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Riftbound Sigils

Original xianxia-inspired cultivation fantasy hero-collector auto-battler RPG — built as solo/personal project IP, not affiliated with any other game.

Play it: https://zirins.github.io/riftbound/

Screenshots

Roster Chapter Select

What it is

Riftbound Sigils is a landscape mobile RPG where you command a squad of Relic Bearers, bond Sigils, clear campaign stages, and progress through daily retention systems (Arena, Covenant, Void Trial, Rift Season battle pass, and more). Combat is side-view formation auto-battle with readable ultimates and collection-driven growth.

Status

V3 complete — scrollable world-map hub, card-based chapter select, S-tier hero implementation (Zhao Yan), portrait art integration, and Android-verified build.

Tech stack

  • Phaser 3 — game rendering and scenes
  • TypeScript — systems and data
  • Vite — dev server and production bundle
  • Capacitor 6 — Android shell
  • localStorage — local save persistence (schema v3)

Quick start

npm install
npm run dev          # browser dev server (http://localhost:3000)
npm run build        # typecheck + production bundle → dist/
npm run cap:sync     # build + copy to Android project
npm run cap:android  # open Android Studio

Typecheck only: npm run typecheck

Features (V3)

  • World-map hub — scrollable landmark-based navigation with hotspots
  • Campaign — Chapters 1–3 with specced enemies, sweep on 3-star clears
  • S-tier heroes — Zhao Yan with full kit (Ember Counter, Flame Eruption, awakening side skills)
  • Portrait art — hero portraits and battle backgrounds integrated
  • Heroes — collection, kits (passive/ultimate/side skills), awakening, Sigils, Bonds
  • Arena — Resonance Arena ranks and seasonal progression
  • Covenant — simulated guild: contribution, tech, weekly shop, boss
  • Void Trial — repeatable weekly tower with daily/weekly resets
  • Rift Season — 30-day battle pass (free + premium tracks)
  • Featured Banner — 50/50 + pity summon system
  • Patron Tier — cosmetics/QoL perks only
  • Retention — daily/weekly tasks, achievements, mail, offline rewards, World Feed ticker, Claim All QoL
  • Monetization — test/dev purchase UI only; production billing disabled
  • Art — optional PNG assets with programmatic fallbacks (no crash if missing)

Project structure

  • src/scenes/ — Phaser scenes (Hub, Battle, Roster, etc.)
  • src/systems/ — game logic (RewardSystem, EconomySystem, SaveSystem, …)
  • src/data/ — static configuration (heroes, stages, tasks, …)
  • public/assets/ — optional art (portraits, backgrounds, icons)
  • docs/ — design briefs and vision (not required to run the game)

License

Private personal project — all rights reserved unless otherwise noted.

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