RuneKingdom
Steam News 14 April 20261mo ago

Major Playtest Update

Hey everyone! When you see this we have just dropped a major update to our playtest of Runekingdom. There are a lot of new functions, mechanics and systems in place now, which we gonna introduce in detail to you here, a…

Update log

Full RuneKingdom update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

0 fixes3 additions5 changes0 removals
  • Gameplay
  • Balance
addedHey everyone!When you see this we have just dropped a major update to our playtest of Runekingdom. There are a lot of new functions, mechanics and systems in place now, which we gonna introduce in detail to you here, as these can be quite different from the systems you have experienced in previous playtests. Also, this update marks a major steps towards the release and we gonna explain what our plan is in the end of this post.
addedAnalyticsStarting with something that is minor in terms of gameplay impact, but has bigger implications all around. With this version of the game, we have introduced analytics code via the Unity Analytics Service. This means, on start of the game, you will be greeted with a Data Collection Agreement.
changedAnalyticsReasoning for that is that we need the data it provides to balance and fine tune the game to its best possible state. This kind of feedback is also the main reason for a playtest, that is why we combined these two things for the time being. Once we release the game, we still need balancing, but its up to you then to provide this kind of insight or opt out if you do not feel comfortable with it.
changedAnalyticsAnything else is in game data only, consisting out of completion of checkpoints, usage of items/weapons/equipment, combat behavior, economy values, session times and skill levels.
addedCombatWeapons now have the following stats:
changedCombatDamage

Hey everyone!

When you see this we have just dropped a major update to our playtest of Runekingdom. There are a lot of new functions, mechanics and systems in place now, which we gonna introduce in detail to you here, as these can be quite different from the systems you have experienced in previous playtests. Also, this update marks a major steps towards the release and we gonna explain what our plan is in the end of this post.

General Update Summary

To make it short, we touched effectively every single mechanic in the game to improve the visuals, the mechanics, the fun or all above. Most systems are now nicely intertwined to build a robust and fun core game loop, that keeps you entertained for a good chunk of time (more Info below). Overall, we are really happy with the result and think that you will be too.

However, as some of the reworks have been massive, we are gonna explain some topics in detail now.

Analytics

Starting with something that is minor in terms of gameplay impact, but has bigger implications all around. With this version of the game, we have introduced analytics code via the Unity Analytics Service. This means, on start of the game, you will be greeted with a Data Collection Agreement.

For the playtest your agreement to these terms is mandatory for playing, this will not be the case for the full game!

Reasoning for that is that we need the data it provides to balance and fine tune the game to its best possible state. This kind of feedback is also the main reason for a playtest, that is why we combined these two things for the time being. Once we release the game, we still need balancing, but its up to you then to provide this kind of insight or opt out if you do not feel comfortable with it.

For your decision, the only user based information Unity Analytics collects by default without a way to opt out is:

  • The country Unity considers you playing from

  • A unity given persistent user ID

  • The platform you are playing on (e.g. Windows, Linux)

Anything else is in game data only, consisting out of completion of checkpoints, usage of items/weapons/equipment, combat behavior, economy values, session times and skill levels.

We are not looking forward to selling or passing this data to anyone. It is purely a mean to help us see where difficulty spikes, unbalanced equipment and overpowered enemies are.

While this type of analytics is standard in most games, we feel you should be well informed.

Combat

Combat has received the biggest overhaul of all systems. It is now equally easier and more complex at the same time. Your equipment matters more than it ever did before, enemies differ in meaningful ways now, running away will come in handy more often than you will like it. So let's break it down.

Weapons

Weapons now have the following stats:

  • Damage

  • Hit Rate

  • Attack Cooldown

Damage is exactly what you would think it is, same as attack cooldown. The hit rate however is a bit more tricky. In general, the higher the value, the more likely you are to hit. Internally the hit rate value is checked against an enemy value. If these are equal, you get a 50% hit chance on the attack. If yours is double compared to the enemy you have a 66% hit chance. As you cannot see the enemy values, you gonna need to get a feel for it. Just do not take it as

Source

Steam News / 14 April 2026

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