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RiftstormNewsRIFTSTORM 0.6.2.4 - More Control, More Loot
In-game event

RIFTSTORM 0.6.2.4 - More Control, More Loot

Riftstorm · published 3 Sep 2026, 07:08 UTC · build 25092644

All newsPlayers around this dateRead on Steam

Changelog 0.6.2.4

Hey everyone,

Another small update today, mostly focused on giving you a bit more control over moment-to-moment play and making some of the higher-risk encounters feel more worthwhile.

We’ve added new reload behavior options, reworked how terminating a mission works, improved Elite rewards, and cleaned up a few more crash and gameplay issues.

QoL Updates

Weapon Reload Behavior

Added new reload behavior settings (found under Gameplay settings):

  • Constant Auto (current)

  • Reload On Empty (new default)

  • Manual

Manual reload now has its own dedicated keybind.

We’ve also added proper dry-fire feedback when trying to fire an empty weapon, and manual reloads can no longer be interrupted by shooting.

NOTE: The R Skill keybind is now moved to T to allow for manual reloads. For players who have been playing game so far, you will need to manually select the option to Reload On Empty or Manual.

Additional Gameplay Settings:

  • Added an option under Gameplay Settings to hide Allied Projectile VFX.

    • This is mainly intended to help reduce on-screen clutter, especially during busier co-op encounters.

  • Added option to turn off Screenshake

Mission Termination Rework

You can now Terminate Mission through the pause menu.

Doing so starts a 20-second countdown before returning you to HQ. You can cancel the countdown at any time and return to the mission.

Please Note: The simulation continues during this countdown (the game is not paused), so make sure you do this somewhere safe.

This is not intended as an easier alternative to Extraction. It is mainly there as a fallback if you run into a bug, need to leave unexpectedly, or are simply too far from an Extraction Zone.

To make the difference clearer:

  • Terminate Mission

    • Leave the mission and return to HQ.

    • You lose nothing you brought into the mission.

    • You do not keep anything collected during that mission.

    • Your weapons will not receive a Weapon Scar.

  • Partial Extraction

    • Extract from an Extraction Zone before completing the mission.

    • You lose nothing you brought into the mission.

    • You keep everything you have found during the mission.

  • Failed Extraction

    • You fail to extract from the mission.

    • You lose everything collected during that run.

    • One or more of your weapons can receive a Weapon Scar.

Balancing

Elite Rewards

Elite enemies now drop an additional Elite Drop with its own tiered loot table, on top of their normal rewards.

That means an Elite boss at Threat IV, for example, can now drop both its normal Boss Drop and an additional Elite Drop.

We're hoping this makes the Elite encounters and Danger Zones more attractive to risk, as the Elite encounters have been carrying a lot of extra risk without always feeling like they paid off. This should make fighting through those tougher combinations feel more worthwhile.

Bug Fixes

  • Fixed an issue with Starling's Skill 3 when using the standard, non-Periapt Augmented version.

    • Previously, reloading while the buff was active could incorrectly cancel the effect.

  • Fixed a memory leak related to the M-0031 Despair tether ability that could occasionally cause a crash.

  • Fixed incorrect camera shake behavior when encountering Nennoth Fanatic and Nennoth Zealot.

  • Fixed an occasional crash that could occur when joining a mission already in progress.

Known Issue — Missing Enemy Indicators

We’re aware of an issue in this build where enemy direction indicators — the red arrows pointing toward enemies outside your view — are not appearing.

We should have a fix for this fairly soon, but while they’re gone, we’re actually interested in hearing how the game feels without them.

Do you miss the indicators? Does combat feel cleaner without them? Would you rather have control over whether they appear?

We’re currently considering turning enemy indicators into a Gameplay option, so let us know what you think while you accidentally get to test that for us.


Nothing huge this time — just a few things that should make the game feel a little better to play, and make some of the riskier fights pay out a bit more fairly while we continue to tackle the stability and performance issues.

Thanks as always for the reports and feedback.

— The RIFTSTORM team

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