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The Shadowed Rune News

Do you want to be an NPC in The Shadowed Rune?

[p][/p][p]Do you want to be an NPC in The Shadowed Rune? You have until the end of #devinitiveshow[/p][p](Sep. 17th) Play the demo and go to the training area. Capture at least the last few seconds of the battle and reply to the the contest Tweet with the record.ing. The player with the best time will be part of the game.[/p][p][/p][p]I will contact him/her to the winner to discuss about the NPC Design and name.[/p][p][/p][p]LINK TO THE CONTEST[/p]

New demo available!

[p][/p][previewyoutube][/previewyoutube]
New demo available!
[p]
After this summer’s announcement of the new version of the game, the next step was to release a new demo that truly reflects what we want to achieve and represents the final game. After working with a group of 20 beta testers (a million thanks!), the demo is now available.[/p][p][/p][h2]DEMO CONTENTS[/h2][p]In it, you’ll get to enjoy the new prologue, with many of the final game systems already included, a final boss, and the exploration of the game’s base camp. On top of that, you’ll be able to try out a wide variety of spells, the new pet (Neku), the camp upgrade system, and a special training area that’s truly challenging.[/p][p]From here, we’ll now be focusing on the dungeon and the level editor, to create the best possible experience once we launch into Early Access in just a few months.[/p][p]We look forward to your comments and feedback. If you liked it, follow the game and add it to your wishlist—it will help us more than you can imagine![/p][p]Thank you for your support![/p]

Developer Diary: After the void

After the void
[p]It's been a long time! After the Halloween update, I took a break from social media and other updates to focus entirely on the development of The Shadowed Rune.[/p][p]The demo on Steam and our booth at Indie Dev Day 2024 in Barcelona (Spain) received a lot of positive feedback, but I also took note of many things that needed improvement:[/p]
  • [p]Graphics[/p]
  • [p]Lighting[/p]
  • [p]Characters[/p]
  • [p]Rune management system[/p]
  • [p]Controls[/p]
[p]As you can see, these are critical elements for a new game that hopes to stand out in such a competitive genre. So, I focused on addressing each issue one by one. [/p][p][/p][h2]Graphics[/h2][p]
The first step was to stylize the characters. The main criticism was that they looked too childish, which might lead people to think the game is for kids—when it absolutely isn’t. I was aiming for a storybook look, like a “fairy tale”—but a dark one.[/p][p]
So, I started experimenting to find the ideal scale for the characters without losing their distinctive style. Maia had to remain recognizable.[/p][p]
This was the final result:[/p][p][/p][p][/p][p]
Maia is now an 18-year-old apprentice sorceress, ready to face adventure.[/p][p][/p][p]Adapting the characters to a taller height also forced a complete rescale of the environments. What I had designed no longer worked. Projectiles now fly higher, further from the ground, walls need to be taller, and both characters and enemies must be able to hide behind them. Suddenly, everything started falling into place, and I began planning a full redesign of objects and environments.[/p][p][/p][p][/p][p]
But I didn’t stop there—I've also completely revamped the interface to make it cleaner and give the game a visual refresh. The Shadowed Rune doesn't have a dedicated art designer: I handle all the art and programming myself, which means things take longer since I have to alternate between both roles—but the final implementation is more controlled and cohesive.[/p][p][/p][p]Once I nailed down the new visual style, I moved on to lighting. I experimented with several systems and was lucky enough to coordinate the new look with the release of the Crystal Lightning Engine by Fox of Jungle—by far the most advanced lighting system for GameMaker.[/p][p]
After purchasing the license, I spent nearly two months implementing the features I needed: bloom, HDR, tone mapping, and dynamic lighting with depth. After many headaches… the game looked amazing.[/p][p][/p][p][/p][p][/p][p]That said, the transition wasn’t easy. I wanted lighting to feel real without sacrificing performance. So dynamic shadows are reserved for specific objects that cast them, while the rest is managed with small lights and detailed tricks. The current system supports over 1,000 simultaneous lights, hundreds of spells each with their own lighting, and hundreds of enemies animated with bones using Spine.[/p][p][/p][h2]Controls[/h2][p]
The rune rotation system was difficult to grasp—you never knew exactly where a rune would land, and reordering them was confusing. While we kept the rune system, we simplified it: it now works like a classic RPG or inventory system, controlled with a simple cursor. Select a water rune, and you’ll cast a water spell.
This opened the door to new ideas, such as combining runes to create new elements, simply by surrounding one rune with two of another type. Suddenly, the fusion problem was solved, and we had massively expanded the combination possibilities—without even counting the arcane spells…[/p][p][/p][p][/p][p][/p][p]We also added a highly requested feature: a pet. We spent a lot of time (around four months) finding the right design and functionality fully integrated into the story. That’s how Neku was born.
To summarize, Neku is a portable rune altar. It must always have a rune equipped (or it would die), but it allows you to store a rune that you can swap out at any time—even with another player—acting as an intermediary. Neku follows you and teleports if it gets too far, but if it gets in the way while interacting with objects or NPCs, you can hide it with the press of a button.
We believe it’s been a fun, functional, and original addition.[/p][p][/p][p]Control improvements—especially with gamepads—allow you to now aim, dodge backward, and shoot at the same time: total mobility. There have been many small tweaks that we’ll present later, and you’ll be able to try them in the upcoming demo.[/p][p][/p][p][/p][p][/p][p]Oh, and by the way… you can jump now.
The new environment system opened up possibilities for new collision types—falling into holes or water, for example. The ability to jump enabled me to add platforming puzzles and new kinds of traps.[/p][p][/p][h2]The Team Is Growing![/h2][p]
The Shadowed Rune is developed by me (Javifugitivo), Félix (composer), and now a new member: Purple Raven, our Gameplay Designer. Their role will be designing mechanics, puzzles, and levels.
As you know, the game will feature procedurally generated dungeons, staying true to its action roguelike nature.[/p][p]To speed up development, we created a powerful internal level editor. We can now build a level in just minutes directly within the game and test it without even closing the build. Once tested, it's saved as a file and ready to be included as part of the dungeon generation system.
But the best part is…[/p][p][/p][h2]Level Editor for Players[/h2][p]When we saw the potential of our editor, we realized it could be further developed for players to create their own levels, dungeons, and challenges. It was so easy to use that we immediately began exploring how to integrate it alongside the main campaign.[/p][p]
The foundation is already in place, and it will likely grow alongside the game. Most assets created for the campaign are added to the editor at the same time.[/p][p][/p][p][/p][p][/p][p]This feature will be launched during Early Access in a limited form, but I hope to expand it over time so you can share your creations with the whole community.[/p][p][/p][p]I’ve still left many things out—like the player-modifiable biome system, the camp management mechanics, and the endgame law system… but I’ll save those for future devlogs.[/p][p][/p][p]Unfortunately the current demo was not representative of the actual game so I have temporarily removed it until the new updated version is available (it will be worth the wait!)[/p][h3]Until next time![/h3]

Halloween update: The Night of all Souls

The Halloween Update for ‘The Shadowed Rune’ is now available!

Face the dungeon on the “Night of Souls”: the Awakened Ghosts are waiting to scare you and steal your soul... Use the new Bone Mask to defeat them and collect as much candy as you can to regenerate your stamina...

One last thing: watch out for the new Labyrinth of Terror before facing the Guardian Golem...

Are Maia and Brishen ready to defeat the darkness?

[previewyoutube][/previewyoutube]

Patch Notes:

- A new mask has been added: the Bone Mask, which allows you to deal physical damage (physical damage, for example, can break cracked walls, just like the Earth element).
- Halloween Pumpkins and Soul Candies have been added. These candies will give you stamina points and experience.
- A new enemy has been added: the Awakened Ghost. It is immune to darkness, so it’s best to use other elements to defeat it.
- The boss room has been modified, and a new room called the “Labyrinth of Terror” has been added, featuring puzzles, enemies, and lots of darkness...
- Various bugs have been fixed, and some quality of life improvements have been made. For example, when opening the Compendium, the default tab is now the Arcane Spells tab.
- Enemies can no longer deal contact damage while being destroyed.
- The wind element can now put out fire

The Halloween update will be available until November 17, so don’t miss the chance to play it!

Dev Diary III: We launched demo!



Demo Launch!

It's been a few months since the last development diary, but it was all for a reason: I’ve been working hard to launch a demo in September! Also, we presented the game at our stand at Indie Dev Day in Barcelona, so we had to put in extra effort to polish the game as much as possible. But now, with the demo complete, it’s time to take a breath, relax, and share all the updates with you:

1º NEWS


Many months have passed since Roguelike Jam 7. After the Jam, we started the project from scratch, considering everything needed to create a complete game, keeping what worked and discarding what wasn’t necessary. In May, we completed the first demo to send to Indie Dev Day and participate in IDD. From May to August, I’ve worked on a second demo with a complete foundation, ready to be expanded with hundreds of levels, items, enemies, and spells.

- The dungeon system presented in the previous Dev Diary is complete, so the next step is to create levels to fill the system. I used this system in the demo to fix a seed and handcraft a dungeon by linking a series of separate rooms to test that everything works correctly and that the experience is what we intended.
- Artifact, chest, shop, and reward systems, with a small sample of each system in the demo dungeon.
- New enemies with various abilities and variants.
- A final boss with multiple phases.
- A multitude of new puzzles, traps, secrets, and dungeon-specific mechanics.

2º KEY FEATURES


[h2]RUNE SYSTEM[/h2]

[previewyoutube][/previewyoutube]

Real-time combat with the ability to swap rune orders at any time to modify your attacks and adapt to enemies using the power of the runes: Seven elements are included in the dungeon for you to experiment with.

One of the things I will keep improving and explaining after the demo is the Transfer system that each element has.

Besides elemental damage, which is obvious, the runes have a special characteristic that is shared with all the equipped elements. When you cast a spell, the active element determines the type of damage, but all equipped runes will enhance the spell with their extra features.



For example, Wind makes spells bounce off walls. If you cast a fireball with several wind runes equipped, the projectile will bounce several times before destroying itself. However, if you use water runes instead of wind, the projectile won’t bounce but will penetrate multiple targets. The elemental effects are explained in the compendium.

Additionally, each extra element of the same type adds two additional projectiles, just as powerful as your primary one. The key to the system is understanding which auxiliary runes are worth equipping:

Do we want projectiles to bounce? Create explosions? Chain together? Or maybe move faster? There are also additional synergies to experiment with: Each element followed by the same type adds a bonus, and if the last element matches the first, you get another…

Ready to create your build?

[h2]ARCANE SPELLS[/h2]



Arcane spell system that you can discover and use based on the order of your equipped runes.

Expert players will find as they progress through the game that unknown spell messages appear to unlock. These spells break the normal system and can be anything from healing spells, summoning, large explosions, or special projectiles.

Some of these spells are very powerful, so they had to be limited and balanced in some way: mana crystals. These crystals can be collected in the dungeon or as rewards for defeating enemies and are consumed when using spells. Managing these crystals is key to casting arcane spells at the right time.

[h2]ARTIFACTS[/h2]

Mask and artifact systems, which modify gameplay in unexpected ways. To save time managing the inventory, all artifacts you find are added to the top of your interface. You can consult the compendium at any time to check their characteristics.



Currently, there are 3 types of artifacts:

Masks: You can only have one in your inventory, and you can equip or remove it at any time. Its effects only apply while it’s equipped. If you obtain a new mask, it replaces the previous one.

Rings: Provide passive effects that are always active.

Potions: Add an extra effect, either immediate or lasting for a set time. Consuming a new potion will replace the previous effect.

Compendium: After the spell and artifact systems, the Compendium is the 3rd pillar of the game. Once found, it records all the items, arcane spells, characters, and enemies you encounter. Each entry will have a brief description and even some lore, so you can learn more about the story of 'The Shadowed Rune.'

You can check the Compendium at any time, making it a useful tool for viewing spell formulas or understanding the characteristics of some activated artifacts.

[h2]3º SOUND DESIGN[/h2]


We have updates here as well: Félix Herrero, a professional musician, joins the team. He has composed several tracks for the demo that give it a unique and special touch.

At the same time, we’ve worked on a dynamic music system for combat. The same exploration theme transforms into combat music when a battle starts, maintaining instruments and the song's position. Listen carefully—it’s impressive!

We’ve also added some voice acting for special moments to enhance the atmosphere during exploration.

4º ACCESSIBILITY


One of my major goals for the game is to make it as accessible as possible. We’ve even integrated accessibility into the game’s lore.

After starting tests with the Steam Deck, the first step was to add an option to enlarge the game’s text when necessary, making the experience perfect on this platform and small screens.

Additionally, I’ve added a system for help texts that can be activated or deactivated, indicating which keys to use for common actions beyond attacking or dodging. For example, during testing, we found that players were not using Arcane Spells because they forgot which key or button to press to unlock and activate them, so we added this tooltip.

Finally, within the mask system, we created a special mask designed for playing with young children or players with aiming difficulties. When equipped, the player will automatically attack the closest enemy. As mentioned, the description of this mask indicates that it was created to help "novice sorcerers," so it is fully integrated into the lore.

5º DEMO CONTENT


The demo can be played in both single-player and two-player modes, so don’t hesitate to start in cooperative mode, as it doubles the fun.

The demo works as a "vertical slice," so the player starts with more life and 5 rune slots. This way, the initial difficulty is slightly reduced, and progression is controlled over a shorter playtime, allowing players to experiment with advanced combinations.

The demo includes:

- The story prologue, which serves as a tutorial. It’s divided into three sections that will teach you the basic mechanics of runes and element combinations.
- A special fixed-seed dungeon: It’s generated with the random generation system but always with the same seed, so the experience is controlled and you can enjoy a balanced and fun experience. Upon completing the dungeon, you’ll face a challenging final boss (not everyone defeats it on the first try).
- There is also an option to jump straight into the dungeon, skipping the tutorial and camp.
- Additionally, although the dungeon is not random, the items and artifacts are, so in each playthrough, you’ll find different objects, potions, and masks to try out various builds.
- Lastly, several arcane spells are activated for discovery and use, just by finding their rune combinations. You can create healing spells, summon flamethrower turrets as combat support, and more.

Here’s a gameplay video by Chiadow, a friend who recorded a super cool video about the game, with interesting gameplay:

[previewyoutube][/previewyoutube]

6º WORK PLAN

After the demo launch on September 24th at 6:00 PM, I’ll spend a few weeks fixing any bugs that might appear and listening to the community for feedback to implement gameplay improvements, content, etc.

That said, we’ll gather all the feedback from the demo and start preparing the Early Access version, focusing the next few months on creating all the necessary content to launch it in the first half of 2025. When will it be ready? When the game is done.