In Interstellar Rift Players will man their own starship by themselves or with their friends to explore a procedurally generated galaxy filled with adventure, danger and riches beyond belief. With the powerful Interstellar Rift ship builder you can build your starship from the inside out to suit you and your crews needs. Explore space stations, derelict starships and spatial anomalies for loot and resources to upgrade your ship and your character.

As those of you who follow the game closely might have noticed, we have gone without updating the game for longer than usual. We released the automatic weapons update on the experimental branch a couple of weeks ago and haven’t pushed it to live yet. Why?
Well, Interstellar Rift has been in development for quite some time. And we have always been looking forward to getting a 1.0 version to the finish line. And in order to do that, we’re happy to announce that we’re partnering with Iceberg Interactive for our final push towards the official release of Interstellar Rift.
Iceberg Interactive is a Dutch game publisher, and they will help us out with a variety of things such as marketing, localization, testing, and more, to make sure that Interstellar Rift will be living up to your (and our) expectations.
The reason for partnering up is that we as a team lack some of the skills a publisher like Iceberg excels at. They will also help us focus on what we do best, which is put all our time and effort into making Interstellar Rift the best it can be.
Together with them, we’ve also decided that we’re going to make a few changes to how we release our updates in the future. In a practical sense this means that the automatic weapons update will be the last feature update before we release the game.
Instead of the regular updates, we will still be releasing stability and performance updates leading up to release, while we work on implementing many new features in the background. We might still include new editor stuff or quality of life features with these updates. But they won’t contain new mechanics.
Many of you have made it clear to us that you want more content. Iceberg will help us focus on that by giving us more time to work on large new features that will flesh out the end game and many of the mechanics that we haven’t had time to implement yet.
We don’t want to spoil too much of the new features, but they vary from long time community requests, to things we’ve always wanted to implement since we started development.
The 1.0 release of Interstellar Rift won’t be the end of course. And while this milestone is still many months away we’re also planning ahead for future features that will come post launch.
If you guys have any questions for us about any of the above, we will be streaming Interstellar Rift tonight at 22:00 CET (21:00 GMT) on our Twitch channel.
And finally a big thank you to all of you who've played the game so far. Your input will remain invaluable while making the game.
Stay safe everyone, and we’ll see you star side!
- The Split Polygon team.
this week we're adding cyberwarfare, shared storage and crew forming!
Weapons activation, Factions and reputation systems!
Click & drag, Ingame mail, fleet system basics and more in this weeks Interstellar Rift update!
player item fabrication, rare resources, performance enhancements and more!
For some reason, whenever I try to access the teleporter or any menus and such, I get into an error dialogue box that keeps mentioning a bool error = false. And then I just can't seem to use the teleporter/in-game item menu.
Sorry, it actually says "Assertion failed: "m_renderer->GetActiveVertexArrayObject()==0" is false."
This bug has been fixed as of version 0.0.24
This comment is currently awaiting admin approval, join now to view.
It's going to be an MMO or SP and MP are separate modes like in Freelancer?
Description kinda vague overall, but hope it gets finished whatever it is. Nowdays early access games rarely get finished for some reason.
So don't lose enthusiasm!
The game is not an MMO, but your freelancer comparison is not far off. Players will be able to host their own servers for up to 64 players at launch and we hope even more later down the line. Severs will function in a similar fashion to how they did in freelancer, where the server will be persistent for as long as it is up or when the admins wipe it. so that means your character and all its assets etc. will be stored on the server.
There are currently no plans for a single player campaign but there will be semi story driven missions players can undertake in multiplayer.
I like the concept of this game, hope to see it in steam ^_^
my download gets stuck on 89%, it will give a timeout error later.
[ patch 0.0.16a ]
any way to get the patch other then the launcher
[ Looks great keep up the good work ]
Gr Firarain
When I run the launcher, I get a .NET framework error dialog box. I can't paste in the details it provides due to the comment character limit, but the initial window says "Method not found: 'System.Threading.Tasks.Task" (I dunno jack about programming and the like, sorry if I can't provide enough information). The launcher window, meanwhile, says "Idle." in the bottom righthand corner, when I assume it's supposed to be downloading stuff, seeing as "Play" is grayed-out.
Hey there, are you sure you got .net framework 4.5 installed? It is required to run the game and launcher.If it is not installed, you can download it from here: Microsoft.com
There we go. Odd, though: a dialog box popped up whilst I was installing the launcher that claimed to download and install .NET framework 4.5.
Zounds, I forgot to sign in when leaving that.