Over the past few days, we’ve made major updates to the enemy spawning system and visual feedback. Enemies now spawn and leave the world with improved visual effects, making their presence feel more impactful.
Full notes
Full The Runesmith update
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What changed
2 fixes2 additions0 changes0 removals
Performance
Balance
UI and audio
Gameplay
addedOver the past few days, we’ve made major updates to the enemy spawning system and visual feedback. Enemies now spawn and leave the world with improved visual effects, making their presence feel more impactful. A new enemy spawner system allows us to control which creatures appear, how they look, and the area they inhabit based on the environment. For example, creatures spawn with white fur in icy regions, while grassland areas feature darker-toned variants. This not only strengthens world consistency but also brings significant performance improvements.
fixedCombat has also received important clarity and balance improvements. An issue where multi-hit abilities or projectiles could repeatedly trigger hit reactions—resulting in visual clutter—has been fixed. Enemies can now take multiple hits in a short time without constantly replaying the same visual feedback, making fights cleaner, more readable, and easier to follow.
addedWe also introduced a telegraph system to combat. Before attacking, enemies now give visual, animation, or sound-based cues to signal their intent. Attack animations have been rebalanced so they start slower and end faster, without changing the total duration, giving players a brief window to dodge, block, or react. This makes encounters feel more fair, skill-based, and closer to a soulslike combat experience, while also giving enemies stronger and more distinctive personalities.
fixedFinally, numerous bug fixes and performance optimizations were implemented. Issues that could cause AI hesitation, missing death animations, or incorrect flee behavior have been resolved, and animation transitions are now more stable overall. Together, these improvements move the game toward a smoother, more reliable, and more enjoyable experience.
The Runesmith changes
addedOver the past few days, we’ve made major updates to the enemy spawning system and visual feedback. Enemies now spawn and leave the world with improved visual effects, making their presence feel more impactful. A new enemy spawner system allows us to control which creatures appear, how they look, and the area they inhabit based on the environment. For example, creatures spawn with white fur in icy regions, while grassland areas feature darker-toned variants. This not only strengthens world consistency but also brings significant performance improvements.
fixedCombat has also received important clarity and balance improvements. An issue where multi-hit abilities or projectiles could repeatedly trigger hit reactions—resulting in visual clutter—has been fixed. Enemies can now take multiple hits in a short time without constantly replaying the same visual feedback, making fights cleaner, more readable, and easier to follow.
addedWe also introduced a telegraph system to combat. Before attacking, enemies now give visual, animation, or sound-based cues to signal their intent. Attack animations have been rebalanced so they start slower and end faster, without changing the total duration, giving players a brief window to dodge, block, or react. This makes encounters feel more fair, skill-based, and closer to a soulslike combat experience, while also giving enemies stronger and more distinctive personalities.
fixedFinally, numerous bug fixes and performance optimizations were implemented. Issues that could cause AI hesitation, missing death animations, or incorrect flee behavior have been resolved, and animation transitions are now more stable overall. Together, these improvements move the game toward a smoother, more reliable, and more enjoyable experience.
Over the past few days, we’ve made major updates to the enemy spawning system and visual feedback. Enemies now spawn and leave the world with improved visual effects, making their presence feel more impactful. A new enemy spawner system allows us to control which creatures appear, how they look, and the area they inhabit based on the environment. For example, creatures spawn with white fur in icy regions, while grassland areas feature darker-toned variants. This not only strengthens world consistency but also brings significant performance improvements.
Combat has also received important clarity and balance improvements. An issue where multi-hit abilities or projectiles could repeatedly trigger hit reactions—resulting in visual clutter—has been fixed. Enemies can now take multiple hits in a short time without constantly replaying the same visual feedback, making fights cleaner, more readable, and easier to follow.
We also introduced a telegraph system to combat. Before attacking, enemies now give visual, animation, or sound-based cues to signal their intent. Attack animations have been rebalanced so they start slower and end faster, without changing the total duration, giving players a brief window to dodge, block, or react. This makes encounters feel more fair, skill-based, and closer to a soulslike combat experience, while also giving enemies stronger and more distinctive personalities.
Finally, numerous bug fixes and performance optimizations were implemented. Issues that could cause AI hesitation, missing death animations, or incorrect flee behavior have been resolved, and animation transitions are now more stable overall. Together, these improvements move the game toward a smoother, more reliable, and more enjoyable experience.