In this update15
Full notes
Full RUINER 2 update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Fixes
- Gameplay
- UI and audio
- Security
- Maps
RUINER 2 changes
The dust has settled on our very first Closed Pre-Alpha Playtest, and we want to send a massive thank you to everyone who signed up, shared their feedback, and showed interest in jumping into the world of RUINER 2 so early in the journey, we read every single comment.
If you didn’t get an invite this time, don’t be discouraged. Your enthusiasm hasn’t gone unnoticed, we’re already planning more playtests toward the end of June and hope to be able to invite even more players this time around.
The main goal of our recent playtest was to test core mechanics and systems. We wanted to see how the Shell System, combat, and itemization hold up when played by our community for the first time. We're taking all that feedback onboard as we continue the development of the RUNIER 2. Below, you’ll find our detailed thoughts on your feedback and where we’ll be taking things for the next playtest. Steam post image
Combat Feel & Pacing
Pacing
We want the game to feel fast-paced and dynamic from the very beginning
A lot of the pacing issues you experienced are directly connected to the character progression and itemization systems not being final yet
As those come together, a proper passive skill tree, meaningful gear choices, and real power spikes, the feel of combat will change significantly
Dash
The dash in the playtest was a fixed, basic version with no upgrade path
Dash will be upgraded with your Shell through the passive skill tree and item choices, including the well-known RUINER multi-dash
Each Shell will get its own version of dash developed through that same system, accessible to all of them rather than tied to one character
Melee
Making all playstyles viable is a design requirement, not something nice to have
Melee is a big part of gameplay, and we will focus on balance vs ranged playstyle
Suicide creeps will have a brief delay before they explode, giving melee players time to react
Weapon impact feedback
This is something we had not prioritised yet at the time of the playtest
Getting the impact feel right across both melee and ranged weapons (audio, visual response, hit timing) is something we want RUINER 2 to stand out on, compared to other ARPGs
Slow-Motion
We have tested this internally and classic slow-motion from RUINER does not work in co-op without creating problems, so we have decided not to go in this direction
We plan to make a Shell ability that creates a slow-motion bubble in a defined area, affecting enemies inside it while leaving other players unaffected. We are exploring additional approaches beyond this
Executions
Executions are coming back in RUINER 2. We are working through how to make them work well in co-op: animation length, timing, and making sure you cannot get hit during the animation, without the potential to exploit it
Shell System
Swap incentive
The bonuses for Shell swapping exist, but they are not visible or properly explained
We will improve the visual clarity of swap bonuses by adding icons, auras, or other elements that make them immediately readable and easy to notice
Shell swapping is core to RUINER 2, and we're focused on making it feel dynamic and rewarding
Shell swap in solo and co-op
In single player mode, it is about building rotations and synergies between your own Shells. This part will be more natural once there are more Shells to choose from and build your Roster
In co-op, it is about party composition and how Shells play off each other across players
Both modes are important for us as we are designing RUINER 2 for both solo and co-op gameplay
Puppy as the default pick
As expected, at this stage, Puppy is currently an all-rounder and iconic character. However, as we progress, the other Shells will become much more important
Each Shell will get a complete skill tree, full ability set, and distinct visual identity
We want clear strengths and weaknesses per Shell, so the choice between them actually means something
The differentiation will be visible in how they look, how they move, and their strengths and weaknesses
Mary
Mary's design is not final and will be changed to fit her original design more
When each Shell has its full set of abilities and proper balance, every one of them will have a reason to be part of your Roster
Progression
Progression feeling impactless
The active skill tree is not complete, so there wasn't enough there to build into various playstyles
Things like how your character looks when geared up, audio cues on power spikes, and the visual weight of a meaningful drop. That layer is coming
We want a key piece of gear or a full build coming together to feel rewarding and worth committing to
Independent XP
Getting punished for trying a different Shell is the opposite of what we want
We will introduce shared Roster levelling, where playing any Shell contributes progress to the others
We are also considering items (or consumables) that will help level up your Shell Roster, with a focus on underleveled Shells
Active Skill Tree
The playtest featured two quarters of a system that is not yet final. Each Shell has a different active skill tree and we want you to have strategic choices to pick your play style
Each Shell has four skills, 100 nodes, and three distinct playstyle directions to develop
Respecs will be added so no choice feels permanent before you understand it and commit to a playstyle
We will introduce proper tooltips explaining what every node actually does and how it interacts with other systems
Ability descriptions
Will be added as part of the tutorial and will properly introduce all skills for each Shell
All key mechanics will have in-game tooltips and descriptions
Itemization
Loot volume
There was intentionally more loot in the playtest than there will be in the game. We wanted to make you feel changes in item types and progression with levels
We want to provide quality over quantity, with smarter affix combinations and less noise
We will add a loot filter with customization options
Our plan is also to introduce a companion drone that collects loot based on your filter settings. That will save you from clicking during combat
We will introduce game modes where loot is collected at the end of a level rather than mid-run
Item stat readability
We want to add better visual organization of affixes with a clearer hierarchy of what matters
An inspect mode that lets you dive deeper and understand how the item works
We will test reducing the maximum number of affixes if readability problems persist
Attributes (PWR/CPU/MEM)
This system is one of the things that makes RUINER 2 mechanically distinct, but needs explaining better to players
Dedicated tutorials for the system will be added
We're adding proper tooltips and visual feedback for when you're about to equip something that shifts your resource balance
Clear explanations of what happens when you go over the limit
What's being added or changed
Needs to be added: stash, backpack sorting
Rework of Shell-specific items to be clearer who they are specific for
We want to add elemental synergies (ailments) to make them a meaningful part of combat and build crafting
Elemental affixes will be visually distinguished so they are immediately identifiable on an item and in your build
Difficulty & Balance
RUINER was quite a challenging game. RUINER 2 should be too. The playtest build was too easy and bringing the difficulty in line with our intent is an active priority
Balancing is ongoing across the board: weapons, skills, Shells, and encounter design. Our goal is a difficulty that pushes you to actually think about your build, Shell rotation, and approach
Weapon-specific issues like shotguns being overtuned are on the fix list
Boss fights are a core part of RUINER 2 - memorable, challenging encounters that will push you to use everything you've got. We didn't showcase them in the playtest, but they're coming
Game Identity
We want to be a full ARPG with RUINER-style combat, set in our own handcrafted universe, lore and story
That means keeping the combat identity of RUINER at the center and building the ARPG systems around it, not the other way around
What sets RUINER 2 apart: the Shell System and synergies between Shells, PWR/CPU/MEM-based itemisation, risk/reward crafting, and a handcrafted cyberpunk universe with original lore
We want to be dynamic from the first encounter. Other ARPGs build slowly. RUINER had a specific energy to it and RUINER 2 needs that from the moment you load in
Universe & Lore
HER and Puppy
Their relationship is one of the foundations of RUINER 2's story
HER will be present throughout the narrative
She is not a playable Shell. Her role in the story is different
Narrative continuity
RUINER 2 is a direct continuation of RUINER
That connection will be felt in the story. We don’t want to spoil anything at this point
Rengkok
We want Rengkok to feel like a living city
New districts will unlock as the story progresses, each with its own character and content
World map and waypoints are being added
Yes, there will be a lot of side quests
UI/UX
Minimap
Will be adjusted to reflect the actual level layout
The full map will also be accessible via Tab with a transparent overlay option
Clarity
Ability descriptions are being added
Font and icon sizes are being reviewed across the board
HUD readability is being worked through systematically
Controller Support
Full controller support is in active development
The inventory experience on the controller needs to be rebuilt properly
Motion Blur
A toggle to disable motion blur will be added to settings
Art Style & Audio
Audio
The repetitive ambient audio in Rengkok will be fixed
Significant work going into the broader soundscape. We have incredible artists on the soundtrack and we want everything around it to match
Weapon sounds will be improved as the current audio does not land with the impact it should
Gore and visual impact
We want to keep developing in this direction
The physical, visceral side of combat is part of what makes RUINER feel like RUINER, and RUINER 2 should go further with it
Tutorial & Onboarding
The playtest build had essentially no tutorial. Work on onboarding is underway
- Covering all key systemsShell System, synergies, PWR/CPU/MEM, and anything else that is not immediately readable for a new player
We want it to be accessible to new players while still feeling natural for genre veterans
Performance & Bugs
Thank you for every bug report, whether it came through the in-game tool or on Discord. Every single one is in our tracker. The main categories you flagged:
Collision & out of bounds, particularly around dashing, Mary's jump, and environmental objects launching players out of the playable area
Elevator softlocks, activating the elevator before stepping onto it with no way to call it back
Loot falling out of reach, drops clipping through floors, behind fences, or onto inaccessible rooftops
Energy & health recharge stations not working, particularly after respawning, teleporting, or switching Shells
Ability audio loops: certain abilities generate repeating sounds when interrupted mid-animation
Chest interactions locking up, especially when opened in quick succession or during movement
Enemy AI breaking, enemies stopping attacks, walking in circles, or getting stuck on geometry
UI issues, item comparison windows overlapping, item descriptions disappearing in vendor menus
We are addressing all of these. We've logged everything and we're working through it.
In Summary
Alongside bug fixes, QoL improvements, and performance work, here is where our focus is going.
Shell System
The priority. Completing the active skill tree, all four skills per Shell with three distinct playstyle directions, and then building the first version of the passive skill tree
This is the foundation for Shell differentiation, dash development, character builds, and the actual reason to swap
Synergies
Gameplay synergies: Shells that set up situations for each other. Shell A pulls enemies into a magnetic whirlwind. Shell B drops a grenade into the centre.
Shell swap mechanics: the incoming Shell gets a brief window of bonus damage and crit chance, rewarding players who build rotations around aggressive swapping
Ailment matrix: clear synergies between elemental types so there is always a reason to think about what you are applying and in what order
Itemization
Quality over quantity
Basic loot filter
Backpack sorting
Improved visual clarity
Basic crafting and unique items tied to specific skills rather than just stat blocks
Enemy variety & encounters
We want fights that push you to experiment with different builds, different Shells, and different approaches. Not the same enemy type with more health
Reikon Games
Source
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