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Riftways

A Riftway is a course of leaps: a Galestone where the run begins, Moonmarks to reach in order, and a Farstone on the far side. Run the three the Riventale team built, or build your own in any world.

The Tempest’s Stair: single skystone pillars climbing out of the cloud sea, each a leap from the last.

Running a course

  • From the title menu: press Riftways. Featured holds the team’s three courses, easiest first: The Shattered Stair, The Vael Causeway and The Tempest’s Stair. Popular holds the courses run most this week. Press Run.
  • The start. You stand on the Galestone and the clock waits. Step off it and the clock runs.
  • The Moonmarks. Reach them in order. Each has its number over it, the next one in gold. A Moonmark out of order doesn’t count: the game says which one comes first.
  • Falling. Drop six blocks below your last Moonmark (or the next one, whichever is lower) and you are carried back to the last Moonmark you reached. The clock keeps running.
  • The finish. Reach the Farstone with every Moonmark behind you. Your time shows, and whether it beat your best. X (Restart on a phone) takes you back to the Galestone.
A run on the Vael Causeway: the course’s name and the clock at the top, a pip for each Moonmark, the next Moonmark’s number in gold over the beams.
The clock, the Moonmarks and their numbers.
  • The Shattered Stair (one moon in the window): broken rivenrock and moss stepping up round a leaning shard of the Riven Crystal, riftshards glowing in the cracks. Three Moonmarks, short gaps, one block up at a time. Every leap can be made at a walk, so it is the place to learn the clock.
  • The Vael Causeway (two moons): the Vael’s metal walks over the rift, rusted plates and beams one block wide, brass pads and girders hanging into the void. Four Moonmarks, three-block gaps, a drop of two blocks and the climb back. Keep to the middle of a beam and sprint the long gaps.
  • The Tempest’s Stair (three moons): single skystone pillars climbing out of the cloud sea toward the Cloud Kingdom, with cloud for footing on some. Five Moonmarks, four-block leaps on the flat and a leap up across three. It needs a sprinted jump from the very edge of each pillar.

How far a jump carries you decides every course. A jump rises about a block and a half. On the flat it carries you nearly four blocks at a sprint and three at a walk; to a block higher, three at a sprint. Jump from the edge of a landing, not its middle, and hold the sprint through the air.

Fair runs

The game server times every run and decides when each Moonmark is reached, so a time can’t be typed in. A stretch run faster than anyone could, or a run in creative, on wings, with a thrumpack, with Swiftstep or Windleap, or riding, still finishes, but its time goes on no board. Being moved by a teleport or a home ends the run.

Boards and rewards

  • Your best is kept on every course you finish. A course’s board lists the ten fastest players signed in to an account. In your own single-player world, the board takes every runner.
  • The featured courses pay Embers: 10 for the first finish of each course in a day, 5 more for a new best, 2 for each run after. Riftways give at most 60 Embers a day.
  • The first finish of each featured course in a day also brings two Moonmarks to your bag in the Riven Lands, on three courses a day.
  • Courses in your own worlds give no Embers. Embers buy looks in the Emberhold window.

Building your own

A course built over a world of its own: a Galestone, three Moonmarks with their numbers, and the Farstone on broken stone landings in the sky.
A Galestone, Moonmarks and a Farstone.
GalestoneA feather over three Dressed Stone
2 MoonmarksGlass over a torch over Dressed Stone: two Moonmarks
FarstoneA gold ingot over three Dressed Stone
  • Begin with a Galestone. It starts a new Riftway, named Riftway 1, then 2, and so on.
  • Moonmarks and the Farstone join the course you are building: the last Galestone you set down or used, within 160 blocks. Only its builder adds to a course.
  • The order is the order you set the Moonmarks down. Break one and the ones after it move up; break the Galestone and the course is gone. Changing a course clears its times.
  • Limits: one Farstone a course (break it to move it), 24 Moonmarks a course, 12 courses a world.
  • Its card. Use any stone of a course (right click, or tap it) to see its name, who built it, its board and your best. On your own course, rename it there.
  • Commands: /course lists a world’s courses; /course restart goes back to the Galestone, /course leave ends a run, /course name renames the course you are building.

More ways to play with others: Playing together. Building to a theme: the Makers’ Trial.

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Next: The Makers’ Trial. All sections: the guides.