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Steam News24 July 20261mo ago

Runeveil - 0.5.4 Patch Notes - BALANCE BALANCE BALANCE

Runeveil Patch Notes Hi all, Baho here. This Friday we have a huge experimental balance patch for you guys, which we will be monitoring very closely, and we might do some hot fixes during the week.

In this update1

Full notes

Full Runeveil update

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

What changed

0 fixes8 additions57 changes6 removals
  • Balance
  • Maps
  • Gameplay
  • Store
  • Events
changedRuneveil Patch NotesHi all, Baho here. This Friday we have a huge experimental balance patch for you guys, which we will be monitoring very closely, and we might do some hot fixes during the week.
changedRuneveil Patch NotesWe have implemented a much more detailed data tool into the game, which we will be using to help us balance and make the game better, and with this tool we will have a surprise for you guys next Friday :)
changedRuneveil Patch NotesThe changes in this patch aim to make the first 2 stages a little easier while stage 3 is a lot harder. We realized that as long as players could GET to stage 3, they blew past it, which is not something we want. We want each stage to have its own flair.
addedRuneveil Patch NotesFrom here on, every Friday will have a balance patch (probably about this big or smaller) and we will have new content AND art for you guys each fortnight.
changedRuneveil Patch NotesGAMEPLAY CHANGES
changedRuneveil Patch NotesStarting decks will now have 1 more starting rune, so 3 of each.
Damage reduced linearly by roughly5%12%Damage reduced linearly by roughly increased, buffDamage reduced linearly by roughly10%13%Damage reduced linearly by roughly increased, buffDrastically increased across the board non-linearly (10%100%Drastically increased across the board non-linearly ( increased, buffSin's Executioner (S1 Miniboss): HP modifier130%120%Sin's Executioner (S1 Miniboss): HP modifier decreased, nerf

Runeveil changes

changedHi all, Baho here. This Friday we have a huge experimental balance patch for you guys, which we will be monitoring very closely, and we might do some hot fixes during the week.
changedWe have implemented a much more detailed data tool into the game, which we will be using to help us balance and make the game better, and with this tool we will have a surprise for you guys next Friday :)
changedThe changes in this patch aim to make the first 2 stages a little easier while stage 3 is a lot harder. We realized that as long as players could GET to stage 3, they blew past it, which is not something we want. We want each stage to have its own flair.
addedFrom here on, every Friday will have a balance patch (probably about this big or smaller) and we will have new content AND art for you guys each fortnight.
changedGAMEPLAY CHANGES

Runeveil Patch Notes

Hi all, Baho here. This Friday we have a huge experimental balance patch for you guys, which we will be monitoring very closely, and we might do some hot fixes during the week.

We have implemented a much more detailed data tool into the game, which we will be using to help us balance and make the game better, and with this tool we will have a surprise for you guys next Friday :)

The changes in this patch aim to make the first 2 stages a little easier while stage 3 is a lot harder. We realized that as long as players could GET to stage 3, they blew past it, which is not something we want. We want each stage to have its own flair.

At the same time, we ARE aware the game is very hard at higher ascensions, but we are waiting for a better balanced game to be here before touching those up.

From here on, every Friday will have a balance patch (probably about this big or smaller) and we will have new content AND art for you guys each fortnight.

Long boring details below; Have fun and keep enjoying Runeveil!

GAMEPLAY CHANGES

Here, our goal is to provide a more laid out experience for the entirety of a single run.

  • Starting decks will now have 1 more starting rune, so 3 of each.

Global Difficulty Curve

  • Stage 2 EncountersDamage reduced linearly by roughly 5% to 12%.
  • Stage 3 EncountersDamage reduced linearly by roughly 10% to 13%.
  • Stage 3 Encounter HPDrastically increased across the board non-linearly (10% to 100%).

Enemy Adjustments

  • Sin's Executioner (S1 Miniboss)HP modifier reduced from 130% to 120%.
  • Goliath Gatekeeper (S1 Miniboss): Deals significantly less damage.

  • Charred Champion (S2 Miniboss)HP modifier reduced from 160% to 150%. Deals slightly less damage.
  • Iron Juggernaut (S2 Miniboss)Passive reworked. Now gains 3 Pure at fight start, and 1 Pure at turn start (was 15 Pure at fight start).
  • Curse Weaver (S3 Mob): Drawing a Curse rune now deals 100 damage to the player (was 5 damage).

Stage Bosses

  • Oblomov, The Immovable (Sloth S1 Boss)HP modifier reduced from 200% to 160%. Healing passive no longer scales infinitely; it is now capped to a specific turn limit. High ascension healing values significantly reduced.
  • Sirena, The Captivator (Lust S1 Boss): Scaled down vampirism and deals significantly less damage on critical hit.

ITEM CHANGES

Artifacts were too cheap and too strong. Everything else (except a couple of them) was weak and expensive relative to others. This SHOULD fix this problem a little.

  • Global Shop PricingCommon artifacts increased by 25%, Rares by 20%, Epics by 10%. All Consumables reduced by 15%.

Consumables

  • Scroll of WardingShield increased from 400 to 500.
  • Scroll of GreedDamage taken penalty reduced from 500 to 400.
  • Scroll of ChallengeReworked. Now grants the enemy +50% Damage alongside the +50% Max HP. Shop Cost massively reduced from 150 to 50.
  • Scroll of ConquestShop Cost increased from 300 to 400.
  • Scroll of Ancient WisdomShop Cost increased from 400 to 450.

Artifacts

  • Wooden BucklerTurn start Shield reduced from 120 to 60.
  • Sage's ScrollAttack rune grow scaling reduced from +3 to +1 damage per trigger.
  • ArtifactmaticRequirement increased from 10 to 15 Artifact triggers.
  • Mage's PendantAttack rune Grow reduced from +10 to +7 damage.
  • Limiter: Activation threshold broadened; now triggers if you have less than 200 damage (was 100).

  • Safety VestShield requirement increased from every 10 triggers to every 15 triggers.
  • Stone SkinShield requirement increased from every 10 Support rune triggers to every 15 triggers.
  • Mage PauldronsFight-start Toughness reduced from 3 to 2.
  • Steady AimNo reroll multiplier bonus reduced from +0.3 to +0.2.
  • Rolling OrbPost Reroll Grow scaling reduced from +5 to +3 damage.
  • Duelist's GloveNow triggers twice (was three times). Removed the Cowardice curse penalty.
  • Adept's StaffDamage per rune triggered reduced from +12 to +8.
  • Chain LinkDamage per Artifact triggered reduced from +40 to +30.
  • Scholar's CloakMultiplier per rune triggered reduced from +0.03 to +0.02.
  • Dark PactMultiplier reduced from +1.0 to +0.8. Removed the Doubt curse penalty.
  • Pale StarAdded a pickup penalty (Lose 200 Max HP).
  • Crystal FortressShield gain reduced from +300 to +250. Trigger requirement increased from 10 to 15.
  • Paladin's OathFight-start Shield reduced from 600 to 500.
  • Fungi InvasionDamage bonus per Infected Mushroom increased from +10 to +25.
  • Chosen of the SunBase damage heavily reduced from +10 to +1.
  • Magma Stone: Applies Burn every 2 times a Supported or Armed rune is played (was every time).

  • Burning Steps: Applies Burn every 7 Fire runes (was 5).

  • Voodoo PinReroll generation when adding a Curse, increased from 1 to 2.

RUNE CHANGES

Fire Mage

  • Molten ArmorRemoved Shatter.
  • Discombobulate: Inflicts 2 Brittle instead of Weak when armed.

  • Magma StrikeDamage reduced from 80 to 60.
  • Spontaneous CombustionBurn increased from 10 to 15.
  • Scorched EarthDamage increased from 0 to 20.
  • Powder KegDraw penalty increased to 2 less runes next turn. Removed Unique.
  • SupernovaMultiplier per burn stack reduced from 0.07 to 0.05.
  • Wildfire: Does not inflict Burn.

Nature Mage

  • CloverDamage reduced from 40 to 10. Damage scaling per Clover in deck increased from 20 to 30.
  • Inverted CloverMultiplier increased from 0.1 to 0.2.
  • Morning DewSunlight gained increased from 5 to 7 (and 10 to 14 if First).
  • Poison Ivy: Effect is now Supported instead of Armed.

  • CompostDamage increased from -10 to 0. Base multiplier increased from 0.0 to 0.1.
  • Cycle of LifeSunlight gain on Cycle increased from 7 to 10.
  • SunshineSunlight grow increased from 1 to 2. Base Sunlight increased from 0 to 2. Has Shatter.
  • Mossy StoneShield increased from 150 to 200.
  • Forest FireSunlight damage scaling increased from 10 to 20.
  • Natural SelectionAdded Unique status.
  • Verdant OverlordAdded pickup penalty (Lose 500 Max HP).

Water Mage

  • Glacial ShardDamage reduced from 50 to 0. Added a 0.2 multiplier. Armed bonus damage increased from 30 to 50.
  • SnowballShield generation on draw increased from 5 to 50.
  • IcebreakerMultiplier increased from 0.0 to 0.2.
  • Constant Flux: Burnout is now 2 instead of 1.

  • Absolute ZeroMultiplier increased from 0.0 to 0.2.
  • Kraken: Triggers once every 2 triggers instead of 1.

  • TsunamiBase damage increased from 200 to 300. Ebb effect now triggers twice instead of thrice.

Chaos Mage

  • AdvantageAdded pickup bonus (Gain +1 Max Chaos).
  • Safe BetShield increased from 200 to 220.
  • Two Faced CoinWeak increased from 2 to 3.
  • Ever In Your FavorBrittle increased from 3 to 4.
  • JackpotRemoved the +7 Rerolls reward. Now strictly grants +777 Shield.
  • Grand FinaleDamage scaling per Chaos reduced from +50 to +40.

Source

Steam News / 24 July 2026

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