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Runeborn News

Release Notes - Demo - 0.5.25

[p]Summary[/p]
  • [p]New Trinket Art[/p]
  • [p]Add Steam Deck Virtual Keyboard Input[/p]
  • [p]Disable Resolution and Display Mode settings on Steam Deck[/p]
  • [p]Update Russian Localization for “Trinket”[/p]
  • [p]Localize Familiar sneak peek in New Run Screen[/p]
  • [p]Replace Discord with QQ link in the Simplified Chinese locale[/p]
  • [p]Change Chest Animation to use Dark Flashbang effect[/p]
  • [p]Update Credits and added Astrolabe Games[/p]
  • [p]Replace Comic Sans with Playpen Sans[/p]
  • [p]New Simplified & Traditional Chinese logo[/p]
  • [p]Updated “Runeborn” text in Simplified & Traditional Chinese[/p]
[p]Bug Fixes[/p]
  • [p]Fix missing translations on different Runebooks’ Starting Trinkets[/p]
  • [p]Fix missing translations in the Rune Chest instructions subtitle[/p]
  • [p]Fix incorrect font-weight fallback options[/p]
  • [p]Fix missing translations for Sell Value on Item Cards[/p]
  • [p]Fix Traditional Chinese Game Logo[/p]
  • [p]Fix bug where you cannot continue the game due to Personal Leaderboard Scores being too large[/p]
  • [p]Fixed various issues with Spanish translations[/p]
  • [p]Fix issue where Trinkets are missing the Unique keyword in Cards[/p]
  • [p]Fix issue where StartNextLevel analytic was double-firing[/p]
  • [p]Fix issue where Rune Inventory title label was line wrapping in Japanese[/p]

June Update – Global Localization, Steam Deck Support & Balance Changes

[h2]Greetings adventurers![/h2]
We’re back with another big update for the Runeborn demo (0.5)—and this one’s all about opening the gates to more players, improving the experience, and making each run feel better paced and more rewarding. Let’s dive in!

[h3]🌍 Now Localized in 10 Languages![/h3]
Runeborn is now playable in nine additional languages:
Simplified Chinese, Traditional Chinese, French, German, Japanese, Korean, Portuguese (Brazil), Russian, and Spanish.
  • We worked with professional translators for Simplified Chinese, Traditional Chinese, and Japanese to ensure high-quality localization.
  • The remaining languages were translated using machine translation and AI assistance. While we’ve done our best to polish them, they might not be perfect—please let us know if you spot anything off!

We’re also officially launching in Asian markets on June 5th, 2025. Welcome to all our new players—we’re thrilled to have you on this journey!

[h3]🎮 Steam Deck & Controller Support[/h3]
  • You asked, we listened. Runeborn now has full controller support for Xbox, PlayStation, and other modern gamepads.
  • It also runs great on Steam Deck so you can take your roguelike deckbuilding on the go.

[h3]🎥 Updated Launch Trailer[/h3]
To celebrate all the improvements and our global rollout, we’ve released a brand-new launch trailer! It features updated gameplay and new trinket art—perfect for sharing with a friend who’s curious about the game.

[previewyoutube][/previewyoutube]
Let us know what you think—we’re proud of how far Runeborn has come!

[h3]📅 Coming to Steam Next Fest – June 9th[/h3]
  • We’re excited to announce that Runeborn will be part of Steam Next Fest, starting June 9th!
  • This is your chance to jump into the updated demo, experience all the latest changes, and share your feedback with us.
  • We’ll be hanging out during the event, streaming gameplay, answering questions, and talking with the community. Be sure to stop by our store page and join the fun!

[h3]🧭 Better Game Flow & Run Length[/h3]
With the addition of Chapter 3 in Early Access, we noticed that complete runs were starting to feel like a slog, especially once Chapter 4 entered the mix. To keep runs engaging and rewarding:
  • Chapters have been shortened from 9 levels to 7.
  • This change keeps the pacing tight and lets players reach elite and boss rewards more frequently.
  • To compensate, we’ve increased the difficulty of the first three levels, so your journey still starts with a challenge.

[h3]🎨 Visual Improvements[/h3]
  • Over 100 trinkets have received updated artwork to better match their theme and rarity.



  • Tooltips got a visual facelift, making it easier to quickly parse important info mid-run.

  • And to spice up boss encounters, we’ve added a new effect for each boss—see if you can spot them!
  • What we're dubbing "Hot Trinkets" - a new visual way to see how much a Trinket is contributing towards your Cast


[h3]🐞 Bug Fixes & Patch Notes[/h3]
  • We’ve squashed dozens of bugs and made various under-the-hood improvements.
  • Full patch notes are below.

[h3]Patch Notes[/h3]
Summary
  • 100+ NEW Trinket Art
  • Added Localization: Simplified Chinese, Traditional Chinese, French, German, Japanese, Korean, Portuguese (Brazil), Russian, and Spanish
  • Added Basic Controller Support (Virtual Cursor)
  • NEW Tooltip Art to improve readability
  • Bosses now have additional abilities
  • Removed most error popups and implemented error sounds and animations in their place
  • Added Trinket Slot Reward animation feedback
  • Vypras Forced Hold visuals updated
  • Added click to skip cutscenes (Comic, Elite & Boss Intros)

[h3]Balance Changes[/h3]
  • Chapters now have 7 levels
  • HP Curve updated to account for new Chapter length
  • Removed Ghorlock boss from Demo
  • Curse of Replication will now target non-Unique trinkets if possible
  • Enemy abilities no longer trigger after they die

[h3]Trinket Updates[/h3]
  • Jade Bell: Double your Coins gained from Interest (Previously: +1 Coin for every 5 Coins owned when an enemy is defeated (Maximum +10 Coins))
  • Gift Box: +2 Coins per Common Trinket you own at the start of a fight (Previously: Conjure 2 Common Trinkets at the start of a fight)
  • Nugget of Wisdom: +2 Coins when you deal greater than or equal to 50% of the Enemy's total HP in a single Cast (Previously: +4 Coins when an enemy is defeated)
  • Faberge Egg: After 3 more Enemies are defeated, Evolves to make a copy of a random Trinket, including its Gem (Previously: After 3 more Enemies are defeated, sell this to make a copy of a random Trinket, including its Gem)
  • Flickering Flame: +50% to all listed Amulet values (Previously: Retrigger all Runes for the next 5 Casts)
  • Peg Leg: Degrade value changed from 3 -> 1
  • Axe Akimbo: Damage changed from 300 -> 400
  • Jeweler's Loupe: xMulti changed from 0.5x -> 0.4x
  • Wild Card: Moved from Rare to Legendary
  • Ocarina: Now works with Elite and Boss Chests as well
  • Frostbite: Now only activates on Meditate and Cast
  • Sigil of Speed: Now starts tracking when you get the trinket rather than from the start of the level (If obtained mid way through a level, you can now still earn the highest rarity trinket)
  • Sprinting Shoes: Removed
  • Nullification: Removed
  • Added a new Duplicate keyword on Trinkets that have been duplicated by Curse of Replication, Faberge Egg

[h3]Bug Fixes[/h3]
  • Fixed an issue where changing resolutions in-game caused an error
  • Fixed an issue where the end of run jingle was being played as a sound effect, using the incorrect volume slider setting
  • Fixed an issue where destroying a trinket slot that was being copied by Chameleon Tail would cause an error
  • Fixed an issue where match previews did not work with Double Trouble
  • Fixed an issue where Black Ice Amulet did not work with Daoist Bracers
  • Fixed an issue where Helping Hand and Avia would cause Wild Runes to morph into their final rune prematurely
  • Fixed an issue where Dark Magic would not connect to Wilds
  • Fixed an issue where hovering trinkets during a cast would display incorrect values for Grow trinkets
  • Fixed an issue where Mobius Scroll Case would work with Forbidden Scrolls that add amulets
  • Fixed an issue where Coin sound effects would play on the Game Over Leaderboard Popups
  • Fixed an issue where Prismatic Eye, and Skipping Stone would show incorrect match particles when fighting the Siren enemy
  • Fixed various issues with Scroll of the Ram

That’s it for now! Whether you’re diving into a new language version, picking up a controller, or testing out a new build during Steam Next Fest, we can’t wait to hear what you think of the changes.

As always, we’d love to hear your feedback in the forums or Discord. Thanks for playing—and stay Runeborn.

- The Runeborn Team

April Recap - The Road to Early Access

Hey everyone,

We’re inching closer to Runeborn’s Early Access release this June, and April was all about bringing major systems into final form, tightening player clarity, and deepening community connections.

Here’s everything that happened in April:

[h3]🎨 Runebook Animations Overhaul[/h3]
  • The screen you see the most in Runeborn finally got the love it deserved.
  • Runes now float and shift with a new Idle animation, tied visually to the magic of the intro comic
  • Hold animations were reworked to feel more responsive and satisfying
  • A smooth "slam-down" transition was added to bridge states
  • Polished visual clarity remained our top priority throughout

We wanted the Runebook to feel alive without sacrificing the readability and precision you rely on in combat.
[h3]
💡 Spell Line Clarity Updates[/h3]
  • One common point of confusion was where spell lines begin. We tackled that head-on:
  • Match previews are now shown directly on held runes
  • A new pulsing shine moves left to right across match previews to help teach flow
  • These small additions go a long way in helping new players understand how to play faster


[h3]🧠 Community Play Sessions[/h3]
  • We launched our first “Play With the Devs” sessions this month.
  • Full team live gameplay streams hosted directly in our Discord
  • Real-time Q&A, design commentary, and laughs
  • All sessions recorded for future sharing and dev diaries

Players got to meet the people behind the systems, watch them break stuff, and hear directly about the design process.

Catch up here:
https://www.youtube.com/watch?v=_zfdHfJ7BJw
https://www.youtube.com/watch?v=e4qzjoviUVY
More of these events are coming in May!

[h3]⚙️ Systems & Balancing Work[/h3]
  • Behind the scenes, April was filled with bug fixes and long-term system planning.
  • One player shattered our damage cap — that got patched fast
  • Trinkets are being tuned to scale well into the late game
  • Balancing efforts now focus on futureproofing for upcoming content
  • Early work started on our post-EA roadmap
[h3]📣 Help Us Find the Right Creators[/h3]
We’re looking to get Runeborn in front of the right eyes.

If you know a content creator, streamer, or YouTuber who might love Runeborn, send them our way.
Whether they focus on indie games, roguelikes, or deep build systems, we’d love to chat.

Reach out to us in the Discord or tag us on socials. Every connection helps.

🛒 Wishlist & Review the Demo
If you haven’t yet, wishlist Runeborn on Steam and leave a review on the demo.

These two actions go a long way in helping us stay visible as we prepare for Early Access.
It really does make a difference.


Thank you for being on this Journey with us for Runeborn, and see you in the next one!

👉 Wishlist Runeborn
👉 Review the Demo

https://store.steampowered.com/app/3073990/Runeborn/

Meet & Play with the Devs – This Friday!

[h3]Hey everyone[/h3]

We're hosting another Meet & Play with the Devs session this Friday at 2:00 PM EST (7:00 PM GMT+0) on the Runeborn Discord, and you're invited!

[h3]Event Info[/h3]
🗓️ Friday
🕒 2:00 PM EST / 7:00 PM GMT
📍 Runeborn Discord (Event banner is up, it will be a Stage channel)
🎥 Live dev gameplay, Q&A, and community hangout

Members of the team will be streaming their runs live using our internal build of Runeborn. It’s a great chance to see the game in action before Early Access and hang out with the folks building it.

In the meantime, you can catch up on the previous one:
[previewyoutube][/previewyoutube]

You can tune in to multiple devs, each playing the game in their own style. We’ll share their names, titles, and Discord handles so you know exactly who’s who. Feel free to jump between streams, ask questions, or just listen in.

We’ll also be recording the session in case we catch any cool or unexpected moments, we can share later on our socials!

Come hang out and get a closer look at what’s coming next for Runeborn!

Check out our demo and wishlist us on Steam: https://store.steampowered.com/app/3073990/Runeborn/

Devlog #3 - Animating your Skills

[h3]Greetings Runeborn![/h3]
With the recent feedback and growth the game has experienced in the past few weeks, we decided to overhaul our Runes Idle and Hold state animations.


[h3]Vs[/h3]


[h2]Why?[/h2]
We've been polishing various parts of the game and realized we had forgotten to take a deeper look at the screen you see the most: the Runes. When looking at the Runebook and interacting with the board, we felt it lacked juice. So we started coming up with ideas on how we could bring some life to the Runes in their idle state, and at the same time upgrade our Hold animations to fall in line with those new ideas.
[h2]How[/h2]
After brainstorming, we really wanted to tie the idle state of the Runebook into the intro Comic in the game. In the Comic, you see the Runes floating above the book, suspended by some sort of magic; we wanted to try and capture that feeling.



Once we added simple idle animations to our Runes, we set out to enhance the Hold animations. At this point, we weren't sure whether the Runes should be floating up above the book in their Idle state, or their Hold state.

We figured the natural animation between floating and not floating, would be a small bouncy animation of the Rune slamming back down into the Runebook. So, we created the two states: "floating" and "not floating". At this point, we had a pretty fluid animation between the two states and started working towards polishing them and testing out tons of variations to see what fit best.




Through testing these variations, I always had something in the back of my mind that I wanted to prioritize above all else: Clarity. Something we nailed with the original animations was clarity. There was no confusion around what was being held, and what was not. In most of our new iterations, although they looked extra juicy and quite nice ;)... they just weren't hitting the mark in terms of clarity.

At this point, we'd been through so many iterations. We attempted to remove the original hold seal visuals and color them to their respective rune, to reduce their visibility, etc. In the end, we decided the best thing to do was leave the original hold seal how it was, add some small smokey idle particles to give it a bit of movement, and scale it down with our new animation states.

What we were left with were two pretty satisfying animation states that hit the mark on clarity and visual juiciness that we wanted to bring the core up to.




Once we had finalized the new animations, we wanted to address another problem we were seeing fairly often in our community. Initially, new players had a hard time understanding that a match must connect from the left-most matched rune.

Something we wanted to do for a while was to better show match previews, which were previously shown upon hovering the Spell Line Bookmark. The first thing that shot out to us was, why don't we show these previews on held runes? So we tested out a version where held matched runes would connect.



After these nice new match previews were in place, we wanted to add some movement to them to try and solidify that Spell Lines start from left to right. To do this, we added a pulsing shine that moves across the match preview lines. It's subtle, but the devil is in the details. We think it will help hint to new players about how the game works.



For more thoughts like this and further participate in the conversation:


Check out our demo and wishlist us on Steam: https://store.steampowered.com/app/3073990/Runeborn/