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Storm Reavers

The plan is dead. The guards are closing in. You flip gravity and the floor becomes a wall, flying sideways toward the exit with the loot in your arms. Storm Reavers is a co-op heist game where every job falls apart and every player can save the run. Plans may fail, but gravity doesn’t.

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About the Game

Storm Reavers a co-op fantasy heist game where every player has a role, every job goes wrong, and gravity itself is a tool.

Leap between floating islands, infiltrate guarded strongholds, and extract with your target before the world turns against you. Plans are optional. Adaptation is mandatory.

Use gravity-altering magic to traverse vertical spaces, uncover alternate routes, and escape escalating threats.
Movement isn’t just traversal, it’s decision-making.

Fall faster to outpace enemies. Reverse gravity to reach impossible angles. Manipulate momentum to turn a bad situation into a clean getaway.

Each member of your crew brings a distinct role to the job. Success depends on coordination, timing, and reacting when things inevitably fall apart.

Abilities are flexible, expressive, and dangerous when misused.

  • Found a gap in the wall? Shrink down and squeeze through.

  • Need a new entrance? Plant explosives and get clear before everything collapses.

  • Improvisation is part of the plan.

Scales to Your Team

Storm Reavers is built for 1–4 players.

In a full crew, each player specializes in a single role.
With fewer players, missing abilities are redistributed so no run is impossible.

No matter your team size, the heist goes on.

Each run centers around a primary objective, with optional bounties and emergent complications layered on top.

Get in, secure the prize, and get out, or stay longer and deal with the consequences.

Floating islands are procedurally generated, objectives shift, and no two runs play the same.

Weather Variance 

Each run centers around a primary objective, with optional bounties and emergent complications layered on top.

Get in, secure the prize, and get out, or stay longer and deal with the consequences.

Floating islands are procedurally generated, objectives shift, and no two runs play the same.

Every round begins with a primary contract, but ambitious crews can take on bounties for greater rewards.

Bounties add secondary objectives with strange requirements and unexpected twists. They’re optional, risky, and designed to disrupt even a “perfect” plan.

You might recognize the island.

You won’t recognize the job.