Full notes
Full RuneClick update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Store

Hey everyone, quick update on what I've been working on since 1.0.4 shipped. I've been busy. RuneClick 2.0 is almost here. I've been calling it the Combat Update internally and that's still the right name. It's by a wide margin the biggest update the game has ever had.
Steam post image The screenshot above is a real shot from the current dev branch. Here's what you're looking at.
What's in the screenshot
Stats panel on the left: the expanded skill list. 14 skills now, the 6 originals plus the 8 new ones from The Combat Update: Attack, Strength, Defence, Hitpoints, Ranged, Magic, Fletching, Runecraft. (Melee adds a ninth icon to the skill row as the umbrella combat style but doesn't have its own level. More on that another time.) Bank in the middle: reorganised with category tabs and an icon grid. You can see the new mining materials (Coal, Mithril, Adamantite, the proper Runite), the new endgame Magic Log and Raw Shark tiers, and a new Combat tab for the combat drop materials. Equipment on the right: a new paper-doll with four family-locked preset tabs (Skilling, Melee, Ranged, Magic). The active preset follows your active skill, so switching to Ranged automatically swaps your loadout. Stats and bonuses sum live on the right side. Below Equipment: a new dedicated food slot for auto-eat. Set a threshold in Settings and the game keeps you alive mid-fight from this slot. Separate from the existing consumable-buff slot. Bottom right: the character in rune plate armour, having just dispatched a Goblin Chief.
What ships in 2.0
Eight new skills. Attack, Strength, Defence, Hitpoints, Ranged, Magic, Fletching, Runecraft.
Three combat styles. Melee, Ranged, Magic. Each with its own stance picker. A live combat triangle.
23 enemies, three bosses. Ending with The Abyssal Lord, a final boss who shifts between melee, ranged, and magic across three phases.
Full gear hierarchy. Bronze through Rune, smithable. Drop-only Dragon tier above all of it. Leather, dragonhide, robes, bows, staves.
11 spells, 9 runes, 9 talismans, a new pet slot.
Soft death. No XP, item, or gold loss. Just a short cooldown. (now now)
A foundation rework underneath all of it. Gathering re-spread across the full level range, with new endgame resources in every gathering skill. A new universal smelting fuel. A new ultra-rare gem (the rarest thing in the game by an order of magnitude). An overlay window that now spans your entire virtual desktop, seamless across monitors.
Roughly 200 items, 121 production recipes, 11 spells, 8 new skills.
What's still being finished
Feature-complete and art-complete on the core systems. The remaining list is finishing work: the player character's combat animations, the last of the armour art, Steam dashboard registration for the new combat skills and achievements, balance tuning, and a full joint playthrough before merge. I'll have a firm launch date once that's locked. For now: coming in the next few weeks.
The promise
Free for everyone who owns the game. As committed in April.
All your progress carries forward. Every level, every gold piece, every gear stack, every achievement.
Combat is entirely optional. Skip it and the game still got significantly bigger.
Thanks for sticking with this through development. The 1.0.x patches were quick fixes. This is the real update RuneClick was built to grow into. More to come.
— Vosk
Source
Changelog.gg summarizes and formats this update. Original post from Steam News. How we read updates.
