 2

  • 5 New Demon sprites

  • 4 new Anomaly types

Changes

Source

Steam News / 10 February 2026

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