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Steam News26 June 20262mo ago

Runeveil 0.5.2 Patch Notes

Hello everyone, Before we jump into the notes, we want to thank everyone who helped us reach 95%+ Positive Reviews! Seeing your incredible runs, reading your feedback, and watching this community grow means a lot.

In this update5

Full notes

Full Runeveil update

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

Repeated intro

Hello everyone,

What changed

10 fixes5 additions6 changes0 removals
  • Gameplay
  • UI and audio
  • Balance
  • Maps
  • Fixes
addedAaand of course, we cooked quite a bit of patch for today, including a new mechanic, balancing, QoL and tons of bug fixes.
added✨ HighlightsGame Over Screen Overhaul: We redesigned it quite a bit and added some new interesting statistics! It now displays detailed run statistics (Highest Damage Dealt, Run Duration, etc.) and allows you to hover over unlocked items to view their tooltips.
added✨ HighlightsNew Mechanic: Overtime Damage: The Sin Kings now grow impatient. Starting from Turn 5 , combatants will take Overtime damage (starts at 50 damage, increasing by +50% each subsequent turn).
added✨ HighlightsNature Wizard Unlock Condition: When transitioning from demo to Early Access, Nature Wizard's unlock condition disappeared for unknown reasons, and we added it back. It now has a "Complete 1 game with the Fire Wizard" condition, so that the players already played it may have to play it again. Sorry for that.
changed⚖️ Gameplay & Balance ChangesPure (Status Rework): Functionality updated to: "Negates the next debuff, loses 1 stack per negation."
changed⚖️ Gameplay & Balance Changes"Draw" Effects: Hard-capped to trigger a maximum of 1 time per turn (resets each turn, not per combat). No more infinite rerolls loops, sorry!
Base Rune Reward skips per stage32Base Rune Reward skips per stage decreased, nerf

Runeveil changes

addedAaand of course, we cooked quite a bit of patch for today, including a new mechanic, balancing, QoL and tons of bug fixes.
addedGame Over Screen Overhaul: We redesigned it quite a bit and added some new interesting statistics! It now displays detailed run statistics (Highest Damage Dealt, Run Duration, etc.) and allows you to hover over unlocked items to view their tooltips.
addedNew Mechanic: Overtime Damage: The Sin Kings now grow impatient. Starting from Turn 5 , combatants will take Overtime damage (starts at 50 damage, increasing by +50% each subsequent turn).
addedNature Wizard Unlock Condition: When transitioning from demo to Early Access, Nature Wizard's unlock condition disappeared for unknown reasons, and we added it back. It now has a "Complete 1 game with the Fire Wizard" condition, so that the players already played it may have to play it again. Sorry for that.
changedPure (Status Rework): Functionality updated to: "Negates the next debuff, loses 1 stack per negation."

Before we jump into the notes, we want to thank everyone who helped us reach 95%+ Positive Reviews! Seeing your incredible runs, reading your feedback, and watching this community grow means a lot.

Aaand of course, we cooked quite a bit of patch for today, including a new mechanic, balancing, QoL and tons of bug fixes.

✨ Highlights

  • Game Over Screen OverhaulWe redesigned it quite a bit and added some new interesting statistics! It now displays detailed run statistics (Highest Damage Dealt, Run Duration, etc.) and allows you to hover over unlocked items to view their tooltips.
  • New Mechanic: Overtime Damage: The Sin Kings now grow impatient. Starting from Turn 5, combatants will take Overtime damage (starts at 50 damage, increasing by +50% each subsequent turn).

  • Nature Wizard Unlock ConditionWhen transitioning from demo to Early Access, Nature Wizard's unlock condition disappeared for unknown reasons, and we added it back. It now has a "Complete 1 game with the Fire Wizard" condition, so that the players already played it may have to play it again. Sorry for that.

⚖️ Gameplay & Balance Changes

  • Pure (Status Rework)Functionality updated to: "Negates the next debuff, loses 1 stack per negation."
  • "Draw" Effects: Hard-capped to trigger a maximum of 1 time per turn (resets each turn, not per combat). No more infinite rerolls loops, sorry!

  • Rune Rewards & Skips:

    • Base Rune Reward skips per stage reduced from 3 to 2.

    • Skipping a Bonus Rune Reward selection is now completely free.

  • Dual Deck:

    • Selecting a Dual Deck now grants 3 free rerolls per stage during Rune reward selections.

    • Elements belonging to locked Wizards will no longer appear in the Dual Deck draft pool.

🔮 Runes & Artifacts

  • Constant Flux: Now triggers the next rune twice (previously triggered the next 2 runes once).

  • Wilting Rose: Its Shatter is now working properly.

  • Double Down: Now has Dissonant.

🎨 Visuals & Quality of Life

  • Dynamic Tooltips: Rune descriptions now dynamically update their text values when scaled via Grow effects.

  • Visual ClarityImproved the visual feedback and clarity of Aura trigger effects.

🐛 Bug Fixes

  • Fixed an issue where The Gambler trait's bonus remained permanent.

  • Fixed an unintended maximum trigger cap (previously capped at 20) on certain Runes.

  • Fixed a bug where Panic curse now does not give the Shatter effect permanently.

  • Fixed Eldritch Conduit not functioning as intended.

  • Fixed broken unlock conditions for 3 specific Water Runes (they can now be unlocked properly).

  • Fixed broken interactions between Grow effects and certain Auras/Artifacts.

  • Fixed a bug causing Wizards to unexpectedly grow/scale in size.

  • Fixed illegible or missing characters appearing in specific localized fonts.

If you found a bug or want to give feedback. Please use Steam discussions or Discord to reach out to us. It helps us a lot!

Source

Steam News / 26 June 2026

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