Repel the Rifts 1.0 resets runs left unfinished in Early Access

2 min read
A blue mining vehicle faces creatures emerging from a purple rift beneath an alien sky.
RefinedBearGames / Goblinz Publishing. Official promotional artwork.

Repel the Rifts reached version 1.0 on November 2, but returning players should read the save warning before loading an unfinished run. RefinedBearGames says the events rework resets runs in progress from versions before 1.0. The developer expects persistent progression to remain unaffected; that is not a guarantee that every save will migrate without trouble.

This is an announced reset of an active run, not a statement that all progress is being deleted. The release notes ask players to contact the developer if they encounter save problems. We have not tested migration, recovery or a way to preserve an unfinished pre-1.0 run.

What changes in 1.0

The roguelite tower-defense game combines expanding an alien map with building defenses and choosing upgrades. Goblinz’s publisher page separately lists November 2 as the full-release date.

According to the new changelog, each biome now gives commanders two distinctive skills. New cursed artifacts attach lasting drawbacks to a run, such as limiting tower deployment to one per day. Reworked events can offer curses as choices. Players also start with three market bans and earn another every five days, letting them exclude unwanted upgrades from that run.

Towers and resource structures line branching paths on an elevated alien battlefield.

RefinedBearGames / Goblinz Publishing. Publisher-distributed promotional screenshot; capture version unknown, not evidence of the final 1.0 interface.

A save-loading fix is separate from the reset

The developer also lists a repair for waves loading incorrectly after saving and reloading, alongside late-game performance improvements. Those are developer claims, not fixes or frame rates we have independently verified. The separate warning about pre-1.0 runs still applies.

For returning players, the practical point is to distinguish the run you were halfway through from your longer-term progression before assuming you can resume exactly where you stopped. For new buyers, 1.0 brings more choices around biomes, curses and the market; this report does not establish how well those systems hold up in play.

For another specific save caveat, see our S.O.N.A.R. demo-save guide. More releases are in the indie games archive.

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GuideDog Pack
GuideDog Pack

Indie Games & Hidden Gems

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