The Riftbreaker: World Expansion II
Strategy, Survival, ARPG, Action
Overview
Explore an entirely new area of Galatea 37 in this Story Campaign expansion for The Riftbreaker. Catalog new species. Craft new and unique weapons. Fight hordes of aliens, unlike anything you've seen before.
Read moreShow less
Ashley was taught to leave no stone unturned during her Riftbreaking missions. That’s exactly what she did on Galatea 37. What she found will make her reconsider her training. The Riftbreaker: Into the Dark takes you into the unknown depths of an expansive cavern system below the surface of Galatea 37. Its unique ecosystem hides not only unthinkable riches but also a dark ghost from Ashley’s past. Into the Dark will pose a set of unique challenges and test your adaptation skills as danger lurks around every corner.
About The Expansion:
Into the Dark is the second World Expansion for The Riftbreaker. Its brand-new Story Campaign branch will take our heroes on a journey through the caverns of Galatea 37. A series of anomalous neutrino bursts and unusual seismic activity will lead Ashley and Mr. Riggs to face a world-ending threat. They will have to use all of their skills to find their way around the caverns and uncover the root of the problem. Dig your way through the caverns, collect research samples, invent new technologies, and save this world from an enemy within.
Features:
Play a new branch of the Story Campaign taking place in an underground biome.
Dig your way through the caverns using a new drilling gameplay mechanic.
Collect information on new creatures, vegetation, and other curiosities found only in this environment.
Repel attacks from massive underground beasts using new weapons and technology.
Adapt your base-building methods to make the most of the difficult terrain and power-generation issues.
Discover previously unknown details from Ashley’s past.
Contents of this Expansion:
The Story portion of this Expansion is integrated with the Main Campaign from the base edition of The Riftbreaker. The new branch and the contents of the expansion will unlock as you progress through the game. If you have previously completed The Riftbreaker Story Campaign, you can continue your adventure where you left off. The additional part of the Story will unlock immediately, giving you the option to explore the new part of the world.
From the game's Steam store page.
THE GAMEQ VERDICT127 reviews analyzed
What players are actually saying
1. Summary
Into The Dark sends players underground into a cave biome where they drill through rock, work around limited power (sunlight and wind only reach a few spots), and fight what reviewers call the game's first proper boss. Many of the positive reviews are short notes from fans who wanted more Riftbreaker and got a new biome, new enemies, new weapons and towers, and more of Ashley's backstory at a low price. Several single out the cave look, and one detailed review calls the wireless energy pylon the best utility in the game.
Digging, the expansion's main new idea, divides people. Some find it fresh and fun, but more of the reviewers who discuss it call carving rock slow and tedious, and a few say it rarely changes how fights play out. Critics also describe padded objectives (long timers, kiting events, a plot that keeps adding steps), forgettable or overlong dialogue, and rewards that do little for the main campaign. Bugs come up in more negative reviews than any other complaint: crashes in the new zone, a missing prompt at the cavern entrance, objectives that fail to trigger. Reviews that compare it with the other expansions nearly all rank it lower, usually behind Metal Terror, and several of them still recommend it.
2. What keeps coming up
What players praise
More Riftbreaker for fans of the base gameHigh
Many positive reviews are short and simple: the base game is great and this is more of it. "more content for a great game? sign me up" is typical of launch week, and later reviews say much the same ("Solid addition to a solid game", "Nice little expansion to keep the game going"). These reviewers rarely list specifics. Several fold it into the full campaign, saying the DLC is best played during a first run because it adds story missions and maps along the way. Some of this praise is plainly for the base game as much as the expansion; one reviewer put it as "This DLC is great because the base game is great, the DLC itself is 5/10."
The cave atmosphere and lookMedium
Comments on the visuals are mostly warm. "Looks quite beautiful to see light falling down to the cave floor!" says one review; others praise the crystal caverns, how underground bases look, and the new lighting and music that reviewers say came with a free update released alongside the DLC. A negative review that scores the expansion 4/10 still says it was "saved by dark-cave-with-bioluminescent-flora vibes".
Where players are split
Digging through the cavesHigh
Drilling through limestone is the expansion's headline mechanic, and it splits reviewers, with more of those who discuss it critical than keen. Fans enjoy the change of pace ("Liked digging around and setting up my own little tunnels"; "It felt refreshing to play."), and like making shortcuts and their own chokepoints. Critics describe holding the drill or melee button to carve out room to build, cramped maps that are "hard to traverse", and more time getting from point A to point B. "The digging aspect is an absolute chore," says one launch-month review that still recommends the expansion. A few critics add that the digging rarely matters tactically: burrowing enemies arrive with every wave and come through the walls anyway, so it "doesn't matter which walls you bring down". Deep Rock Galactic and Lumencraft come up as comparisons, approvingly and otherwise.
Worth the price and the lengthHigh
Price comes up in both directions. Launch-month reviews often call it cheap, a "Fair price point" and worth full price, and one detailed review says "This DLC would be worth the price just for that single tower!" about the energy pylon. Reviews written later lean more toward waiting for a discount, and some say it is too small for what it costs ("pay 9.99 for less content"). Length estimates vary widely: some players finished in two to three hours or less, while others report around six to eight hours with optional missions and full exploration. Several positive reviews add that it is short and that they wished for more.
The weakest of the three expansionsMedium
15 reviews compare Into The Dark with the other DLCs, and nearly all of them rank it lower, usually behind Metal Terror and sometimes behind Heart of the Swamp. Several of those comparisons come from players who still recommend it: "its the weakest of a good trilogy of expansions!" and "My least favorite of the DLCs, but over all I still enjoyed it." The negative versions say Metal Terror gave better rewards and more variety, and this one "just feels forced". One launch-month reviewer argued the opposite, saying the developers did an even better job this time, with boss battles and a slew of new enemies.
Story, dialogue and Ashley's backstoryMedium
Players who like the story value the lore: Ashley's past, the Anoryx enemy from her earlier campaign, and the backstory behind her arm. Critics go into more detail. They call the plot boring, say it lacks a proper start or end and does not connect to the main campaign, and complain about the ending. The dialogue draws particular fire: "unskippable, poorly written, poorly acted 5-minute-long dialogue scenes" in one review, long and boring boss conversations in another. Mild reviewers land in the middle ("It's not a BAD story, I just didn't really care").
Difficulty depends on when you start itMedium
The expansion unlocks fairly early in the campaign, and players who start it then report a steep spike: swarms, repeated deaths and limited resources. Several advise finishing a good part of the tech tree first; one says "the difficulty spike of this DLC is quite a bit". Players who arrive with late-game gear report the opposite, calling the campaign and boss "far too easy" or a "cakewalk", and one says the boss is "laughably easy" if you have already done everything in the base game. Two reviewers suggest playing it before reaching top-tier gear to get any challenge.
The boss fightMedium
Reviewers describe a two-stage Anoryx boss with a health bar, the game's first proper boss by their account. Some call it cool and well designed and want more fights like it. Others call it underwhelming, out of place in a base-building game, or poorly animated, and the ease complaints above apply here too: with maximum gear it ends very quickly. One reviewer notes a choice in the first encounter that changes how hard the rest of the questline plays.
New enemiesMedium
The new creatures, especially enemies that revive the dead or summon more foes and burrowers that dig in from unexpected angles, are interesting to some and exhausting to others. Fans like the variety and the challenge they add. Critics say summoners that keep spawning creatures "through goddamn walls" turn fights into a grind, that later maps throw many of them at once, and that many other enemies are reskins.
New weapons, towers and toolsMedium
Opinions on the unlocks run from "useful new tools" to "nothing useful or interesting at all". Reviewers who mention the energy pylon, which moves power wirelessly between outposts, like it; one longtime player also came around on the Sonic Grenade and self-rebuilding Crystal Walls. Critics say the new weapons are weaker versions of existing ones, that the final reward is less impressive than Metal Terror's, and that little carries over into the rest of the game. One negative review goes further, arguing the cave restrictions mean you "play with less stuff" during the DLC, and several reviewers note that mortars, orbital abilities and some towers are unavailable underground.
Limited power undergroundLow
Sunlight and wind only exist in specific spots, so players lean on geothermal, biomass and the new pylons. Some enjoy being pushed out of their comfort zone ("a cool twist"); others find the power system "very odd" or simply annoying.
What frustrates players
Crashes, progress blockers and other bugsHigh
18 reviews report bugs, crashes or performance problems, and bugs come up in more negative reviews than any other complaint. At launch, players reported crashes when using the drill, a missing prompt at the cavern entrance ("a button prompt is missing for unfathomable reasons"), mods blocking access to the caverns, and the DLC questline not triggering in a campaign. Reports continue in later years: crashes "nearly every 10 minutes" once the DLC starts, falling into crevices with no way out, a first-level drill objective blocked by an endless enemy wave, missions that fail to trigger, and performance dropping during long sessions in the biome. Because the questline sits inside a long campaign, a blocker can mean replaying many hours. A few reviewers say they hit no bugs at all.
Padded objectives and long timersMedium
Critics describe the missions as more chore than challenge. "Too many 5 minute timers," says one recommending review. A detailed negative review describes multiple-minute kiting events while debris falls, building "otherwise-useless plot buildings", and a plot that keeps opening new floors: "It's more work than game". Others mention portals destroyed far from the action, waiting on timers, and a final mission that "overstayed its welcome".
Less base building than the main campaignLow
A handful of players say the expansion tilts toward combat. "Too much focus on fighting, very little building," says one; another calls it "a bullet hell game on rails". Cramped maps and missing towers leave fewer chances to build the kind of defences the base game is built around, and there is little reason to return to the cave outpost after the story ends.
A changed voice for Mr. RiggsLow
Three reviewers noticed that Mr. Riggs, Ashley's AI companion, sounds different, and one says they counted several different voices across the game.
Co-opLow
A couple of early reviewers wished the game had co-op. Later, after co-op was added according to reviewers, one player enjoyed the DLC with a friend while another complained that both host and client need to own it.
3. The player conversation
The conversation started warm and cooled. In launch week 95% of reviews recommended the expansion, most of them short, enthusiastic notes from existing fans, and across the first two months after launch 81% did. Reviews written after that recommended it 65% of the time. The later reviews tend to be longer and more comparative: they measure Into The Dark against Metal Terror and Heart of the Swamp, weigh it against its price, and describe the digging and timers in detail. Bug reports cluster in the first month after launch, then return in a steady trickle over the following years.
Much of the disagreement looks like a matter of taste. Players who like adapting to restrictions enjoy the caves, the power limits and the new enemies; players who come for base building and tower defence find the same features slow and confining. Some recommending reviews are lukewarm from their first words ("A bit of a hesitant recommendation", "Quite meh"), so the share of thumbs-up reads warmer than some of the text behind it.
4. What the developers could do
- Fix the progress blockers and crashes in the caverns. Bugs come up in more negative reviews than any other problem, from the drill-event crashes and missing cavern prompt at launch to crashes, stuck-in-crevice deaths and untriggered missions reported years later.
- Shorten the timers and let players skip dialogue. Repeated five-minute timers, long kiting events and unskippable dialogue scenes are the specific padding critics name when they call the campaign a chore.
- Make digging a tactical choice. Some critics like the idea but say burrowing enemies make wall placement pointless and that clearing rock mostly means holding a button, so tunnels and chokepoints that change fights would answer the main complaint about digging.
- Give the expansion rewards that matter after it ends. Several players say the new gear is weaker than existing options and there is no reason to return to the biome, while the energy pylon, liked by the reviewers who mention it, shows what a useful unlock looks like.
- Signal when to start it, or scale it to the player's gear. The questline unlocks early but overwhelms early-game players, while late-game players find the boss and missions trivial, so a recommended-progress note or difficulty scaling would serve both groups.
- Rein in the summoner and reviver enemies. Critics describe summoners spawning creatures through walls and stacking up in later maps, which turns fights into long grinds.
- Price and bundle it to match its length. Reviewers who finished in a few hours say it is too small for its price and point buyers to sales and bundles.






