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Hi everyone,
I hope you're having a good summer! I thought I'd share a rough roadmap of the planned features for this year. I'm currently working on implementing multiplayer for the game. It's something that has been pretty requested so I'm excited to share that update with you in the future.
Join friends on Steam and play co-op.
Character creator for styling your own avatar where you can switch out body/clothing parts and change their color.
Upload, search and download mods from the Steam workshop easily.
Extended scripting support using the MiniScript language.
Implement a translation system so the game can easily be translated to different languages.
Begin translating the game to a few selected languages.
Make the rune drawing order affect the spell behavior.
Improve and flesh out the magic elemental system more.
More visual and mechanical distinction in the world between runs.
More biomes/areas to explore.
More trap types.
More weapons for ranged, melee and magic.
More rings and amulets.
More runes.
Sandbox game mode.
Quests
There will likely be other additions to the game as well but these are the major features that are planned.
Thank you for playing the game and for all the feedback. Let me know if you have any questions!
Hello everyone! Runehaven v1.1 is now released!
Added a new early boss battle.
Added a new ‘ring’ item type that has its own dedicated slot in the inventory.
Added a new 'amulet' item type that has its own dedicated slot in the inventory.
Added four different amulet items.
Added five different ring items.
Added support for generating procedural underground ravines. This setting can be toggled in the world settings.
There is now a chance that you can find rings and amulets to buy from merchants.
It is now possible to throw ropes while climbing.
Fixed issue where you could parry poison.
Fixed issue where you could parry fall damage.
Fixed issue where exploding terrain could sometimes leave holes in terrain.
Fixed issue where weapons would remain invisible when letting go of rope by crouching.
Increased spell fire cooldown for the rune of rain a bit.
Stone floor spikes are now based on player velocity rather than having a constant damage.
Slightly decreased node count for medium-sized worlds.
Slightly increased health for cyclops.
Small changes to village zone.
Decreased lifetime of procedural tunnels a bit.
Added option to freeze rotation for props using the freeze_rotation bool field.
Added a field called allow_ravines that can be specified to toggle ravines for each layer in the world JSON file.
Example screenshot showing the underground ravines spawned in the cave biome.
Thank you all for playing the game and for all of your input! I have read all of your reviews and taken notes. It has been really fun hearing your thoughts on the game!
Right now I'm focusing mostly on bug fixing, QoL features and writing guides for modding. I also see that you are interested in more content, that is something I will also work on!
If you find any issues, feel free to contact me at any time.
Have a good one! :)
Increased the health a bit for final boss.
Added some more areas to the cave zone.
Added missing code for loading props in modpacks.
Added an example prop for the modpack example.
Increased robustness for resetting the player position if the player falls out of the map to avoid the possible scenario where the player ends up in a bouncing loop.
Small tweaks to dungeon generation algorithm.
Runehaven is now released on Steam! ːsteamhappyː I want to thank everyone that has played the demo and given feedback throughout the development, it has been invaluable.
I also wanted to take the opportunity to share the future plans for the game. This is a rough roadmap for the updates in the near future:
Balancing, bug fixes and polish.
Investigate how feasible multiplayer would be to implement.
Continue developing the rune magic system and add more runes.
Continue developing the world generation algorithm to allow for other interesting structures.
I really hope you enjoy the game!
Secret notification text that pops up when finding a secret area.
Show found secrets in run stats.
Improved handling of chunks/gibs.
Added timeout to magic barriers.
Shader optimizations.
Camera shake effect is now optional and can be toggled in the general settings.
Downscaling effect is now optional and can be adjusted in the graphics settings.
Fixed issue where demo end portal could be destroyed.
User experience improvements for dropdowns in menus.
Tweaked damage for harvestman mob.
Added toggle for random respawning mobs in the world settings.
Added missing rope item in demo.
Added toggle for changing directional combat swing mode. The default value is set to automatic.
Added theme support.
Improved map marker functionality. The default key for creating map markers is now N.
Fixed issue where critical strike text style would not show up.
Fixed issue where it was possible to place an invalid item into the off-hand slot in inventory when the gamepad was used.
Added option for toggling visibility of crosshair and melee swing direction indicators.
Added magic barriers around boss battle arena.
Added possibility for closing dropdowns using the gamepad.
Added back character naming.
Added a small screen keyboard for settings name and world seed that shows up if a gamepad is connected.
It is now possible to identify runes more easily in the runebook by simply clicking on them.
Added purple highlight to items that can be identified when using identify scroll in the inventory.
Fixed issue where gamepad navigation in the skill panel was not possible.
Added back agility skill. It now control the movement speed and jump height.
Added more rebind options for gamepad.
Fixed multiple gamepad issues related to navigating in menus.
Fixed issue related to super weak air rune force.
Fixed issue where prop could disappear when carrying it and pushing it through a value.
Fixed issue where prop could disappear in exploded areas on the terrain.
The movement no longer reads input from joysticks which could cause issues if you had virtual joysticks installed or other inputs connected.
Fixed issue where velocity was not inherited for projectiles when using the split rune.
Tweaks to various runes.
Added support for gamepad navigation in the runebook.
Added back tutorial question marks in starting areas.
Hello everyone!
After a lot of work, there's finally a new update for the demo. I have looked at your requests and suggestions and tried to address most them in this version. Thanks for all the feedback! This is the final demo before the game is released. Feel free to try it out and let me know what you think! :)
The only thing left on the table now is playtesting, tweaking and balancing before the game is released. I have looked at finding a good release window for the game and I estimate the release will be somewhere around the end of April.
Changes to full version:
Added a new unique ranged weapon. I won't spoil it here but I'll say that it's related to fire! :-)
Finished up remaining work for the modding system. It is now possible to load the mods directly in-game using the built-in mod manager.
Added a boss to the demo.
Added a secret ending to the demo.
Added another rune.
Added several new consumable items.
Added new puzzle areas.
There are now three bosses in the game.
Added Steam achievements.
Added a material brush tool to the level editor.
Added support for linking together props in the level editor for creating puzzles.
Added an example mod that you can look at to get an idea of how mods are created. I will also look into adding guides in the future.
Switched footstep sound when walking on sand.
Changes that affect the demo version (and the full version):
Increased explosion radius for explosion rune.
The weapon being enchanted is now highlighted when crafting spells for clarity when dual-wielding weapons. You can also switch the weapon being enchanted by pressing the right mouse button.
Added a special attack to the harvestman mob.
Added rebind option for parrying with melee weapon.
Added rebind option for movement keys.
Replaced "Healing potion" with "Flask of arnica".
Replaced "Mana potion" with "Vial of sage".
It is now possible to toggle the damage text on/off in the HUD settings.
It is now possible change the color depth in the graphics settings.
Updated the start section of the game.
Implemented a pooling system for props and items. This should speed things up and improve memory efficiency.
Updates to the loot system. DIfferent mobs can now drop different loot. For example, the undead warrior may drop melee weapons while the undead arbalist drops ranged weapons.
No more rune duplicates for loot containers. The only scenario where you would if a duplicate is if you would find a given rune in a loot container and then find it somewhere on the ground. I might fix this issue in a future version if it's bothersome but rune duplicates are already way less frequent than compared to before.
There is now fall-off damage for explosions based on distance instead of a constant explosion damage.
Runes can now also be spawned on the ground at random locations in the world.
Added loading screen when starting the game for a smoother loading experience.
It is now possible to draw runes using the numpad. You can rebind the key for confirming the rune drawing in the settings.
Pressing the equip off-hand key (defaulted to F) when an off-hand weapon is already equipped will unequip the weapon. You can also use this for quickly swapping two weapons between your hands or to move around weapons quickly in the hotbar without having to open up the inventory.
Added shadows.
Added beartraps. They can be triggered both by the player and mobs. You can use that to your advantage :)
Beartraps can be toggled on and off in the world settings.
Health is now also shown in the character stats panel.
Mana is now also shown in the character stats panel.
The terrain textures have been overhauled. The textures are procedurally generated using a procedural texture generator that I implemented which combines interesting noise functions. The textures should now be less repetitive and higher in quality.
Some visual changes to the spell crafting system.
Added a save system. It is now possible to save and load runs. The save is removed upon death.
Implemented a custom navigation mesh solution that is used for some of the mobs for pathfinding. This should make some of the mobs slightly smarter when they approach you.
Added possibility for caves to generated more spontaneously around the world.
Added supporting for looping dungeons. This increases the chance for slightly less tree-like dungeons and more loopy when the conditions are right.
Rewrote the meshing algorithm and replaced it with a more faster and optimized implementation with better data locality.
Terrain voxels are now a bit larger.
Overhauled all the UI in the game.
Added ropes that you can throw and climb. This can be useful for solving puzzles or to get out of holes in case you get stuck.
Added support for billboards for details such as grass, vines and flowers.
Updated the melee system so that the swing direction is based on the weapon type instead of the movement direction.
Major enemy redesigns for most of the mobs in the game.
Durability system is now optional for weapons but is kept for pickaxes. It can be toggled in the world settings.
Removed stamina bar.
Visual changes to the death menu.
Updated the stats shown when completing a run. The stats shown right now is completion time, mobs defeated, props thrown, damage taken and spells crafted.
Improvements to chunk loader.
Tweaked armor damage reduction factor.
Added new soundtracks to the game.
Improvements to the minimap. The visuals are improved and you can now also see a larger area. There is also a directional indicator for the player so you can more easily see which direction you are facing.
Improved mob fragging. The frag changes depending on where you strike the enemy.
The runes bound to your weapon are now cleared when you start crafting a spell. This can be used to clear the runes bound to your weapon.
Decreased magic projectile collision radius.
The bomb in the starting area is no longer being respawned.
Added a check if you would fall through that re-places the player on the terrain so you don't just fall into the void of infinity.
Changed the way mobs are spawned on the map. So mobs should hopefully no longer spawn inside ceilings like they used to before occasionally.
The demo ending has been updated so that you have to interact with a portal to end the demo. You now have the option to continue playing if you want to.
Fixed issue where some chunks would not generate in the world if you revisited an area.
Fixed issue with floating props.
Fixed issue with invisible enemies.
Fixed issue where you could spam the jump key.
Fixed issue with trail starting position for enchanted ranged weapons.
Fixed issue where jumping mob would stay completely still and just stare at you menacingly.
Fixed issue where swinging melee weapon would hit the terrain instead of the mob.
This is a large update so I might have missed some things.
Let me know if you find any issues and I will look into them. All feedback is appreciated. Have a good one!
Hello everyone!
I thought I would give a status update regarding the release. I'm currently finishing the last remaining content before I will shift focus to balancing, polishing and fixing the remaining bugs that you have kindly reported as well as creating a gameplay trailer. This means that I won't be able to release the game this year unfortunately. I'm very sorry for the delay. I underestimated the time this would take to finish. I want to make sure that the game reaches a more polished state before I release it.
Summary
Improve issue with runes not exploding walls.
Fix issue where removing weapon from off-hand slot causing rune preview to clear. Now, only the runes of the righthand weapon (main weapon) is shown.
Show seed and position in debug info panel (F3).
Fix issue with UI when using ultrawide screen resolutions.
Fix issue where some sounds ignore master volume slider.
Added individual mana costs to runes and show the mana cost in the tooltip when hovering over runes.
Fix issue where bats make flying noises after death.
Pickaxes can now destroy terrain.
Added smoke to bomb explosion.
Fixed memory leak when meshing.
Fixed crash that happened sometimes when toggling the minimap.
Fixed issue where the terrain sometimes would have small or medium sized holes.
Various other small tweaks and changes.
Summary
Patched the demo to include Unity's fix for the "CVE-2025-59489" security vulnerability.
Summary
Fix issue where thrown prop goes through ceiling or walls.
If you pick up a prop, it gets faded a little so it doesn’t block the screen as much.
Updated magic grid when crafting spells.
The runes bound to the current weapon are now shown under the hotbar.
Level editor improvements.
Added map toggle to key binding menu.
Added show/hide runebook to key binding menu.
Fixed issue where world was not loaded when tabbing to another window by allowing the game to run in the background.
Made it possible to change display mode in graphics settings. You can choose between fullscreen, maximized windowed and windowed.
Increased world size a bit.
Updated collision detection of items to prevent them from falling through ground.
Decreased mob spawn rate a bit.
Added harvestman (jumping spider) mob.
Replaced slime mob with jumping flea mob.
Improved robustness of explosion voxel destruction.
Decreased mob spawn rate slightly.
Updated health and damage for bat.
Increased drop chance of runes, health potions, mana potions and ammo.
Summary
Updated header in main menu.
Updated icon.
Fixed issue where text messages cluttered the screen.
Fixed issue with stacking lights when using the light rune.
Fixed issues with trail rendering when using scatter rune with ranged weapons.
Updated gamepad remapping icons.
Fixed issue related to keymapping while in-game (in pause menu).
Fixed potential memory leak when generating minimap.
Fixed issue related to bomb quantity growing exponentially in tutorial.
Updated color of magic elemental mob.
Increased chance of finding runes from loot.
Summary
Added vertical sync option in graphics settings for syncing FPS to monitor refresh rate. It is enabled by default.
Increased weapon durability.
Slightly increased chance of finding healing potion.
Add another info question mark in tutorial about enchanting melee and ranged weapons.
Updated torch model.
Summary
Loot system improvements
Updated knockback values for weapons.
Added clarification in tutorial that you can draw runes carried in your runebook as well.
Hello everyone!
I hope you all had a great summer! I just wanted to let you know that I have finally released an updated version of the demo. As you may know, a lot of development has been done since I released the last demo, so there have been many many changes. Some of the things I've worked on are melee magic, overhauling the tutorial, modding support and visual improvements among other things. Let me know if you stumble upon any weird bugs. I will try to update the demo more frequently from now on until the release of the game.
Have a good one!
Hello again!
I just wanted to let you know that the development is progressing nicely. Here are some of the things I've worked on:
You can now drink potions directly by right-clicking on them in the inventory.
New boss battles.
Various improvements to the level editor.
Added lots of new common and rare weapons (staves, crossbows, bows, melee weapons, etc). There are now over 90 weapons in total.
Ropes and rope physics and wooden platforms tied to ropes which the player can shoot down.
Added new biomes.
Added new armor items.
Updated tutorial section.
Improved dungeon builder algorithm.
Added lots of new props (vegetation, flowers, furniture and other decorations).
Updated loot system.
Updates to the item modifier system.
Made it possible to skip the tutorial when starting a new run.
Screenshot:
Hello everyone! I just wanted to give you a quick summary on the things I've been working on:
Added rune book which is opened by pressing the R key. Runes can be added to the rune book which solves the issue of runes taking up too much inventory space. You can open the rune book while drawing and hover over the runes to more easily draw spells.
Added pressure plates for various traps.
Added tripwires for various traps.
Added undead/skeleton mage mob.
Added cyclops warrior mob.
Added cyclops bomb thrower mob.
Added melee spider mob.
Added spider venomspitter mob.
Added imp mob.
Added dragonfly mob.
Added scorpion mob.
Added cursed skull mob.
Added slime boss.
Added large map that is opened by pressing the M key.
Added more soundtracks to various biomes.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Runehaven, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Runehaven statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.