Original iPad Pro Isometric ARPG Prototype
A lone courier crosses a ruined sci-fi noir megacity where cyan rift energy has fractured time.
Riftfall’s visual direction is dark, cinematic, and lonely: rain-soaked ruins, collapsed city structures, cold moonlight, and cyan rift energy cutting through the broken world.
The player silhouette: hooded, armored, and grounded against the scale of the broken city.
Cyan rift energy as the Courier’s signature combat language.
Interior ruin mood, cover, patrol pressure, and the Courier operating from shadow.
A future encounter target: city-scale threat, red machine optics, and unstable rift energy.
Hooded, armored, mysterious, and readable from an isometric camera.
A ruined sci-fi noir megacity filled with mist, black smoke, damaged towers, and unstable rifts.
Cyan energy marks broken time, player abilities, danger zones, and key story moments.
The current build is focused on movement, camera scale, controller input, combat testing, and readable isometric presentation on iPad.
Live Gameplay Capture
Current in-game footage showing the Courier, touch HUD, isometric arena, Rift Dummy combat test, and cyan rift-energy presentation running in the prototype.
Current Project Riftfall prototype running on iPad Pro, showing the playable Courier, arena scale, and in-game presentation.
Courier movement, walking, running, idle animation, and Xbox controller feel are working.
A training dummy target is implemented with health, hit feedback, damage numbers, and defeat state.
The first cyan directional rift pulse attack is working as a prototype combat ability.
Project Riftfall is currently in solo development by Christopher Kirkland. Public links, devlog updates, and playtest information will be added here as the prototype grows.
Christopher Kirkland
Building the first playable iPad Pro vertical slice.
Links coming soon.