The moon lab's test chambers are waiting. Your rift gun opens a
blue rift and an orange rift on the light
walls: walk into one and come out of the other. Find the way to every exit!
βοΈ Settings
Sound
Look speed
Up and down
Field of view
Detail
Frame speed readout
If looking round makes you feel funny, try a wider field of view or a slower look. Turn the detail down if it feels slow: on Low a rift shows a swirl instead of the room behind it. The frame speed readout shows how fast this device is drawing.
ποΈ Your chambers
Build a chamber of your own. The robot π€ checks it can be done, then you can play it.
Rift Rider needs a newer browser to draw the chambers.
Your progress is safe.
Through
π Left thumb: walk Β· Right thumb: look π
W A S D walk Β· mouse looks Β· left click π΅ Β· right click π Β· 1-4 each colour Β· Space jump Β· E pick up Β· M map Β· P pause
Your rift gun opens two rifts: one blue, one orange.
Walk into one and you come out of the other. Rifts only open on the light walls, floors
and ceilings, not on the dark ones. Shooting a colour again moves that rift.
π On a phone or tablet
Put your left thumb down on the left half: a stick appears, push it to walk. Your right
thumb on the right half looks round. π΅ and π fire, β€ jumps, β picks up and puts down.
β¨οΈ On a computer
Click the chamber first. W A S D walk, the mouse looks, the left button fires blue and
the right button orange. Space jumps, E picks up and puts down, M shows the map, P
pauses. A gamepad works too: the sticks walk and look, the shoulder buttons fire, A
jumps, X picks up.
π Speed in, speed out
Whatever goes into a rift comes out of the other just as fast. Fall a long way into
a rift on the floor, and you fly out of the other one! Falling never hurts.
π¦ Cubes and buttons
A red button opens a door while something heavy is on it: you, or a cube. Pick up a
cube with β and carry it, even through a rift.
β¨ Fizzlers
Walking through a shimmering fizzler closes your rifts, and a cube you carry through
it vanishes (a new one drops in its place). A shot can't go through one either.
π’ Goo
Goo is deadly: fall in and the chamber starts again. On π£ Cadet the goo just pushes
you back out.
π£ How much help
Every chamber is the same on every rung. On π£ Cadet the light panels you need glow,
and goo pushes you back. π Pilot is the chambers as made. π¦ Ace aims a little less
for you.
β‘ Balls, platforms, switches, turrets
From chamber 31 on, a new idea opens every ten. A glowing energy ball bounces until a
catcher takes it: send it through your rifts into the catcher and a door opens (don't
let it touch you). Moving platforms carry you over goo: step on when one stops. A
β±οΈ pedestal (press β beside it) opens a door for a few seconds. A turret shoots when it
sees you: open a rift under it and it falls through, or drop a cube on it.
From chamber 81 on: a green launch pad throws you through the air when you step on it.
A light bridge is a beam you can walk on. Open a rift on the wall where it ends and the
other on another wall: the bridge comes out there. A red laser hurts, so keep out of it.
It goes through rifts too: send it onto its catcher to open the door. A prism cube turns
a laser: put it down facing the way the laser should go.
π΅ Tractor beams and gel
From chamber 121 on: a tractor beam is a see-through tube of light. Step in and it
carries you along, floating; push to the side to get out. It goes through your rifts
too. Gel pipes pour gel, and gel goes through rifts. Blue gel bounces you: fall onto it
from high up and you bounce just as high. On orange gel you run very fast, so run into
a rift. White gel lets a rift open on a dark wall or floor.
ποΈ Make a chamber
ποΈ on the menu builds a chamber of your own. Pick a tool, then tap the chamber: π§± adds
a block, βοΈ digs one out, β¬ and β¬ make a panel light or dark, π’ puts goo on a floor,
π§ is where you start and πͺ the way out. Drag to turn it round. π€ Check it: the robot
tries to get through with the rift gun, and once it has, you can play it.
πΊοΈ The map
Before a chamber starts, it is built in front of you. πΊοΈ shows the rooms you have
seen so far (on π£ Cadet, all of them): drag to turn it, pinch to zoom.
π’ Chambers
The first eight teach you everything. After them, chambers come in tens: the first
three of a ten are one room, the next three two rooms, then three, and the tenth is
the big one, and every few tens they grow. Halls turn corners, ramps climb, towers
go up over the rooms below. Finish a chamber to open the next.
βΈοΈ Ice, and big drops
Some floors are ice: you are slow to start and slow to stop, and if you come out of a
rift fast you slide a long way. Falls never hurt, so use them: a rift in the ceiling
drops you over a wall, and a long fall into a floor rift sends you flying out of the
other one.
π Ramps and balconies
Ramps climb smoothly; you can't walk up one from its high side. Some light panels can't
be seen from the floor: walk up the ramp to the balcony and look over the wall from
there.
π΄ More colours
Later chambers have three or four colours. Into one, out of the next: π΅βπ βπ΄βπ£βπ΅.
The chip under the chamber's name shows the chain. A rift whose next colour is shut goes
nowhere. On a computer, 1 to 4 fire each colour. A rift the chamber keeps open can't be
moved: walk out of it, then back in, and you come out of the next colour.
π Sound
π at the top turns it off, and it stays off in every other game here too.