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!
Can you make this compatible with hamachi at some point =D btw this is suuuuuuper bad *** and id even say this can top space engineers
We will look into it. But our primary concern at the moment is getting the online multiplayer to a more functional state. But I'll pass it onto our tech team.
i saw you today when i played with mrnukacola you scared the **** outta me when i saw you XD but thank you it would be awesome
Will you be adding a Symmetry tool to the game at some point?
Yes we intend to add symmetry mode as wel as click and drag and several other quality of life changes to the editor. However I am unable to give an ETA at this time.
the game looks promizing,but it doesn't works for me
I got a console saying :
Vertex shader not compiled (shaders/fsq_"shader type")
Shader infolog:
Vertex shader failed to compile with th following errors:
ERROR: 0:1: error(#106) Version number not supported by GL2
ERROR: error(#273) 1 compilation errors. No code generated
and the game is just a white screen
That is an error that is generally associated with an old video card that does not support OpenGL 4, can you tell us what card you are using?
I have radeon 9550 and i can't play many games.
well.. that would be useless to tell you what is my video card,I know that it's an old one
too bad,this game seems interesting,I'll have to wait to have a new computer to play it
(oh,and it's me who posted the log,I just forgot to log in...)
Don't give up hope just yet, we are planning to add in support for OpenGL 2 and 3 further down the line, but i can't give an ETA on that yet.
wont work on mij pc. get the same problem him but mij gpu is a Nvidia Geforce GT 555M 2GB [ it worked when i had win7 installed on this pc. i have win8.1 now ]
works now