
1 · Outer Perimeter
Threat ×1.00 · Entry 180–484 C · Free
WHITEPAPER · VERSION 0.1 · OCTOBER 13, 2026
A battle-first space shooter. Build a ship, fly it on AUTO or by hand, push through ten galaxies and dive into the Void. There is no speculative token: the in-game currency is pegged to USDC.
This document describes what is built today. Practice mode runs in the browser with simulated balances. The online sandbox uses a local server and test USDC on Solana devnet only; there are no real-money transactions yet. Numbers marked provisional are tuning values and may change.
RIFT PILOTS centres on one recognisable ship fighting forward through hostile space. You can play the way you want: AUTO lets your build fight while you plan upgrades, missions and merges, and MANUAL puts you on the stick to dodge telegraphed boss patterns, dash and fire on your own timing.
Progress comes from what you build, not from a token chart. Ships, modules and pilots are earned through play and persist in your hangar. Every action that costs something shows its exact price, odds and risk before you confirm it.
| Area | Practice (browser) | Online sandbox |
|---|---|---|
| Combat (AUTO/MANUAL, 500 stages, bosses) | Playable | Server-authoritative sessions (combat, dock, repair) |
| Ships, merging, acquisition, shared Hull | Playable | Shared Hull enforced; workshop service built |
| Modules, Equip Best, salvage | Playable | Equipment endpoints built; UI wiring in progress |
| Pilots / recruitment | Playable | Daily refresh and escrow rules built |
| Void portals (4 tiers) | Playable | Access and Core accounting built; frontend timer wiring pending |
| Contracts, missions, 5→1 combining | Playable | Owned contracts, combining and stage drops on server |
| Wallet sign-in (Phantom, Sign-In With Solana) | Not needed | Working in the test sandbox |
| Activation (1 test USDC) | Not needed | Verified on devnet |
| Withdrawals, mainnet, real money | Not enabled | |
| PvP | Not started; role still to be decided | |
Every ship and enemy has up to three layers: a Shield that regenerates, Armor whose hardness reduces damage while it lasts, and Hull. Armor and Hull do not regenerate during a sortie. A defeated ship stays at Hull 0 until it is repaired with Credits; equipping parts or auto-repair never revives it.
Each weapon family is strong against one layer and weak against another, so builds matter.

| Weapon | Base damage | Fire interval | Magazine / reload | vs Shield | vs Armor | Notes |
|---|---|---|---|---|---|---|
Laser | 1.8 | 0.40 s | 4 / 1.15 s | ×0.65 | ×1.5 | Forward energy beam |
Kinetic gun | 0.75 | 0.18 s | 12 / 1.65 s | ×1.5 | ×0.7 | Fast ballistic fire |
Missile | 5.2 | 1.05 s | 2 / 2.4 s | Bypasses | ×1.0 | Homing, 72 splash; point defense can intercept it |
Escort hangar | escorts | 1.2 s | reload 9 s | ×1.5 | ×0.7 | Orbiting fighters that absorb bullets |
Values are base stats before module rarity, ship class, pilot and control-mode bonuses. MANUAL control adds +5% damage and +5% regeneration.
Level 10 of every galaxy ends with a phased boss. Bosses cycle through approach, reposition, telegraph, attack and recovery, and switch phase at 66% and 33% HP with a visible 1.2-second transition. Void zones have their own Void bosses.
Ten galaxies × ten levels × five stages = 500 stages. Levels unlock in order. A new galaxy needs level 10 of the previous one cleared and a one-time unlock paid in Credits and Fuel; that unlock is separate from the per-level entry fee.

Threat ×1.00 · Entry 180–484 C · Free

Threat ×1.12 · Unlock 500 C + 20 Fuel

Threat ×1.25 · Unlock 1,414 C + 57 Fuel

Threat ×1.38 · Unlock 2,598 C + 104 Fuel

Threat ×1.52 · Unlock 4,000 C + 160 Fuel

Threat ×1.68 · Unlock 5,590 C + 224 Fuel

Threat ×1.85 · Unlock 7,348 C + 294 Fuel

Threat ×2.20 · Unlock 9,260 C + 370 Fuel

Threat ×2.55 · Unlock 11,314 C + 453 Fuel

Threat ×3.20 · Unlock 13,500 C + 540 Fuel
Level entry ranges from 180 Credits + 7.2 Fuel (Galaxy 1, level 1) to 3,995 Credits + 26.1 Fuel (Galaxy 10, level 10). First clears pay a Credit bonus (180–2,358). Equipment drop chance per level rises from 20% to 29%. Provisional.
You own a roster of ships and deploy one at a time. Each ship has one shared Hull: its base Hull plus a contribution from every equipped part. Damage is recorded separately from equipment, so removing parts never erases damage and re-equipping never heals for free.

Agile forward striker

Mobile multirole combat

Fast precision striker

Four-weapon multirole ship

Heavy modular weapons platform
Ships come in five rarities. Each step adds a small combat and Hull multiplier: Common ×1.00, Uncommon ×1.04, Rare ×1.08, Epic ×1.12, Legendary ×1.16.
Order a new ship for 100 PWR; it arrives after 30 minutes. Base rarity odds: Common 60%, Uncommon 25%, Rare 10%, Epic 4%, Legendary 1%. An assisting pilot can improve the odds, up to a fixed cap. The roll is committed once when you order.
Three ships of one rarity become one ship of the next rarity. The highest-level ship survives; the other two are consumed. Hull damage carries over.
| Merge | Success | Fee |
|---|---|---|
| Common → Uncommon | 100% | 25 PWR |
| Uncommon → Rare | 100% | 75 PWR |
| Rare → Epic | 50% | 200 PWR |
| Epic → Legendary | 25% | 500 PWR |
Repair is always full: about 3 Credits per point of Hull, 5% cheaper per Shipyard level. Optional auto-repair runs only while docked, uses the same price, and respects a threshold and a Credits allowance you set.
Ten module types fill weapon, defense and utility slots. Every module rolls a rarity, and higher rarities multiply its stats and its Hull contribution (weapon +4, defense +8, utility +3 Hull at Common).

Strong vs armor. Ruby Lance, Solar Beam, Prism Laser

Homing, bypasses shields. Comet Launcher, Wasp Rack, Nova Warhead

Strong vs shields. Rail Autocannon, Coil Repeater, Gauss Gun

Orbiting escorts soak bullets. Falcon Bay, Vanguard Hangar

Non-regenerating, hardness cuts damage. Titanium Plating, Bastion Armor

Extra capacity and recharge. Aegis Projector, Prism Barrier

Intercepts missiles. Guardian PD, Sentinel Array, Flak Screen

Faster firing, better tracking. Vector, Helix, Rapidfire

Faster recovery. Flux Capacitor, Regeneration Coil

Speed and pulse recovery. Flux Thrusters, Comet Drive
Equip Best proposes a loadout for Balanced, Damage or Survival goals, shows four key stats with their gains, and applies the build only after you confirm. Locked items are always respected. Unwanted modules can be salvaged (60 to 1,600 Credits by rarity) after a preview.
One pilot flies your deployed ship. Pilots roll three stats, Combat, Engineering and Logistics, each worth +1% to damage, regeneration or mission success and rewards. They also roll a trait: Gunner (+3% damage), Mechanic (+3% regeneration), Explorer (+5% mission success) or Quartermaster (+5% rewards).
| Rarity | Stat range | Recruit chance |
|---|---|---|
| Common | 1–3 | 55% |
| Uncommon | 3–5 | 28% |
| Rare | 5–7 | 12% |
| Epic | 7–10 | 4% |
| Legendary | 10–15 | 1% |
Recruitment shows a daily set of candidates, each priced by its stats. Up to ten refreshes per day: the first five cost 300–900 Credits, the last five 5–15 PWR. The count resets at midnight Manila time.



















Twenty portraits (armored pilots, augmented officers and alien commanders) are assigned to pilots in the game, with a rarity-coloured frame.

Kinetic volleys · 75 bounty

Lasers, fast and evasive · 55

Missile salvos, heavy hull · 120

Tank that launches escorts · 150

Level-10 boss · phased attacks · 420

Rare Void hunter · 180 · Golden VOID 400
About 1.5% of enemies spawn as elites with ×1.5 Hull, ×1.15 damage and ×1.5 bounty. Enemies scale with galaxy threat and stage. During the "Into the Abyss" season, VOID Stalkers (about 1%) and the very rare Golden VOID can appear in real space as well.
Buy a portal in the Store, activate it, and fly into a darker, more dangerous zone for a limited time. Void kills earn Core. You can return to real space and re-enter while your access lasts. Void never advances normal levels.

1 hour of deployed time: the clock pauses when you are docked or offline · quota 6 · threat ×0.8 · 1 Core/kill

1 elapsed hour · quota 8 · threat ×1.2 · 2 Core/kill

1 elapsed hour · quota 10 · threat ×1.7 · 3 Core/kill

1 elapsed hour · quota 12 · threat ×2.4 · 5 Core/kill
One portal per tier per day; tiers unlock in order. Bosses earn ×5 Core. Portal sales route 95% to the next reward pool and 5% to the team. Provisional.
Contracts drop rarely from combat: about 1% per ordinary stage, 10% from a galaxy boss, 0.8% per Void stage and 5% from a Void boss, capped at 25%. Each is a single-use order. Deploy it with a pilot for a timed mission; a successful mission creates Core, and a failed one awards nothing. Five identical contracts can be combined into one of the next rarity.
| Contract | Duration | Base success | Launch cost | Core (online) |
|---|---|---|---|---|
| Survey Warrant | 30 min | 78% | 180 C + 6 Fuel | 10 |
| Recovery Charter | 90 min | 68% | 450 C + 12 Fuel | 25 |
| Blacksite Directive | 4 h | 56% | 1,100 C + 24 Fuel | 60 |
| Rift Commission | 8 h | 44% | 2,600 C + 40 Fuel | 150 |
Resource expeditions (Debris Sweep 30 min to Outer Relay 12 h) return Credits and Fuel and unlock with the Expedition Center.

Caps every other building.

Passive Credits.

Passive Fuel for travel.

Cheaper Hull repairs.

Longer expeditions.
Ten levels each, and upgrades take real time. Levels 2–3 cost Credits plus a little Fuel; from level 4, upgrades also need Core (3 rising to 56). Central Command at level 10 costs 1,258,291 Credits. Provisional.
| Currency | Earned from | Spent on |
|---|---|---|
Credits | Bounties, first clears, Credit Exchange, expeditions | Level entry, galaxy unlocks, repairs, buildings, contracts, recruitment |
Fuel | Fuel Refinery, expeditions | Level entry, galaxy unlocks, contract launches |
Core | Successful contract missions; Void kills | Advanced upgrades; earns a share of each reward settlement |
PWR | Reward settlements, marketplace sales | Portals, ship orders, merges, late refreshes, marketplace |
Your Solana wallet is your login. RIFT PILOTS uses Sign-In With Solana: Phantom (or any Wallet Standard wallet) signs a one-time message containing the site, a fresh nonce and an expiry. Signing never sends a transaction or moves funds. Sessions are server-side, rotate on each login and are revoked on logout or wallet switch.
Online, the server owns combat outcomes, kills, drops, Hull damage, balances and receipts. Every paid action carries an operation ID, so a retried click can never charge twice.
| Asset set | Used for | License |
|---|---|---|
| AeroVanguard space-combat pack | Ships, enemies, bosses, VFX, four galaxy backgrounds | Pack license in assets/aerovanguard/LICENSE.md |
| Screaming Brain Studios nebulae (1024²) | Six galaxy backgrounds and four Void tiers | CC0 public domain |
| Kibyra Sci-Fi Icons MegaPack | Workshop, portal and music icons | Kibyra asset license |
| Cyan pixel UI theme | Frames, buttons and panels | Bundled pack license |
| Commander portraits (20) | Pilot avatars | Commercial rights to be verified before release |
| Space background music + 24 sound effects | Music, weapons, hits, alerts | Usage rights to be confirmed by the owner |





The library also holds the Spectre hull and four boss models (Leviathan, Bulwark, Harrier and Pike) that are reserved for future galaxy-specific encounters.
RIFT PILOTS is in development. This whitepaper describes a working prototype and a local test sandbox. It is not an offer of securities or an investment product. PWR is an in-game currency; settlements depend on funded pools and may be zero, and there is no promised rate of return. All numbers are subject to change through balancing. No real-money transactions are enabled.