In this update8
Full notes
Full RUINER 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
RUINER changes
Join Discord to be the first to sign up for future playtests.
RUINER 2 Discord 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.
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
Source
Changelog.gg summarizes and formats this update. How we read updates.
