Rift System
The Rift System is an extended content feature in Terminal Descent — three parallel dimension dungeons accessible from specific nodes in The Lattice. Each Rift offers unique mechanics, currencies, abilities, bosses, and lore, inspired by classic game design philosophies.
Overview
Rifts are self-contained worlds that exist alongside the main story. They are optional content, but completing them provides powerful export items that significantly aid the main game. Each Rift features its own guide NPC, unique ability progression, boss encounters, and a currency system separate from the Lattice's DATA (¤).
| Rift | Inspiration | Guide | Access Point | Bosses | Playtime |
|---|---|---|---|---|---|
| The Buried Kingdom | The Legend of Zelda | WREN | Ghost Relay (Node 4) | 10 | 8-12 hours |
| The Abandoned Station | Metroid | SABLE | Aegis Perimeter (Node 11) | 5 | 10-15 hours |
| The Crimson Spire | Castlevania | GRAVES | Backbone (Node 13) | 7 | 6-10 hours |
Total Rift content: 91 rooms, 22 boss encounters, 45 codex entries, 9 export items, 24-37 hours of gameplay.
Progression
Rifts become available at specific story milestones:
- The Buried Kingdom — Available after Puzzle 2 (Act I)
- The Abandoned Station — Available after Puzzle 8 (Act II)
- The Crimson Spire — Available after Puzzle 12 (Act III)
The recommended progression order is Kingdom → Station → Spire, as export items from earlier Rifts provide advantages in later ones and in the main story.
Export Items
Completing each Rift grants items that can be used in the main Lattice:
| Rift | Export Item | Effect |
|---|---|---|
| Kingdom | AEGIS_PROTOCOL | +2 all defensive stats |
| Kingdom | RETURN_CALL | Retrieve items and stun IC at range (1 use per node) |
| Kingdom | Kingdom Shard (cosmetic) | Geometric gold deck border |
| Station | MORPH_PROTOCOL | Fast-travel through data-pipes between visited nodes |
| Station | CHARGE_PROTOCOL | Hold ATTACK 2 turns for 3× damage (1 use per combat) |
| Station | Station Log (cosmetic) | Bio-mechanical pulsing deck border |
| Spire | FLAME_PROTOCOL | 2× damage vs Hive IC specifically |
| Spire | HUNTER'S LASH | Alternate primary attack that bypasses IC shields |
| Spire | Spire Crest (cosmetic) | Gothic crimson deck border |
Cross-Rift Synergies
Export items from different Rifts can combine for enhanced effects:
| Combination | Effect |
|---|---|
| AEGIS_PROTOCOL + CHARGE_PROTOCOL | Charge attacks gain +2 defense during charge |
| MORPH_PROTOCOL + RETURN_CALL | Retrieve items through data-pipes (remote looting) |
| FLAME_PROTOCOL + APEX_CORE | APEX_CORE deals 3× to Hive IC (upgraded from 2×) |
| All 3 cosmetics equipped | Deck title becomes "RIFT WALKER" |
Convergence Point
After completing all three Rifts, a new anomaly appears at the Backbone (Node 13). Equipping AEGIS_PROTOCOL + MORPH_PROTOCOL + FLAME_PROTOCOL simultaneously causes the three architectures to resonate, opening the Convergence Point.
The Convergence Point reveals that all three Rifts were built on the same foundation — hinting at a single intelligence or architect behind all three worlds. This connects to the game's deeper mystery about PROMETHEUS, The Architect, and the Lattice's true origin.
Rewards:
- CONVERGENCE_KEY (seasonal content hook)
- Unified lore terminal
- Codex entry: MYSTERY_RIFT_CONNECTION [PARTIAL]
- Prometheus Fragment trigger for deeper content