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Runnable official samples

These links preselect public creator foundations. Select Use template to replace only the current local draft, then Test Rift. The same starter constructors are exercised by repository tests and publish validation.

SampleLearnOpen
Platformer Starterjumping, platforms, collectibles, portalOpen in Workshop
Top-Down Starterfour-direction movement, walls, route planningOpen in Workshop
Puzzle Starterordered exploration and rune sensorsOpen in Workshop
Arena Survival Starterpatrol hazards, respawn, score HUDOpen in Workshop
Checkpoint Racing Startercheckpoints, saved respawn, circuit layoutOpen in Workshop
Incremental Garden Starterinventory, pickups, persistent stateOpen in Workshop
Social Hangout Starterdialogue, readable paths, safe social spaceOpen in Workshop

For safe first edits and honest feature boundaries, read the official starter walkthroughs.

How the complete games are built

The official games do not call hidden browser code. Their projects use the same components, prefabs, RiftScript compiler, publish validator, and authoritative runtime available to account creators. Their complete platform-owned source projects are not public remix templates: only an explicitly authorized PixelRifts owner or administrator sees them in Workshop under Official source projects · owner/admin only. Creator trust or a moderation role alone does not grant access. Everyone else gets the public foundations above and the construction guidance below.

  • Crystal Bastion attaches turret_ai, Health, and a Projectile weapon to stationary towers. A bounded RiftScript director uses world.spawn, timer.after, and entity.count("wave_enemy") to advance ten escalating waves without a loop, with recovery between assaults and a Sovereign boss finale. Dropped shards feed a Crafting station that auto-equips a stronger prism cannon.
  • Emberwatch combines a top-down Player weapon with Chase AI enemies, deterministic Loot, Inventory, a Crafting station, and auto-equipped Equipment. Its eight-hunt director adds recovery intermissions, layered enemy mixes, and an Ash Wyrm finale.
  • Gravity Foundry uses the Rapier compatibility line for rotated Terrain colliders, unlocked rolling bodies, moving lifts, pressure launchers, and rope-jointed pendulums. Checkpoints, eight relics, camera follow, and advanced movement support a four-sector 3,400 × 810 expedition without changing authoritative physics.

The other official Rifts build full courses from the same pieces. The First Crossing teaches movement across two desert sectors with twelve shards, two beacons, moving lifts, hazards, and launcher routes. Skyline Steps combines rising wind, fourteen shards, moving cloud lifts, launch currents, checkpoints, and patrolling storm orbs. Checkpoint Trail uses four persistent respawn beacons across an outer trail, inner keep, and fallen tower with moving hazards. Nexus Hub uses a wide camera-follow world, two repeatable guides, a traversal shortcut, and seven verified portals as a multiplayer destination browser. Aether Circuit demonstrates an eight-stage director, authoritative health recovery and inventory rewards, escalating prefab enemies, and an Ascendant boss finale.

Artwork and touch controls

Every official game is a real Workshop project, including its presentation. Select an object and open Object → Visual → Built-in artwork to see the exact background, actor, prop, or effect identifier used by the live Rift. Visual size, opacity, draw order, and image fit never change the authoritative collider. This is why an actor can have a generous painted silhouette while keeping a smaller, fair collision shape.

Official moving actors also choose a Visual → Animation set. Play automatically selects idle, run, jump, fall, and landing frames from movement. Damage, projectile attacks, completed interactions, and death trigger short action clips from authoritative events. The animation never changes the collider or game result, and the static artwork remains a fallback while frames load.

On phones and tablets, the play page reads the loaded project and shows only controls that can do something. Platformers show left, right, Jump, and Dash when available. Top-down combat games add up/down and show Use or Hit only when the project contains an interaction or player weapon. Workshop Test Rift provides the same Dash, Interact, and Attack actions alongside movement, while its edit mode keeps a separate Pan tool so moving the camera does not accidentally move an object.

The official art is deliberately varied by game but internally consistent: bright pixel art for The First Crossing and Skyline, ruined-citadel pixel art for Checkpoint Trail, a painterly cosmic set for Nexus, matched illustrated sets for Crystal Bastion and Emberwatch, industrial pixel art for Gravity Foundry, and fantasy-tech illustration for Aether Circuit. Animation frames use a shared canvas, scale, and anchor; Workshop frame corrections remain available for imported sources. See the Visual component reference for creator-facing field details.

For public starters, open a link above, select Use template, and inspect its Gameplay objects and prefabs. An authorized platform owner connects their account through Save / Drafts, then selects an official source project from the owner/admin-only group. A normal creator can reproduce the documented patterns in an original Rift without receiving an editable official copy.

PixelRifts creator documentation · generated reference · protocol 21