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Rainfusor Demo

par Anodaxia

Sorti le 6 oct. 2026

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1 vidéo · 5 captures
Bande-annonce de Rainfusor Demo

À propos de Rainfusor Demo

Each element combination creates its own playstyle. Reclaim the lost parts of yourself in rooms in a side-scroller physics rogue-arcade without any boring stat boosts or platforming. Rip apart segmented bugs, uncover new runes and synergies and find crazy emergent mechanics

What if basic skills could be combined from elements, but every combination was extremely strange, and its own playstyle, and all synergies were extreme and felt different? This is not a normal magic-crafter.

IN THIS DEMO

  • No controller support yet, adding tomorrow

  • Only 16 Prisms available instead of 64, no Chain Prisms

  • Only 4 starting incarnations with basic designs and predefined starting 1-element Cast and Dash Prisms

  • Can only slot in 1 additional element into the Cast Prism and 1 into the Dash Prism

  • Only 3 random levels, instead of chosen on your own

  • No Synergies (yet, that will be at level 4)

  • Basic room layouts without more interesting Rocks

  • No grimoire/info/tutorials/lore bits (yet)

  • Extreme imbalance

This demo as a weird sandbox right now

Full Version Gameplay

  • Explore a procedurally generated planet of side-scrolled rooms, each room aligned with a specific element

  • You have permanent flight and dash and zip swiftly through rooms while attacking with auto-homing manual attacks

  • Start the game as certain incarnations (characters) of yourself with pre-equipped elements and runes

  • The rooms are contaminated with various segmented bug-like enemies that can fly/jump/attach that you can destroy segment-wise and split into multiple small versions of themselves and must consume to gain elements

  • Combine elements together to form 64 (4x4x4) prisms - slotted into either your Cast slot or Dash slot or into Chained Prism Slots (that cause effects after the Cast or Dash Prism hits/spawns/ends) - and to generate runes

  • Each prism has 3 element slots: its damaging nature, its activation and its expression, and the exact order forms runes between slots and from the slots themselves, and those runes define both how the spell acts and what arcane synergies you can pick later

  • Unlike in other magic crafters, the runes are a byproduct of element order, not directly used

  • Runes can activate synergies - passive boosts, but they are all unique, conditional, intense, risky and crazy, no boring +30% damage kinds of passives

  • Prisms are chained together, in order, a prism's attack is born from the end/spawn/hit of another prism's attack

  • Equipping a specific element increases its affinity, allowing you to activate extreme synergies associated with the runes of that element

  • Most prisms, runes and synergies are mysteries, until you do unlock them

  • No permadeath! You only restart a room on death.

  • Because there is no permadeath, the physics can go seriously crazy, but you don't have to lose the entire run to RNG physics!

  • Abuse the power of gravity without having to obey it yourself!

Story

You were vast once, a planetary consciousness. But a cataclysm happened and all that you were was shattered and scattered and now your corpse is full of holes and strange creatures born from them. A spark of your awareness remains, first numb and hollow, but growing hungry, and it will devour its own knowledge and connection to its old body back... but it will never be the same. You hunger for integrity within yourself

ELEMENTS

There are 4 elements, you get each by clearing a corresponding biome bubble. 2 different elements in a spell grant you a beneficial rune (like Matter+Void=Invisibility), 2 same elements in a spell grant you a highly risky slightly beneficial rune (like Matter+Matter=Stasis, which has negative effects)

Aether

The lifeblood nourishes chaos, borne by it

Aether focuses on managing Health as a source of Damage, blood-bonds and Chaos

  • Global instant zap-like attacks that cost your own Health and apply Bond

  • Bond curse that causes enemies to share in your Pain and the Pain of other Bonded enemies

  • Ardor meter that fills up with Aether attacks and gives you Health Regen and Speed

  • Mania at 100% Ardor that amplifies all in/out Damage and applies Bond curse to all enemies

  • Chaotic effects and multiplication of attacks

Flux

The endless growth expels all suffering

Flux focuses on charging up instant attacks, Push and using Walls/Rocks for extra damage

  • Wide but small charged-up attacks that Push and apply Echo

  • Echo curse that causes enemies to bounce from Walls/Rocks or simply after a second, with extra Damage

  • Has the lowest range, and can backfire due to enemies pinballing back into your face, but very dynamic

Matter

The gravity binds, bounds, structures

Matter focuses on delayed attacks that consume nearby Rocks and interrupt enemies

  • Shard-like attacks from Rocks that shrink Rocks and home onto enemies, with a final explosion

  • Matter damage interrupts/stops/slows enemies and stops them from flying for a second, making them plummet

  • Extremely safe to use... or is it? On its own, you have to rely on Rocks regrowing... which takes time

Void

The fade distorts, all-consuming

Void focuses on draining area attacks that Pull enemies and apply a dangerous but powerful meter to you that you have to manage to prevent it from overflowing

  • Global decaying Rift attacks that apply Distortion to you when you touch them

  • Void Damage that has high damage, Pulls and applies Distortion to you

  • Distortion meter that increases your Damage and gives you some Health regen

  • Ruin at 100% Distortion that cuts your Health down to 1 and Dashfuel down to 0 for several seconds, very risky

Aether and Void might be inherently dangerous to use... but they also contain the only ways to heal in this game... playing with purely Flux and Matter requires precision, as you can't heal

Runes and Synergies

Each element has vast and mysterious interactions with others based on how it is combined and no element is easy to predict in what mechanics it will unlock and what kind of gameplay it will allow (ex. Flux + Matter have a Rockcharge rune, Matter + Void have an Invisibility rune, Void + Aether have a Nihil rune, the rune combinations unlock all sorts of crazy synergies, like a synergy that corrupts nearby obstacles to drain and enrage enemies when you are invisible and so on)

Description officielle de l’éditeur, publiée sur Steam.