DreadRifts
Biome arena expeditions with teammate rescues, battle reports, perks, shared storage and a shop. Buy EpicLoot gear or a portable Charred Fortress blueprint. English/Russian.
About this mod Author’s original text
DreadRifts
Choose your arena. Survive the waves. Return for more.
This release continues under the DreadRifts name. It uses the same saved expeditions, gates and keys as previous builds, including Still a Viking? 0.1.10.
By Ketanol · Version 0.1.23 · Early release
Build a rift gate and enter a sequence of PvE arena trials across Valheim's biomes. Fight enemy waves, defend an altar, defeat bosses and bring your expedition's loot home.
The interface supports English and Russian, automatically following each player’s Valheim language. Other game languages use English. Players on the same server can use different languages. English instructions are followed by a Russian guide below.
Gallery / Галерея
Arena combat / Бой на арене
Service arches — concept art / Сервисные арки — концепция
The second image is concept artwork, not a screenshot of the current build. / Второе изображение — концепция, а не скриншот текущей сборки.
Ashlands arena preparation — 0.1.23
Ashlands candidates are sampled directly in the southern region. New arena sites no longer require an already flat, lava-free footprint: a saved local foundation levels the floor, raises shallow shore edges and clears the lava mask inside the reserved arena. The centre must be dry Ashlands land and the footprint must remain in the biome, outside deep water, important locations, existing arenas and player property. Already generated footprints remain excluded; the patch does not clear existing homes.
The site reservation is saved before the new foundation can be prepared. Terrain tiles are processed individually. Existing prepared arenas and fortress placement keep their previous terrain rules.
Search stops after 90 seconds or its candidate budget. The expedition menu then offers Retry arena search and Leave; retry uses a different sequence of points. Search rejection details remain in the log. No game launches or tests; real-world placement requires user verification.
Fortress preservation hotfix — 0.1.22
Loading or updating an existing fortress no longer reruns site clearance or terrain levelling. Recovery waits for the native world objects, keeps live furniture in place, and restores only surviving packed objects after the fortress walls and floors are ready. Missing objects are not recreated from an old inventory snapshot.
New placement clears only recognized natural vegetation, trees, logs and mineable rocks without player provenance. Player structures, containers, equipment and items are excluded from clearance. An overlapping structure or container stops new placement with an explanation, before the ground is changed. Existing homes are never automatically moved outside the site.
Back up the native world and DreadRifts world data together. This fix prevents destructive clearance; it cannot recreate already deleted items. Compiled against Jotunn 2.30.1 with zero errors/warnings. No tests or game launches. User verification precedes public release.
World loading hotfix — 0.1.21
World entry no longer waits for expedition synchronization or a missing arena checkpoint. A character can load at the normal native spawn point while the next biome arena is prepared in the background. Arena transfer waits for its floor to be ready. Known arena death timers remain in effect. Delayed synchronization is now logged.
Compiled against the installed Jotunn 2.30.1. No game launches or tests.
Independent fortress gates — 0.1.20
Each of the two exterior gates now has independent open/closed state. Two stationary controls serve each gate, one on either side: four controls in total. A control affects only its own gate and remains reachable while the door is raised. Hover text says whether the selected gate will open or close.
Gate state synchronizes through the fortress network object and is saved with the native world. Existing fortresses inherit their previous shared state until each gate is operated separately. The server checks distance to the selected gate's controls. Exi
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file. In multiplayer, the host and every client need the same mods installed.
Install these first, or the mod will not work: