
Steam news
Full Steam announcements and update articles for this title.
Hello everyone,
Baho here, back so soon with a fast follow update on the Friday patch. There were a bunch of bugs you guys noticed, which we fixed. Also, people reported that ascensions 6-7 (not a joke) are too hard, while a lot of new players are first timing first ascensions. While we want our game to be accessible in lower difficulty, everyone breezing through the game is not ideal, so we are bringing an ascensions scaling update. We also have some new art we put in the game which we want you guys to see right away as well!
Ascension Difficulty Overhaul
We have flattened the extreme stat scaling across all Ascension levels to create a more consistent challenge.
Ascensions 1 & 2: Enemy HP and Damage have been slightly increased to provide a stronger baseline challenge in the early game.
Ascension 3: Enemy stats remain unchanged from the previous patch.
Ascensions 4+: Enemy scaling has been significantly reduced. Enemies will have progressively fewer stats than before, culminating in Ascension 7 where all enemies now have 20% lower stats overall.
Art!
Water rune orbs are now complete!
+32 Chaos Wizard rune orbs
+22 new Artifact sprites
Bug Fixes
Chaos bolt now should show damage
Steam engine rarity fixed
Sloth arena damage values shown correctly
Mages pendant wording fix
Firefist now works
Artifactmatic now only counts artifacts
Hi all, Baho here. This Friday we have a huge experimental balance patch for you guys, which we will be monitoring very closely, and we might do some hot fixes during the week.
We have implemented a much more detailed data tool into the game, which we will be using to help us balance and make the game better, and with this tool we will have a surprise for you guys next Friday :)
The changes in this patch aim to make the first 2 stages a little easier while stage 3 is a lot harder. We realized that as long as players could GET to stage 3, they blew past it, which is not something we want. We want each stage to have its own flair.
At the same time, we ARE aware the game is very hard at higher ascensions, but we are waiting for a better balanced game to be here before touching those up.
From here on, every Friday will have a balance patch (probably about this big or smaller) and we will have new content AND art for you guys each fortnight.
Long boring details below; Have fun and keep enjoying Runeveil!
GAMEPLAY CHANGES
Here, our goal is to provide a more laid out experience for the entirety of a single run.
Starting decks will now have 1 more starting rune, so 3 of each.
Global Difficulty Curve
Stage 2 Encounters: Damage reduced linearly by roughly 5% to 12%.
Stage 3 Encounters: Damage reduced linearly by roughly 10% to 13%.
Stage 3 Encounter HP: Drastically increased across the board non-linearly (10% to 100%).
Enemy Adjustments
Sin's Executioner (S1 Miniboss): HP modifier reduced from 130% to 120%.
Goliath Gatekeeper (S1 Miniboss): Deals significantly less damage.
Charred Champion (S2 Miniboss): HP modifier reduced from 160% to 150%. Deals slightly less damage.
Iron Juggernaut (S2 Miniboss): Passive reworked. Now gains 3 Pure at fight start, and 1 Pure at turn start (was 15 Pure at fight start).
Curse Weaver (S3 Mob): Drawing a Curse rune now deals 100 damage to the player (was 5 damage).
Stage Bosses
Oblomov, The Immovable (Sloth S1 Boss): HP modifier reduced from 200% to 160%. Healing passive no longer scales infinitely; it is now capped to a specific turn limit. High ascension healing values significantly reduced.
Sirena, The Captivator (Lust S1 Boss): Scaled down vampirism and deals significantly less damage on critical hit.
ITEM CHANGES
Artifacts were too cheap and too strong. Everything else (except a couple of them) was weak and expensive relative to others. This SHOULD fix this problem a little.
Global Shop Pricing: Common artifacts increased by 25%, Rares by 20%, Epics by 10%. All Consumables reduced by 15%.
Consumables
Scroll of Warding: Shield increased from 400 to 500.
Scroll of Greed: Damage taken penalty reduced from 500 to 400.
Scroll of Challenge: Reworked. Now grants the enemy +50% Damage alongside the +50% Max HP. Shop Cost massively reduced from 150 to 50.
Scroll of Conquest: Shop Cost increased from 300 to 400.
Scroll of Ancient Wisdom: Shop Cost increased from 400 to 450.
Artifacts
Wooden Buckler: Turn start Shield reduced from 120 to 60.
Sage's Scroll: Attack rune grow scaling reduced from +3 to +1 damage per trigger.
Artifactmatic: Requirement increased from 10 to 15 Artifact triggers.
Mage's Pendant: Attack rune Grow reduced from +10 to +7 damage.
Limiter: Activation threshold broadened; now triggers if you have less than 200 damage (was 100).
Safety Vest: Shield requirement increased from every 10 triggers to every 15 triggers.
Stone Skin: Shield requirement increased from every 10 Support rune triggers to every 15 triggers.
Mage Pauldrons: Fight-start Toughness reduced from 3 to 2.
Steady Aim: No reroll multiplier bonus reduced from +0.3 to +0.2.
Rolling Orb: Post Reroll Grow scaling reduced from +5 to +3 damage.
Duelist's Glove: Now triggers twice (was three times). Removed the Cowardice curse penalty.
Adept's Staff: Damage per rune triggered reduced from +12 to +8.
Chain Link: Damage per Artifact triggered reduced from +40 to +30.
Scholar's Cloak: Multiplier per rune triggered reduced from +0.03 to +0.02.
Dark Pact: Multiplier reduced from +1.0 to +0.8. Removed the Doubt curse penalty.
Pale Star: Added a pickup penalty (Lose 200 Max HP).
Crystal Fortress: Shield gain reduced from +300 to +250. Trigger requirement increased from 10 to 15.
Paladin's Oath: Fight-start Shield reduced from 600 to 500.
Fungi Invasion: Damage bonus per Infected Mushroom increased from +10 to +25.
Chosen of the Sun: Base damage heavily reduced from +10 to +1.
Magma Stone: Applies Burn every 2 times a Supported or Armed rune is played (was every time).
Burning Steps: Applies Burn every 7 Fire runes (was 5).
Voodoo Pin: Reroll generation when adding a Curse, increased from 1 to 2.
RUNE CHANGES
Fire Mage
Molten Armor: Removed Shatter.
Discombobulate: Inflicts 2 Brittle instead of Weak when armed.
Magma Strike: Damage reduced from 80 to 60.
Spontaneous Combustion: Burn increased from 10 to 15.
Scorched Earth: Damage increased from 0 to 20.
Powder Keg: Draw penalty increased to 2 less runes next turn. Removed Unique.
Supernova: Multiplier per burn stack reduced from 0.07 to 0.05.
Wildfire: Does not inflict Burn.
Nature Mage
Clover: Damage reduced from 40 to 10. Damage scaling per Clover in deck increased from 20 to 30.
Inverted Clover: Multiplier increased from 0.1 to 0.2.
Morning Dew: Sunlight gained increased from 5 to 7 (and 10 to 14 if First).
Poison Ivy: Effect is now Supported instead of Armed.
Compost: Damage increased from -10 to 0. Base multiplier increased from 0.0 to 0.1.
Cycle of Life: Sunlight gain on Cycle increased from 7 to 10.
Sunshine: Sunlight grow increased from 1 to 2. Base Sunlight increased from 0 to 2. Has Shatter.
Mossy Stone: Shield increased from 150 to 200.
Forest Fire: Sunlight damage scaling increased from 10 to 20.
Natural Selection: Added Unique status.
Verdant Overlord: Added pickup penalty (Lose 500 Max HP).
Water Mage
Glacial Shard: Damage reduced from 50 to 0. Added a 0.2 multiplier. Armed bonus damage increased from 30 to 50.
Snowball: Shield generation on draw increased from 5 to 50.
Icebreaker: Multiplier increased from 0.0 to 0.2.
Constant Flux: Burnout is now 2 instead of 1.
Absolute Zero: Multiplier increased from 0.0 to 0.2.
Kraken: Triggers once every 2 triggers instead of 1.
Tsunami: Base damage increased from 200 to 300. Ebb effect now triggers twice instead of thrice.
Chaos Mage
Advantage: Added pickup bonus (Gain +1 Max Chaos).
Safe Bet: Shield increased from 200 to 220.
Two Faced Coin: Weak increased from 2 to 3.
Ever In Your Favor: Brittle increased from 3 to 4.
Jackpot: Removed the +7 Rerolls reward. Now strictly grants +777 Shield.
Grand Finale: Damage scaling per Chaos reduced from +50 to +40.
Rune Unlock Hover: Hovering over a rune now keeps it visible and in place instead of disappearing!
Un-unlockables: Fixed an issue in the collection where certain artifacts and runes would not unlock even when their conditions were met. As a result, new artifacts and runes are now available in the game!
Ashen Fertilizer Rune: Fixed instances where it failed to Grow certain Fire runes.
Grow Interactions: Fixed several artifact and rune interactions related to the Grow mechanic.
Gold Balancing: Reduced the amount of gold rewarded at the end of fights. It's still plenty, I promise ^^
Scorched Earth Rune: Instead of directly doubling self-burn outright, it now only grants the double self-burn effect when drawn.
Anonymous Data Collection: We have added this feature to help us balance the game better and more accurately. It is completely anonymous, and we do not collect any personal data whatsoever. If you do not wish to send data, you can opt out via the Settings menu.
Hello everyone,
Today, we are rolling out quite a big patch covering many aspects such as visual clarity, some system reworks and new assets.
New Features & Major Reworks
The Big Dual Deck System Rework: We've completely revamped how dual decks work. After the first miniboss, choosing a dual deck will no longer grant runes. Instead, you can now choose between special element based artifacts or an upgrade to your starter artifact if you choose to stay pure.
20 New Artifacts: To support the Dual Deck rework, we have added 20 brand new artifacts to the game. Also each wizard now has a starter artifact to support this system further.
Greed Arena Visuals: The Greed Arena now has its real art!
Balance & Gameplay Adjustments
Enemy Scaling Changes: Adjusted enemy health, damage output, and overall scaling. Enemies will now hit slightly harder in the early game, but will scale less in later stages.
Map Rewards: Restricted the total number of Rune Removals that can be selected as map rewards to keep deck-thinning balanced.
Rune Balancing: Tweaked some runes to improve build variety and gameplay flow.
QoL and Bug Fixes
Scroll UI Improvements: Scrolls will now remain visible in your artifact bar until their effects are triggered.
Unlock Tracker: Added a tracker counter for your unlocks in the collection menu. The numbers will now properly update at the end of your runs.
Status Effect VFX: Upgraded the visual effects for status effects like Burn, making them much easier to track during chaotic combats.
Artifact Art: Added 22 new assets to existing artifacts. Less placeholders yay!
Progression Fix: Fixed a bug that prevented certain unlockables from being unlocked.
Thank you for your continuous support. We will continue improving the game day by day. If you want to contribute to the development directly, please join Discord or open a thread in the Steam Discussions.
-dicehit team
Hello everyone,
Before we jump into the notes, we want to thank everyone who helped us reach 95%+ Positive Reviews! Seeing your incredible runs, reading your feedback, and watching this community grow means a lot.
Aaand of course, we cooked quite a bit of patch for today, including a new mechanic, balancing, QoL and tons of bug fixes.
Game Over Screen Overhaul: We redesigned it quite a bit and added some new interesting statistics! It now displays detailed run statistics (Highest Damage Dealt, Run Duration, etc.) and allows you to hover over unlocked items to view their tooltips.
New Mechanic: Overtime Damage: The Sin Kings now grow impatient. Starting from Turn 5, combatants will take Overtime damage (starts at 50 damage, increasing by +50% each subsequent turn).
Nature Wizard Unlock Condition: When transitioning from demo to Early Access, Nature Wizard's unlock condition disappeared for unknown reasons, and we added it back. It now has a "Complete 1 game with the Fire Wizard" condition, so that the players already played it may have to play it again. Sorry for that.
Pure (Status Rework): Functionality updated to: "Negates the next debuff, loses 1 stack per negation."
"Draw" Effects: Hard-capped to trigger a maximum of 1 time per turn (resets each turn, not per combat). No more infinite rerolls loops, sorry!
Rune Rewards & Skips:
Base Rune Reward skips per stage reduced from 3 to 2.
Skipping a Bonus Rune Reward selection is now completely free.
Dual Deck:
Selecting a Dual Deck now grants 3 free rerolls per stage during Rune reward selections.
Elements belonging to locked Wizards will no longer appear in the Dual Deck draft pool.
Constant Flux: Now triggers the next rune twice (previously triggered the next 2 runes once).
Wilting Rose: Its Shatter is now working properly.
Double Down: Now has Dissonant.
Dynamic Tooltips: Rune descriptions now dynamically update their text values when scaled via Grow effects.
Visual Clarity: Improved the visual feedback and clarity of Aura trigger effects.
Fixed an issue where The Gambler trait's bonus remained permanent.
Fixed an unintended maximum trigger cap (previously capped at 20) on certain Runes.
Fixed a bug where Panic curse now does not give the Shatter effect permanently.
Fixed Eldritch Conduit not functioning as intended.
Fixed broken unlock conditions for 3 specific Water Runes (they can now be unlocked properly).
Fixed broken interactions between Grow effects and certain Auras/Artifacts.
Fixed a bug causing Wizards to unexpectedly grow/scale in size.
Fixed illegible or missing characters appearing in specific localized fonts.
If you found a bug or want to give feedback. Please use Steam discussions or Discord to reach out to us. It helps us a lot!
Hello everyone,
Here is our changelog for the Day 1 patch
Fixed the softlock on simultaneous death
Fixed the Hailstorm aura resetting its damage on artifact trigger
Fixed a couple of Arcane unlock conditions
Fixed an issue that some aura retriggers were breaking the game
Fixed an issue where some aura descriptions were displaying wrong numbers
Fixed the Weighted Dice rune
Thank you for playing our game and giving continuous feedback.
Hello everyone,
Thank you so much for the interest you've shown in our release. Also, really appreciate the bug reports you've quickly sent, and we've already fixed some of them!
Patch Notes
Fixed an issue where the Arcane deck cannot be chosen as a dual deck.
Fixed "start of the fight" and "start of the turn" artifact effects.
Fixed the Dragon Kick rune.
Fixed the Water Wizard's visual.
Arcane Wizard text on the Character Select screen is now shown properly.
Hello everyone,
The day has finally come, and Runeveil Early Access is available right now!
Thank you so much for the interest shown in the Next Fest and for providing hundreds of feedback through Discord and the Feedback Form. This helped A LOT to shape our game into this version. It still has some issues, of course, but they will be fixed day by day.
For the demo players, there is much content that you will have immediate access to with this version,
Water and Arcane wizards
Greed arena
More than 100 new runes
More than 50 new artifacts, scrolls and potions
In this version, we also added more art, made some balance changes and fixed numerous issues,
Added all the water wizard orbs. Fewer placeholders YAY!
Added visual clarity to the buffs/debuffs affecting the total score. Also made some adjustments to the rune triggering effects.
Added 3 free rerolls per stage to rune choices to make your decisions more controlled.
Added new lines to the detailed tutorial for better understanding of the mechanics. Also, shortened some lines to make it more bearable.
Balance changed A LOT! Around 70 runes are now changed from the demo version, mainly the grow effects and the outliers on both ends. Tweaked the over and underperformers in all wizards.
Changed the rune removal rewards to 1 across all stages. Before, it was 1-2-3 for each stage.
Descriptions now show the icons of the effects.
The simple tutorial is temporarily removed. Will refine it and open it in later patches.
Fixed ultrawide resolution problems.
Fixed the tutorial highlights that sometimes appear slightly off.
Fixed some localization issues in all languages.
Also, we are temporarily deactivating the demo. We will polish, adjust its content and reopen it later.
It's time to enter the arena now!
Hello everyone, today we are rolling out a big patch fixing issues regarding UI, UX, Gameplay and some specific bugs.
Overall text size has been increased throughout the game, including standard gameplay screens.
The text directly on the runes has been slightly enlarged.
Tooltips and tutorial text boxes have been scaled up. It's more readable now.
Enemy passive and arena passive information displays are now larger.
"Support" and "Attack" rune types are now explicitly written underneath the card's name.
Implemented various localization and definition fixes, specifically regarding the "Core" keyword.
Stage bosses now have their finalized art. Attack and damage animations will come later.
The "Elemental Anomaly" artifact is no longer part of the random artifact drop pool.
"Flesh Amalgam" now correctly functions and kills you.
Applied minor balance adjustments to several runes.
Enemy intents will now correctly disappear from the screen when the enemy dies.
Fixed an issue where the simple tutorial could not be played while using a controller.
Fixed numerous bugs that were being caused by the save and load system.
Fixed an occasional bug that caused an empty scroll area to appear.
Fixed a bug where tooltips became unreadable when they appeared too close to the edge of the screen.
Hello!
Thank you to everyone who has jumped into the demo for Steam Next Fest! We've just rolled out Patch 0.4.1 to address some bugs, tweak the balance, and bring some fresh polish to the game.
Here are the patch notes for v0.4.1:
🔥 Balance & Gameplay
Fire Runes: Implemented various balance adjustments.
Traits & Dual Deck: Adjusted and updated mechanics for better gameplay flow.
🛠️ Bug Fixes
Scroll of Mystery: It is now working as intended!
Supernova Rune: Fixed an issue with the Supernova rune giving 1000 times more multiplier than usual. (Sorry!)
Controller Support: Adjusted some controls for a smoother playing experience.
Localization: Applied various localization fixes and text corrections.
✨ UI / UX Overhaul
Massive improvements and changes to the overall UI/UX.
Redesigned the Reward panels.
Revamped the Settings Panel.
The info buttons in the Simple Tutorial are now more visible.
🎨 Visuals & Animations
Sloth Arena: The King is now fully animated! Also, a cute, animated sleeping baby sloth at the King's feet in the Sloth Arena.
Added the option to disable the screen shake in settings.
Thank you for playing Runeveil! Please keep the feedback coming, and enjoy the rest of Steam Next Fest!
Hello Wizards!
Steam Next Fest is officially here, and the Runeveil demo is live!
Before you jump into the Arena, we want to take a moment to say a massive thank you. Your detailed feedback via the in-game form and all the bug reports on our Discord have been absolutely incredible. You have directly shaped Runeveil into the version you are playing today, and we truly couldn't have done it without you.
We wanted to make sure this Next Fest demo is packed with enough content to give you a deep, highly replayable taste of the full experience. Here is exactly what is waiting for you in the demo:
🔥🌿 2 Playable Wizards: Master the elements with the Fire and Nature Wizards.
🏰 2 Unique Arenas: Challenge the punishing domains of Sloth and Lust.
👹 30+ Enemies to battle and overcome.
🃏 100+ Fully Implemented Runes (including 60 unlockables to constantly expand your arsenal!).
🏺 50+ Artifacts to discover and build game-breaking synergies.
🧪 30+ Potions, Scrolls, and Enhancements to boost your runs.
We believe this demo offers hours of chaotic, combo-crafting fun that represents a huge core of the game. Dive in, experiment with your sequences, and let us know what crazy builds you discover!
✨ New Features & Content
Arena Ascension System: Ascend to face increasingly difficult trials and push your builds to the limit!
Arena Passives: New passive modifiers have been added to add more strategic depth to the arenas.
New Foes Approach: We've added several new enemies to the roster. (Some of them are still sketches but bear with us; our one and only artist is doing her best!)
Simple Tutorial: Added a quick, simple tutorial designed to get genre veterans up to speed and straight into the action without holding your hand.
⚖️ Gameplay & Balance Overhaul
Difficulty Rework: The old "Easy/Hard" arena options have been retired. Difficulty is now fully integrated into the new Ascension System for a much smoother and more rewarding scaling experience.
Economy & Stat Tuning: We've done a comprehensive balance pass across the board, including major adjustments to starting health, rune, and artifact numbers.
🎨 UI, UX & Audio Improvements
Music Rework: The soundtrack has been heavily updated to fit the atmosphere better.
UI Revamp: Collection Screen and most of the tooltips and reward panels are updated.
QoL Tweaks: Added a new Master Deck icon alongside overall UX improvements for a smoother experience.
🌍 Expanded Localization Runeveil is now playable in multiple new languages!
Spanish (Spain & LATAM)
Portuguese (Portugal & Brazil)
French
German
Polish
Aaand finally, numerous bug fixes reported by the community to ensure a highly stable Next Fest experience.
If you enjoy the demo, please don't forget to Wishlist Runeveil as we get ready for our Early Access launch on June 23!
Have fun in the Arena!
Hello everyone!
We don't want to make anyone wait. Immediately after June Next Fest, Runeveil will officially launch in Early Access on June 23! Prepare to step into the Arena, craft powerful rune chains, and break the game with wild combos.
We wanted to make sure that our Early Access launch is packed with massive variety and deep replayability right from day one. Here is exactly what is waiting for you on June 23:
✨ 4 Playable Wizards: Fire, Nature, Water and Arcane. Each with unique elemental mechanics and playstyles.
👑 3 Sin Kings: Sloth, Lust and Greed to challenge your ultimate deck builds.
👹 30+ Unique Enemies to be fought.
🃏 200+ Fully Implemented Runes to sequence and master.
🏺 100+ Artifacts to discover and trigger insane game-breaking combos.
🧪 100+ Potions, Scrolls, and Enhancements to turn the tide of any battle.
Magic is chaos, order is power!
As in the demo phase, your feedback during Early Access will also be absolutely crucial for us. We want to shape the future of Runeveil together with our community, balancing the mechanics, adding new arenas, and bringing even more content in the upcoming months.
Mark your calendars for June 23, and get ready to ascend to godhood!
See you in the Arena!
Hello Wizards!
As we gear up for Steam Next Fest and our Early Access launch, we have been closely monitoring your playthroughs and listening to your amazing feedback. In today's Demo Patch v0.3.92, we are bringing significant balance changes, brand-new audio, expanded localization, and controller support!
Here is everything included in today’s update:
Based directly on community feedback, we have completely reworked all health, damage, and shield mechanics, along with their associated runes. This is just the beginning to ensure combat feels as tight and rewarding as possible.
Coming Soon (Part Two): Before the Next Fest, we will release the second half of this balance overhaul, which will include a functional rework for specific runes across all wizards. Stay tuned!
Added all Fire Orbs to the Fire Wizard. No more placeholders, YAY!
The Arena has never sounded better. We have implemented a complete music overhaul featuring brand-new soundtracks, fresh SFX, and smooth audio transitions to immerse you deeper into the game.
Steam Deck Support: You can now take your rune sequencing on the go! The demo is now fully playable on the Steam Deck.
Controller Support: Added fully functional controller support (currently optimized for Xbox controllers).
Language Overhaul: Completely overhauled and improved translations for English, Japanese, Simplified Chinese, Korean, and Turkish.
New Languages Added: Welcome to our German and Traditional Chinese speaking wizards!
Coming Before Next Fest: We are working hard to bring Runeveil to even more players. Russian, French, Polish, Spanish (Spain), Brazilian Portuguese, and Spanish (LATAM) will be added before Next Fest begins!
Fixed an issue causing font bugs related to Asian languages.
Resolved various bugs related to the tutorial for a smoother onboarding experience.
Jump into the demo, try out the new balance changes, and let us know what you think on the Steam Discussions or our community channels. Your input is what makes Runeveil better with every update.
Hello everyone!
We have some big news to share today. We are contributing to the Steam Next Fest on June 15th AND releasing in Early Access on June 23rd! You will have the chance to experience the game before buying it.
I want to thank you for all the reviews, 50 pieces of feedback through the form and bug reports from Discord. We can't thank you enough for this.
Below, you can find the full content list in Demo and Early Access.
Demo Content
Fire and Nature Wizard to play with
Sloth and Lust Arena to be challenged
30+ enemies to be fought
100+ fully implemented runes (60 of them are Unlocks!)
50+ artifacts
30+ potions, scrolls, enhancements
Early Access Content
4 Wizards (Fire, Nature, Ice and Arcane)
3 Arenas (Sloth, Lust and Greed)
50+ enemies to be fought
200+ fully implemented runes
100+ artifacts
50+ potions, scrolls, enhancements
We are so excited about the upcoming agenda and want to see you all at both the event and the release.
There will be an additional announcement with more details about the Early Access release. Stay tuned!
Hello everyone,
Today, a VERY experimental controller support just arrived! That also means you can play Runeveil in Steam Deck now! It's now in a very early stage, so there may be some bugs. It will be polished with the upcoming patches and will be ready before the Steam June Next Fest.
Also, a small but crucial patch just arrived. Here is the changelog below.
Changelog
Fixed the second arena's misaligned scoring UI.
Fixed an issue where rewards are not shown after defeating an enemy.
Known Issue
In the tutorial, where you swap runes are now visually bugged but functioning correctly. It will be fixed soon.
Hello everyone,
It's been a week, which means that the update is huge!ChangelogFinished the first arena visuals! To experience our final visual style better, we wanted to add the first arena as soon as we are finished. You should check it out!
Overhauled all English texts. All descriptions, wording, and mechanical systems are now explained and shown more clearly. We will gradually roll this update out to the other supported languages as well.
Balanced some runes and artifacts.
Added Unlockables and reworked some of their conditions.
Damage dealt with Burn to the enemy now has better visuals.
Fixed tons of bugs in the save system, runes, artifacts and traits.
Changed the main menu buttons. Still has some more to do, but our style is slowly shaping there as well!
Hello everyone,
Today, we've made quite a few visual additions and bug fixes to the game.
Changelog
Added animated wizards to the character select screen. It's so cool now, check it out!
Fixed the Japanese font issue where sometimes wrong characters appear, sorry for that :(
Fixed some issues related to the save system, it should work fine now!
Added new sound effects, testing them right now, so they might change later.
All those polish and bug fixes are happening because of your feedback through the Exit Survey and Discord. Thanks a lot for that!
Thank you for playing our game.
Hello everyone,
Since we launched the public demo on April 24, we've made a bunch of new updates. We have a month until the Next Fest, and we will continue to polish the demo towards the event and update regularly.
So far we've done,
Added Dual Deck system! In round 5, you have the option to stay pure or go for a hybrid deck with fire!
We now have a cloud save system! You can continue your run from where you left off
Redesigned the runes for better understandability
Changed the font to a more legible one
Added Japanese localization
Added new UI panels and fixed tons of UI related issues
Fixed a couple of rune, artifact and scroll bugs
Adjusted enemy damage, HP and attack patterns
We continue to polish the game with your feedback, which is incredibly valuable for us. With this many changes, it's a good time to revisit the game and share feedback!
Hello everyone!
After months of intensive development, the game is finally at a stage where we are satisfied with its public appearance. Even for the closed beta testers on Discord, we have added so many things!
The demo will have:
3 Playable Wizards
3 Arenas
100+ Artifacts, Scrolls, Potions
150+ Runes
Dual Deck System (New!)
Cursed Cards (New!)
Polished UI, Runes, Effects!
We can't wait to see your reactions to the demo. We are shaping the game with your feedback. Please join our Discord to help us develop the game together!
See you on April 24th!
Hello everyone,
This will be a half-devlog, half-update about Runeveil. We were actually so hyped up about making the game, and eventually, we made the mistake that every indie developer makes: not talking about your game. Now that we are aware of the situation, we will "try not to" make the same mistake again and constantly update about what's happening.
To begin with, we started to do private playtesting! With the first round of feedback, we have changed a lot. Again. But this is a big positive because the game is actually starting to shape like every roguelike deckbuilder fan will like.
We will also start to make some public playtesting in the near future, hoping that it will not take more than a couple of weeks. It will also be announced on Discord, so stay tuned if you want to test the earliest phases!
Continuing with what changed in the game, now we have:
The trialmakers look down on you so bad, now it becomes okay to pick your next opponent and see your reward. Previously, it was always picking one from the 3 rune rewards, but it was stale and felt unrewarding in time. Now, you choose between two options to decide your next fight and also see the reward for it. With the first update, this one merges into a more tactical and controllable mechanic that allows you to shape your build completely by yourself.
As in the first topic, the first reward type was only picking from 1 rune from 3 options. Now we have:
Runes
Artifacts
Gold
Potion
Upgrade
Heal
Remove Runes
Random Events
Challenges
Some are self-explanatory, but for others, you will need to wait for the public playtest!
As you know, we will have 7 wizards, 7 arenas and 7 different trials in the final game. And the seven trialmakers are representing the seven deadly sins. So far, we only had one arena ready, but the second one is coming soon, and we will include the second arena in the public playtest!
We plan to have 2 wizards, 2 arenas and 2 kings in the public playtest.
That's mostly it for the first update. There is a lot to be shared, and from now on, we will be consistent about it. Every two weeks, there will be an update about what's new in Runeveil.
If you share the same passion with us about Runeveil, please join Discord and share your thoughts with us. It will be a huge help!
AND ALSO, we now have the earliest gameplay trailer on Steam! Go check it out!
Thank you for reading this far. See you on the next update!
Hello everyone,
Today, I would like to give an update on the changes in Runeveil because there are A LOT of them!
It's basically a new game because we redid all the visual style, lore and the game design. We did all these because the game was becoming something that we are not proud of, and we did not want to publish anything that we are not happy with.
We will share more details about each topic later, but for now, here is a sneak peek about the visual style.
Visual Style
We have already updated the Steam Store screenshots, but here is a before and after visual. Maybe I chose the worst moment of the previous design, but it's to have a bigger impact on the new design :)
We have switched to pixel art because that is what we can create better with our team's capabilities, and ultimately, it's something that we can deliver better. We also have some drastic changes about the lore and the game design (hinted inside the new screenshots), and we will elaborate on those topics in the upcoming weeks.
Thank you for sharing our journey with Runeveil!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Runeveil, 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 Runeveil 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.