RIFTSTORM Update 0.6.1 — Solo-Offline Beta

ATTN Weavers:Our first update is here.First, thank you to everyone who has jumped into RIFTSTORM, shared feedback, reported issues, and helped us understand where we need to focus first. We’re still very much at the beginning of Early Access, and these first hours are already giving us a lot to work with. A lot of this work has been in the pipeline for awhile, but as your input continues to flow in, we wanted to get a first iteration into your hands as quickly as we could rather than wait for everything to be perfect.Solo-Offline BetaVersion 0.6.1 introduces a Solo-Offline Beta mode for players who want to play RIFTSTORM without connecting to the online service.Your save data should be compatible between Online and Solo-Offline play, and you can choose which mode you’d like to use when launching the game.We’re calling this a Beta for now while we continue testing it across a wider range of player setups and use cases. One of the larger technical hurdles has been adapting the multiplayer architecture RIFTSTORM was built around to support a stable offline experience.We hope this first implementation allows players to move reliably between Offline and Online play, and we’ll continue working on it as we see how it behaves in the wild.One current limitation: Offline play does not yet pause the simulation. The underlying server simulation is still running locally, so opening menus will not pause gameplay. We have some approaches in mind for addressing this, but they aren’t ready for this first iteration.Fixes & ImprovementsFixed a potential soft lock during the PAAM Directive: Stolen Fire.Improved performance on certain CPU configurations.Updated localization content across supported languages.For players still experiencing extreme FPS drops and currently relying on the 2-thread-count workaround, we’re compiling a list of affected CPUs to establish a clearer pattern. Our current investigation suggests the issue may involve an interaction with the multiplayer architecture, and we’ll keep digging.This is a small first update, but there’s plenty more work underway.Thank you again for playing, reporting problems, and being patient with us while we keep working through Early Access. Our small core team are all playing RIFTSTORM alongside you, and we’re reading, fixing, and learning as we go.— The RIFTSTORM Team

Aug 12, 2026 - 19:29
 0
RIFTSTORM Update 0.6.1 — Solo-Offline Beta

ATTN Weavers:

Our first update is here.

First, thank you to everyone who has jumped into RIFTSTORM, shared feedback, reported issues, and helped us understand where we need to focus first. We’re still very much at the beginning of Early Access, and these first hours are already giving us a lot to work with. A lot of this work has been in the pipeline for awhile, but as your input continues to flow in, we wanted to get a first iteration into your hands as quickly as we could rather than wait for everything to be perfect.

Solo-Offline Beta

Version 0.6.1 introduces a Solo-Offline Beta mode for players who want to play RIFTSTORM without connecting to the online service.

Your save data should be compatible between Online and Solo-Offline play, and you can choose which mode you’d like to use when launching the game.

We’re calling this a Beta for now while we continue testing it across a wider range of player setups and use cases. One of the larger technical hurdles has been adapting the multiplayer architecture RIFTSTORM was built around to support a stable offline experience.

We hope this first implementation allows players to move reliably between Offline and Online play, and we’ll continue working on it as we see how it behaves in the wild.

One current limitation: Offline play does not yet pause the simulation. The underlying server simulation is still running locally, so opening menus will not pause gameplay. We have some approaches in mind for addressing this, but they aren’t ready for this first iteration.

Fixes & Improvements
  • Fixed a potential soft lock during the PAAM Directive: Stolen Fire.

  • Improved performance on certain CPU configurations.

  • Updated localization content across supported languages.

For players still experiencing extreme FPS drops and currently relying on the 2-thread-count workaround, we’re compiling a list of affected CPUs to establish a clearer pattern. Our current investigation suggests the issue may involve an interaction with the multiplayer architecture, and we’ll keep digging.

This is a small first update, but there’s plenty more work underway.

Thank you again for playing, reporting problems, and being patient with us while we keep working through Early Access.

Our small core team are all playing RIFTSTORM alongside you, and we’re reading, fixing, and learning as we go.

— The RIFTSTORM Team

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