Welcome to the Riftbloom Wiki¶
| Genre | Anime action RPG |
| Engine | Unreal Engine 5.5+ |
| Asset pipeline | Blender + Blender MCP |
| Platforms (target) | PC (Windows) first, consoles later |
| Mode | Single-player, optional 2โ4 player co-op (stretch) |
| Camera | Third-person, over the shoulder |
| Status | Pre-production (design) |
| Tagline | "The moon broke. The world bloomed." |
Riftbloom is an original anime action RPG set on the Lunaris Archipelago, a chain of islands scattered beneath the shattered remains of the moon Kagura. Three hundred years ago Kagura cracked apart and its fragments, the Moonshards, rained down. Wherever a shard lands, reality tears open into a Rift, a pocket world that blooms with crystal flora, monsters called Hollows, and the trapped memories of long-dead heroes known as Echoes.
You play as a Lanternbearer, one of the rare people who can carry a Soul Lantern into a Rift, survive it, and bind the Echoes found inside. Each Echo you bind grants new abilities, combat styles and story fragments. Bind enough of them and you might learn why the moon broke, and whether it can be made whole again.
This wiki is the living design document for the game. Every system, item, place and character is planned here before it is built in Unreal Engine.
How to use this wiki
Every page is Markdown in the docs/ folder of the repo. Propose changes with a pull request; Cloudflare Pages builds a preview of every PR so you can review the page before it is merged.
Core pillars¶
Stylish combat¶
Fast, readable action with dodges, parries, a Break gauge and flashy Echo Bursts. See Combat.
Collect Echoes¶
Bind the spirits of fallen heroes and mix their powers. No gacha: every Echo is earned. See Echoes.
Blooming world¶
Hand-built island regions plus procedurally assembled Rifts that change with the moon phase. See World.
Deep progression¶
Levels, Ascension, Paths, Lantern Ranks, gear and crafting give long-term goals. See Progression.
Browse the wiki¶
| Section | What's inside |
|---|---|
| Getting Started | Game overview, story and lore, controls, beginner's guide |
| Mechanics | Stats, Aspects (elements), Echoes, day/night and weather, Rifts, crafting, economy, traversal, HUD |
| Combat | Combat basics, weapons, Paths (skill trees), status effects, bestiary, bosses |
| Items | Rarity tiers, weapons, Charms, consumables, materials, key items and Relics |
| World | Hearthport and the seven regions of the Lunaris Archipelago, plus secret areas |
| Characters | The protagonist, companions, NPCs and factions |
| Progression | Leveling, Lantern Ranks, quests, bounties, world events, achievements, endgame |
| Development | Roadmap, Unreal Engine setup, Blender MCP pipeline, art and audio direction, technical design |
| Glossary ยท FAQ | Terms and quick answers |
Core gameplay loop¶
flowchart LR
A[Hearthport hub<br/>shop, craft, take quests] --> B[Explore a region]
B --> C[Find a Rift]
C --> D[Fight Hollows<br/>solve Rift trials]
D --> E[Defeat the Rift Heart<br/>bind an Echo]
E --> F[Loot, XP, Lumen,<br/>materials]
F --> G[Upgrade gear, Echoes,<br/>Paths]
G --> A
Latest design changes¶
- v0.1 (2026-11-01): First full draft of the wiki: name, world, all core systems, item lists, regions, characters, roadmap and the Unreal + Blender pipeline.