Repel The Rifts casts the player as commander of a mining expedition in crisis on an alien world. Inter-dimensional creatures pour from mysterious rifts, turning each night into a defense against successive waves. The larger objective extends beyond holding a position: survey the unexplored surroundings and track down the source of the incursions.
Exploration feeds directly into tower placement. Surveying expands the map, while varied geography can favor different towers, making the choice of where to build part of the strategy. A market offers tower upgrades that may strengthen defenses or add effects, and alien artifacts provide further ways to shape a run. Commanders also differ in their three starting towers, abilities, and passive traits, giving expeditions distinct tactical starting points rather than a single fixed approach.
The game combines roguelite runs with tower-defense planning, then offers an Endless Mode after surviving 25 nights. The central appeal is the interplay between surveying, choosing defenses, and adapting each expedition around commanders, upgrades, and artifacts.