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Steam News31 January 20267mo ago

What's Happening in Runeveil

Hello everyone, This will be a half-devlog, half-update about Runeveil. We were actually so hyped up about making the game, and eventually, we made the mistake that every indie developer makes: not talking about your ga

In this update3

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Full Runeveil update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello everyone,

What changed

0 fixes2 additions14 changes1 removal
  • Gameplay
  • Events
changedTo begin with, we started to do private playtesting! With the first round of feedback, we have changed a lot. Again. But this is a big positive because the game is actually starting to shape like every roguelike deckbuilder fan will like.
changedWe will also start to make some public playtesting in the near future, hoping that it will not take more than a couple of weeks. It will also be announced on Discord, so stay tuned if you want to test the earliest phases!
changedContinuing with what changed in the game , now we have:
changedThe king allows you to decide your path.The trialmakers look down on you so bad, now it becomes okay to pick your next opponent and see your reward. Previously, it was always picking one from the 3 rune rewards, but it was stale and felt unrewarding in time. Now, you choose between two options to decide your next fight and also see the reward for it. With the first update, this one merges into a more tactical and controllable mechanic that allows you to shape your build completely by yourself.
changedThere are now 9 different end-of-round rewards.As in the first topic, the first reward type was only picking from 1 rune from 3 options. Now we have:
changedThere are now 9 different end-of-round rewards.Runes

Runeveil changes

changedTo begin with, we started to do private playtesting! With the first round of feedback, we have changed a lot. Again. But this is a big positive because the game is actually starting to shape like every roguelike deckbuilder fan will like.
changedWe will also start to make some public playtesting in the near future, hoping that it will not take more than a couple of weeks. It will also be announced on Discord, so stay tuned if you want to test the earliest phases!
changedContinuing with what changed in the game , now we have:
changedThe trialmakers look down on you so bad, now it becomes okay to pick your next opponent and see your reward. Previously, it was always picking one from the 3 rune rewards, but it was stale and felt unrewarding in time. Now, you choose between two options to decide your next fight and also see the reward for it. With the first update, this one merges into a more tactical and controllable mechanic that allows you to shape your build completely by yourself.
changedAs in the first topic, the first reward type was only picking from 1 rune from 3 options. Now we have:

This will be a half-devlog, half-update about Runeveil. We were actually so hyped up about making the game, and eventually, we made the mistake that every indie developer makes: not talking about your game. Now that we are aware of the situation, we will "try not to" make the same mistake again and constantly update about what's happening.

To begin with, we started to do private playtesting! With the first round of feedback, we have changed a lot. Again. But this is a big positive because the game is actually starting to shape like every roguelike deckbuilder fan will like.

We will also start to make some public playtesting in the near future, hoping that it will not take more than a couple of weeks. It will also be announced on Discord, so stay tuned if you want to test the earliest phases!

Continuing with what changed in the game, now we have:

The king allows you to decide your path.

The trialmakers look down on you so bad, now it becomes okay to pick your next opponent and see your reward. Previously, it was always picking one from the 3 rune rewards, but it was stale and felt unrewarding in time. Now, you choose between two options to decide your next fight and also see the reward for it. With the first update, this one merges into a more tactical and controllable mechanic that allows you to shape your build completely by yourself.

There are now 9 different end-of-round rewards.

As in the first topic, the first reward type was only picking from 1 rune from 3 options. Now we have:

  • Runes

  • Artifacts

  • Gold

  • Potion

  • Upgrade

  • Heal

  • Remove Runes

  • Random Events

  • Challenges

Some are self-explanatory, but for others, you will need to wait for the public playtest!

The second arena is almost implemented!

As you know, we will have 7 wizards, 7 arenas and 7 different trials in the final game. And the seven trialmakers are representing the seven deadly sins. So far, we only had one arena ready, but the second one is coming soon, and we will include the second arena in the public playtest!

We plan to have 2 wizards, 2 arenas and 2 kings in the public playtest.

That's mostly it for the first update. There is a lot to be shared, and from now on, we will be consistent about it. Every two weeks, there will be an update about what's new in Runeveil.

If you share the same passion with us about Runeveil, please join Discord and share your thoughts with us. It will be a huge help!

AND ALSO, we now have the earliest gameplay trailer on Steam! Go check it out!

Thank you for reading this far. See you on the next update!

Source

Steam News / 31 January 2026

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