The Riftbreaker

The Riftbreaker

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Campaign Brutal 500% (Post 2.0)
By Stimpacker
How to win a Campaign on Brutal 500%
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PREFACE
Updated Sept 4, 2025: Post 2.0 Chapter added at the end.

I was inspired to write this guide after watching YT channel MuklukPlays (great channel) do a Riftbreaker Campaign on Brutal 500%. This is a custom game setting in which the Difficulty is set to Brutal and Attack Wave Multiplier set to 500%. Having completed several campaigns on Brutal, I gave this a try and OMG, it's truly insane!

Also shoutout to Christian's guides that are available here.

I'll start by noting the news from the game's Summer 2023 Update:
"The Riftbreaker is a very open-ended game. There is no right or wrong way to play. As long as you can sustain the economy of your base and withstand the enemy attacks, you can do whatever you like. You are free to use any of the available power sources, protect the base with a variety of defensive towers, and run any side projects you might come up with, like cultivating plants."

So what follows is simply my way. This guide focuses on the initial few days as those are the most important.
DAY 0
1) The periodic attack waves only start AFTER you build the HQ. So contrary to what the game tells you, don't rush to build it. Scouting is important here. I'd run around swinging my sword (also to get leaves, will explain later) and checking for nearby Carbonium, Ironium, Mud and Sludge.

2) Power/Energy is the key to this game. More power means more AI cores means more defensive towers. Research Labs consume the most (250, then 500, then 1000, then 2000, then 4000 each). So if there is no nearby mud/sludge and/or if there are too few Carbonium/Ironium nodes, I'd restart and hope for a better map.

3) My criteria is at least 5 Carbonium and 3 Ironium nodes. In Brutal 100% campaigns, I'd simply expand my base as needed to get them and build defenses at the outer edges of those production factories. Then in later game, when I build my final base borders, I'd simply collapse my defense line back to highly defensive compact structure.

Figure 1: Default Brutal difficulty. Some towers at outermost buildings are enough.

This cannot work in 500%, the spawns are massive and they'll spawn along the entire side of the map. So if they spawn on the left for example, they head to your leftmost defenses but also swarm over to your top and bottom areas. So in 500%, you must scout the map enough to determine NOW what your final defense line will be. Hopefully, at least 3 of each resource node are within those borders and the remaining 2+ are nearby (easily sold before attack hits them).

4) Some players may choose to scout the map further and move HQ away from starting location to a more defensible location. This doesn't work well. The key reason here is the starting location typically has 3 Carbonium nodes with ~50K. Carbonium nodes in other locations are usually ~20K.

5) Choosing final base borders should consider natural bottlenecks for the monsters but NOT for your base, i.e. if only a short section of wall will be facing a wide open area for an incoming swarm, that is not good. Pull the walls back from the chokepoint such that it funnels monsters in a narrow path to a long(er) wall with lots of turrets.

6) Final base borders should have sufficient space. I'd like space for a big bunch of wind/solar/energy storage, a bunch of AI Hubs, at least 16-20 solid material storage, plus the mandatory tower ammo factories + ammo storage, comm hubs and space near mud/sludge/geothermal for research labs.

7) The game starts at 12:10pm. Sunset is at 8:00pm. Sunrise is at 8:00am. So from game start DAY 0, I'd be exploring, cutting leaves, killing nearby monsters till Day 1 7:00am. See DAY 1 below for why.

8) Pause the game, take a screenshot, then stare at the explored area and figure out where your base borders will be.

Figure 2: Starting area explored and final base borders defined.
DAY 1
1) Start HQ build at 7:00am. Setup Carbonium factories with solar power (1 solar per 1 factory). Sun comes up at 8:00am just as the first factory and solar panel are done. This way, solar gets to work for the full day. This gives time to setup several factories before it gets dark and you need wind energy.

2) Every time carbonium is full when you're travelling to setup the next resource node, portal to your designated resource storage location and build a few solid material storage. Also portal to designated energy area and setup more wind and a few energy storage. Goal is to have continuous power after sunset.

3) Build Armory. Craft Armor Plating for +20hp. Craft laser sword (optional, requires DLC).

4) When sun sets on DAY1, you should have factories on a few Carbonium and at least 1 Ironium node, built an Armory. You're solar powered and have a few energy storage and have some solid material storage filling up. Prep for night, start building lots of wind power.
DAY 2
1) First attack wave will hit very early AM. I managed to setup 3 Carbonium and 2 Ironium nodes (with 3-4 factories on each node, I don't use Carbonium power - it's wasteful), 82K energy storage, 1.5K solid material storage. This will be a huge swarm of canoptrix. Don't let them get to your base. Go out and meet them. It's easier if you have laser sword with your back to a rock (thanks, Mukluk), they can't get to swarm behind you and the laser sword is fast enough that they can't kill you. Alternatively, stand in a mud pool and slash away.

Note: Positioning is key. The mob will spawn on the entire edge of one side and there needs to be space for you to lure them all to you and more space to fight/maneuver. If not, some will run to your base. This fight *can* be very hard if positioning is bad and some of the mob hits your base. You can't run back to base to fight those off or you'll lure the entire mob to base. So it all depends on which side the mob spawns and what's between that side and your base. I must admit I had to reroll this sometimes. Reloading just before the spawn doesn't work - most of the time the spawn is at the same side. So I reload DAY 1 7am and rebuild again. It's just a few minutes of work and the attack wave may spawn at a different side this time.

2) After defeating the attack wave, continue with the resource node setup.
DAY 3
1) All previously explored nearby resource nodes should be setup by now. Just keep building wind/solar/storage/AI cores.

2) The 2nd attack wave will very early AM. Most players know by now you can "replace" the next attack wave with a HQ upgrade attack wave. Do it. This will be canoptrix with arachnoids.

3) At this point, my income is Carbonium = 12-22/s, Ironium = 10-14/s. 122.5K energy storage. 3-5K solid material storage. 64 AI cores.

4) HQ level 2 is built. Portal to HQ, build Comms Hub, then go fight the incoming mob. Do this everytime you upgrade HQ level. In later levels, HQ upgrade will be done just before the mob reaches you. Open Research and quickly download the next HQ level. Don't wait for battle to finish, at 500% it can be a long fight. Keep slashing the canoptrix else they will keep the sentinel towers busy while the Arachnoids chew up the towers. Once the canoptrix are gone, run around making the arachnoids face AWAY from your base (trying to shoot you) while the sentinel towers shoot at them.

Note: With just sentinel towers, the arachnoids will chew them up fast. The 3-5K solid material storage will enable rebuilds in mid-battle. Hit the R key (for repair) and wave over the damaged defenses.

5) Comms Hub done. Immediately research HQ level 3. When done, upgrade existing Comms Hub and build a new Comms Hub lvl 2.
DAY 4
Research Order:
1) Next HQ level (quickly upgrade 1st Comms Hub and build 2nd Comms Hub when done. This is what that 3K storage is for).
2) Tower Ammo Handling
3) Artillery towers (to get those ranged Arachnoids and Bomogans)
4) Flamer towers (Canoptrix are weak to fire)
5) Acid Spewer towers (Hammerecoros are weak to acid)
6) Biomass Energy (normally useless but at 500% you get a lot of meat that makes 200 power)
7) Cobalt Handling
8) Orbital Scanner
9) Liquid Resource Handling 1
10) Gas Energy 1
11) Aux Buildings
12) Renewable Energy 1
13) Basic Resource Production 2 (very long 15mins, optional)

Solid material storage is now at 9.5K.

The 3rd attack wave will hit late night. You should be able finish research for #1-#5. I got to #7 in mid battle and picked up 400 cobalt from mob drops (one positive side effect of 500% mobs are the drops). Still just canoptrix with arachnoids. So sentinel towers, flame towers and artillery towers. After fighting the canoptrix, you don't really need to fight the arachnoids but it'll really help to keep them targeting you while you run around and the towers kill them.

Figure 3: Key defense towers researched in time for next wave. I did research fire traps this example but didn't find them really useful. I skipped them for future playthroughs.
DAY 5
1) Once you unlock Cobalt Handling, the attack waves will give you plenty of Cobalt. One time, I got attacked and ended up collecting 500 cobalt (enough for Orbital Scanner) before the game marked where the sole cobalt node in the HQ map was (usually near far edge of map). So I had to reload just before the attack and not collect so much cobalt (so I know where the node is on the minimap - it disappears once you get 500 Cobalt). Goal here is to get at least 1000 cobalt. You'll see later. 500 cobalt is for the Orbital Scanner.

2) Once you have Gas Energy 1, build gas power on sludge (if you're lucky enough to have that) or gas power on mud using Water Filter to feed BioComposter (tip: only 10 water each, so can share with the same water filter for Research Lab). Every 2 Biocomposter feeds 1 Gas Power Plant which makes 500 energy but consumes 2 leaves/sec. That's why slashing around as you explore is handy.

3) Don't spend all that extra new power on AI Hubs and towers. Save 500 or 1 gas powerplant for Laboratory (only 250 at first but it'll be upgraded soon). Prepare a water filter for it too.

4) At late PM, change periodic attack wave into a HQ Upgrade attack wave. Research should be done up to #12. #13 takes a long while and is optional but it doubles the output of all Carbonium/Ironium factories, meaning I don't have to expand anymore outside of HQ because the minerals don't run out fast.

5) HQ Upgrade done just before attack wave hits. Research HQ lvl 4.

6) Attack consists of again canoptrix and arachnoids but this time with tanky hammereroceros. These are weak to acid. So build a few Acid Spewer towers. Add 1-2 more rows of walls if you can and maybe a few more Sentinel towers. No point having too many artillery and flame/acid towers as they'll run out of ammo fast even with 6 ammo factories.

Figure 4: Defensive layout for HQ lvl 4 upgrade.

This will be a tough fight. Prepare for repairs in mid battle. Sell of any factories in mineral nodes outside base defenses. Keep energy and solid material storage full.

Note: Alternative is to sacrifice HQ research leading up to Alien Research Lab for Armory upgrades to enable mech to do more fighting. I personally don't like this path as I feel leaving HQ on DAY 8 is a must as the DAY 9 attack will be huge and very hard with these early base defenses.
DAY 6
1) HQ lvl 4 research done. Start Alien Research. Deprioritize Basic Resource Production 2.

2) Upgrade/Build Comms Hubs, build Laboratory.

3) Research Defensive Buildings 2 and Tower Ammo Handling 2 (no uranium for Ammo Factory 2 but you can upgrade Ammo Storage to lvl 2).

4) Upgrade walls and AI Hubs as soon as Defensive Buildings 2 are done. Upgrade Ammo storage. Alternative here is if you are 100% certain you will leave HQ (for missions) on DAY 8, then as soon as Laboratory is built, quickly enable the Hazenite mission (5 mins to research Hazenite Handling after you scan the plant by prioritizing this research and bumping down Defense Builds 2 and/or Tower Ammo Handling 2.
DAY 7
1) Laboratory is built. Bioscanner enabled.

2) Start scanning for Fungus Crystallo Luteus (only need to scan 1 to enable Hazenite Concentration mission. Don't worry if you chopped some down, there's always a few giant indestructible versions around). Then research Hazenite Handling (5mins).

3) Scan Fungus Regula Corulus (scan 10 to enable cobalt farming). Just need to scan as many as you can find. Don't worry if you don't reach 10.

The goal now is to leave HQ map for missions ASAP. The longer you stay here, the more attacks you endure, starting early DAY 9. You still can't cover the entire base borders with turrets. So depending on where the next attack comes from, you may need to sell (build more storage if full so no resources are wasted) existing turrets and build new ones facing the attack direction. Turrets should be mostly Sentinel with a few flamers up front and a small mix of Artillery (not too far back), Rocket and Acid Spewers. Have at least 6 Tower Ammo Factories running. If needed, sell resource factories outside base just before attack hits (and rebuild after).
DAY 8 and Beyond
OK now you can go on the Hazenite Concentration mission. Wait, Armory 2 and Research Lab 2 have not been downloaded nor built. Just leave HQ first, we can download those next while doing Hazenite Concentration. If you don't leave, you'll eat another attack on DAY 9. It'll be a massive attack. Also research these:
1) Finish Basic Resource Production 2
2) Plant Cultivation 1
3) Renewable Energy 2
4) Solid Material Storage 2
5) Preferred Mech technologies and weapons (start with Sentry Bioscanner)

When you return to HQ after the missions below, you'd have upgraded Walls, AI Hubs, Sentinel Tower 3 (with cobalt to build them), Gas Power 2 and 50K solid materials to quickly beef up defenses. Your mech would also be a lot better. So I strongly recommend leaving HQ on DAY 8. One way to buy research time for Hazenite mission is to go on Acidic Plains Recon while waiting for that research to complete. Don't need to finish the objectives. Leave for Hazenite mission when available. The key objective in this map is NOT to get Hazenite but build some Level 2 Carbonium and Ironium factories, farm cobalt to enable AI Hub 2 and Sentinel 3, build more Tower Ammo Factories and ammo storages and fill up 30-50K solid materials.

The Hazenite Concentration mission is also in the Jungle biome but it has no periodic attack waves. It does have stealthed Kermons. So I like to run around slashing my sword. It also brings in leaves to keep Biocomposters running, at least till first Plant Cultivator is setup.

If you weren't able to scan 10 Fungus Regula Corulus in the HQ map, don't worry, scan what you can nearby, don't waste time in HQ map looking for more. You can scan more here.

While waiting for Plant Cultivation 1 to download, explore the map and find suitable Mud and Sludge locations. Also start building Level 2 Carbonium/Ironium factories powered by Wind2 as you explore. Use Sludge for gas power and Mud for water. Build Outpost here. Build at least 1 Plant Cultivator set to Fungus Regula Corulus which gives a slow trickle of Cobalt, leaves and even Ironium. Build a few Tower Ammo factories here. If HQ map doesn't have a lot of sludge/mud for energy, build Armory 2 and Research Lab 2 here or pop back to HQ, build/upgrade those, wait for them to finish (sometimes will bug out if you zone out of map before they finish) then zone back to Hazenite map. When Solid Materials Storage 2 is done, build enough to bring storage up to at least 30K. While storage is filling up, research your preferred Mech technologies after Armory 2 is done.

While in Hazenite map, I'd like to look for and scan 3 Baxmoth. That will enable Mech Combat Drones in Alien Research. My preferred Mech Armor Mods:
1) Energy Sensors for forcefield, radar and bonus drops.
2) Maintenance Tool for repair drone and speed increase at Extreme quality.
3) Defense Gear for defense drone and speed increase.
4) Offensive Equipment for attack drone and speed increase.
Note: The Defense Gear and Offensive Equipment will always give a speed increase at any level, but the Maintenance Tools only gives speed increase at Extreme Quality level and even that, it's not a guaranteed attribute but since I normally craft 4 of them (see below), I always get at least one with that attribute.

A faster mech makes exploring and fighting so much easier. Also the modifiers in each slot stack up. So I can have 4x Energy Sensors if I want to farm mods (300% at Extreme quality). Whenever I do a big base building spree, I load up 4x Maintenance Tools for reduced cost and faster build times. At Extreme quality, the cost and time is only 36%!! That makes Fusion Reactors shockingly cheap and fast to build. Devs, please don't nerf this.


Figure 5: Mech with 4x Maintenance Tools, Extremely quality. Runs fast and builds fast/cheap. Great for upgrading HQ, setting up new Outposts. Post 2.0, you cannot do this. You'll need to find world drop mods with these characteristics.


Figure 6: Mech with Energy Sensor, Maintenance Tools, Defense Gear and Offensive Equipment. Fast and can explore/fight well. Post 2.0, you cannot do this. You'll need to find world drop mods with these characteristics.

Preferred Mech Weapons:
1) Sword (or laser sword) with these mods:
Hit Point Gain on Hit Enable. Amazing mod! Low HP? Fight more!
Range. Increases range from 3m to 4m (Extreme)
Any damage mod (prefer cold damage to slow monsters)
2) Minigun with these mods:
Homing Projectile Enable
Target Piercing Enable
Splash Damage Enable
3) Grenade Launcher with these mods:
Ammo Cost reduce
Rate of Fire increase
Any damage mod
4) Plasma Gun with Homing Projectile and others
5) Rocket Launcher with Homing Projectile and others
6) Corrosive Gun with Homing Projectile and others

After Hazenite map, the next missions will be the Acidic biome missions to enable Palladium. This is crucial for Gas Energy 2 (and 3). The next HQ upgrade really needs the energy as it enables more Comms Hub and Research labs. The 30K resource storage is for this. I personally slowly build the storage up to 50K before the next HQ upgrade. Then 100K for the next and 200K after that for final total (storage is spread across multiple outposts with a few in HQ). By then, your economy should be good enough to fight off 500% swarm after swarm. Now you can play your game however you like.
TIPS
TIP: Shield Generators stack!!! One gives 4000 shield to walls and turrets, 2 will give 8000.

TIP: My final HQ defensive turret layout is simple - just 2 rows of turrets and 2-3 layers of wall. 1st row is alternating Minigun Towers and Plasma Towers. 2nd row is alternating Rocket Towers and Artillery Towers. Each corner gets a Gatling Laser Turret.

Figure 7: Final HQ defensive turret layout.

TIP: My Mining Outpost defensive turret layout is lighter. 1st row is repeating pattern of Minigun, Plasma and Rocket turrets. 2nd row is repeating Artillery towers with 2 empty spaces between each. Mining Outposts face 2 types of attacks.
1) Periodic attack waves. At 500%, these are huge but mostly zergling types. Easy once Outpost walls/turrets are setup.
2) Upon completion of Mission Objectives (e.g. Rare Mining Factory or Uranium Centrifuges built), a 500% massively crazy wave with tanky type monsters mixed in. Only the Cobalt Outpost mission doesn't have this crazy wave. Help out by standing at certain spots in front of turrets to lure monsters in a way that spreads them out for more turrets to fire.

Figure 8: Mining Outpost towers and completed objectives defense. Here, I'm standing in the middle of the tower line to lure some mobs away from the corners.

TIP: Each Mining Outpost usually gets 4 Tower Ammo Factories. That helps with the massive attacks back at HQ to prevent low ammo.

TIP: I find these towers to be useless:
Railguns and Lasers eat too much energy to use them en masse.
Attack Drone and Mine Layer towers are slow and bulky.
Short range towers like Flamer, Shockwave not needed as monsters don't get close enough. Any damage towers/walls take in late/end game is usually from very ranged mobs like Nurglax Ultra. At 500% Brutal, the waves are so massive that the towers spend a lot of time dealing with close in mobs, giving the Nurglax plenty of time to lob their artillery at my towers, bypassing the walls. Very annoying.

TIP: With 500% mobs, farming for mods is easy. Slap on Energy Sensors in your mech and go fight in front of your towers.

Figure 9: Mod farming is as simple as waiting for the next attack wave.
Also, Ashley said in the Desert biome "I don't expect to find uranium rods lying around". Well, she's wrong - some monsters do drop them. See pic - refined uranium lying around.

NOTE: The final attack wave in the game when you open the rift portal back to earth is bugged. It does not scale in difficulty or wave multipliers. So the "this is it" battle is quite a letdown.
Post 2.0 Update
Post 2.0 Campaign gameplay is basically more pain.

Early Game Changes
1) Your starting mech no longer has shields. Fortunately, the basics of rushing defenses and leaving for the Hazenite mission remains valid.
2) Farming Cobalt is now harder - need familiarity level 3 (scan 20 plants).
3) You can only build 1 Armory building but it can be upgraded. Supposedly same output as pre-2.0 with 5 Armories. I dunno, felt slower, I run out of ammo often and have to switch weapons.
4) The HQ map now has more mud/sludge to meet new endgame needs. This is good for early game. You really need to max out level 1 Gas Energy powerplants.
5) Since research consumes resources, rolling a suitable map is now very important. Ironium is the key. You'll need tons of it for early research.

Thoughts: Basically this method is turtling. You are somewhat safe behind walls and turrets but you can't afford tons of turrets. You can expand to get nearby nodes that are beyond your walls, but not too much or the next attack wave will trash them up. A player on EXOR Studios Discord named Atomize uses a different strategy - Survival style. Expand like crazy.

Mid Game Changes
The game is now all about resources.
1) Research consumes resources, including rare minerals. So the Hazenite map should be setup with lots of carbonium and ironium miners. Remember to periodically return to sell exhausted miners and setup new ones. An alternative is to rift to the Desert recon map on Day 8 and setup solar + synthesizers.
2) Shegret attacks are common. Not difficult, just quickly portal there (before portal gets destroyed) and fight them. Some lights and turrets will help.
3) MOST IMPORTANT - be aware that miners are nerfed.
Level 1 = 1 ore/second
Level 2 = was 2 ore/second, now 1.5 ore/second
Level 3 = was 4 ore/second, now 2 ore/second
4) MOST IMPORTANT - crafted mech mods (and weapons) are now subpar. While a crafted higher tier weapon is always better, it's now much harder to get mech mods that give you speed, radar, HP, shield, defense/repair/attack drones. The best mech mods are now world drops. So you need to explore/fight/open loot-boxes more.
5) HQ attacks now include all monsters from biomes that have been completed. So you can get flyers going across water/mud to hit your base.
6) Wave attacks now include boss monsters with high resistance.

Late Game Changes
1) Upgrading plant cultivators/harvesters from level 2 to 3 is not always obviously beneficial (was definitely beneficial pre-2.0). I know this because I always take snapshot of my farm outpost production rates before/after upgrades. So if level 2 production rates are already sufficient, maybe don't bother upgrading to level 3. Pros in Exor Discord simply waved it away as "farming has always been highly variable". Whatever, 2.0 behavior is different, why deny? Bottomline, just setup as many farms as you want.
2) New endgame requires tons of resources. I expanded solid storage to 500K. Energy production needs to > 70K (so > 10 level 3 Fusion plants).
3) No changes to towers. The old alternating 1st row of Minigun and Plasma works. 2nd row is alternating Artillery, Rocket, Rocket. Behind them are shield generators and Heavy Artillery. No need for towers with short ranges < 30. The only thing that hurts the towers are still ranged AOE attacks.

What I struggle with is after a while, I have so many mech mods but because the buffs I want are spread across inconsistent mods, it is hard to switch gears. I wish they'd allow us to create mech gear sets. I'd have a Building set (build cost and time reduction) and a Fighting set.
4 Comments
Iron Slippers 11 Oct @ 8:54pm 
Respect to thread author for strategy, but I'll likely pass. Just finished campaign and even on normal mode final building and megastructures drained me dry. Resource requirements are interesting economy task, but clearing constant enemy waves while trying to build something this big eventually becomes rather annoying then fun. My personal issue is that enemy waves don't stop after completion of a map's story objectives. It's like a map can never be finished, no sense of closure. May be I'll try brutal mode later, but right now I feel exhausted.
Томик 18 Sep @ 4:27am 
Оружие. Левая рука дробаш(урон*патры*радиус урона*) мортира, разрядник(создает элетро разряды на земле). Правая рука испепелитель(урон*снаряды за серию*радиус урона*) рельса(патроны*урон*радиус*) и снайперка(патроны*урон*радиус*). Основное оружие дробаш и пепел закрываю по 20 пилонов на брутале(телепортируюсь по карте(моды на перезарядку) собираю все пилоны) и сношу движуху. Снайперка и рельса что бы тапать Е на босах.
Томик 18 Sep @ 4:24am 
После открытия миссии хазерита строим главный аванпост там. Монстры выходят с одной точки там ставим стенку и башни. Все постройки переносим на этот аванпост(склады,исследования, плантации большие ставлю лини штук по 4-6, делаю компресы на воду шт 10. на газ шт 4. на плазму шт 10(когда откроется). Разница между бруталом и 500% минимальная ведь множитель ставите 500 и сложность монстров брутал остальные настройки не трогаете.
Shugo 7 Sep @ 6:49am 
i made sure to share your guide with Muk and he liked XD