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Full Rune Legacy Idle update
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Repeated intro
Hello, adventurers!
What changed
- UI and audio
- Maps
- Gameplay
- Server
Rune Legacy Idle changes
As of today, we’re 8 days out from the official launch of Rune Legacy Idle, and we can’t wait for you to jump in and craft your true legacy.
Now that we’re so close to reaching a crucial milestone, we wanted to take a moment to look back and reflect on the production timeline leading up to this point, showcasing our early versions alongside what you’ll be getting your hands on next week!
Let’s dive right in from the start.
Month 1 - The Beginning
Prototype UI
Before there was even a Rune Legacy for you to Idle in, we began with a straightforward UI that laid the groundwork for what we wanted the game to be. A hub of skills, separate windows to flick between, and of course, bars and numbers filling up!
Plenty of placeholder visuals, unnamed strings, all of what you’d expect from the early stages of the design process; but the Legacy was already taking shape.
Month 2 - The Skills!
Early Alpha UI
More skills, more assets, and a more consistent style found their way into the Rune Legacy Idle as we continued to develop the project, with mining, tree chopping, fishing, cooking, and forging making their way into the game.
Some of these labels even exist in the game today, with Tulip and Maple logs being something you’ll come to know very well soon, as well as the selection of fish available for you to catch and cook to keep you topped up during battle.
Month 3 & 4 - Let Battle Begin
Early Combat UI
With 2 new skills and a fresh UI (there’s a theme brewing here…), we tackled the combat aspect of the game, too, letting you put all of your time spent crafting the best weapons and forging that iron armour set to the test.
This continued with Month 4, as well, as we updated more of the assets, expanded the scope of your skills, and added a ranking system!
Everything was coming together.
Month 5 - New UI, New Style
Early Smithing UI
Another new UI! This time, you may recognise it a bit more, as it became the Rune Legacy Idle style that you see today, albeit with a few tweaks, of course.
There were still some visuals to take care of, but we’d now achieved our runic style with the menu’s extra trinkets, XP bars, and fonts.
Months 7 to 10 - New Trees, Rocks & Arenas
Early Woodcutting UI
Though not in their final form, the skills menu continued to grow with a new suite of visuals to go along with it, letting you observe your character as they perform any of their combat and non-combat skills, and the first tree you’ll chop, the Beech Tree, was born.
And, as we rocketed forward into Month 10, it brought us even closer to the appearance of the final game, with skill icons, locations, and animations getting a fresh coat of paint.
It’s truly joyous to be able to look back at the first prototype designs of Rune Legacy Idle, and compare them to how the game looks one year later, plus the final product that will be launching on November 20th.
From Tree’s #1, #2, and #3 to a fully fledged forest, bespoke visuals across the board, and the true discovery of Rune Legacy Idle’s direction, it has been wonderful seeing the game come to life.
We can’t wait for you to jump into the game next week, so, don’t forget to add Rune Legacy Idle to your wishlist to keep yourself notified, and if you’d like to chat, please hop into the official Discord server!
Until next time,
Mume Games
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