
Runehaven is an atmospheric roguelike dungeon crawler with an immersive magic system where you craft your own spells. Explore a mysterious procedurally generated world.
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Runehaven is an atmospheric roguelike dungeon crawler with an immersive magic system where you craft your own spells. Explore a mysterious and dangerous world.


Experience an immersive magic system with endless possibilities. Craft your own spells by combining runes that you find in the world. Each rune has a unique effect on the spell. For example, combine a fire rune with a missile rune to craft a fire missile. There are more than 25 runes to mix and match between.


Runehaven features a fully destructible voxel world. Destroy the environment to find secrets, shortcuts, or to bypass locked entrances.
Key Features
An immersive magic system where you craft your own spells by drawing rune combinations.
A fully destructible and procedurally generated voxel world that both you and monsters can destroy.
Crisp voxel graphics.
Discover secrets.
Fight against 20 different monsters.
Choose between different magic, melee and ranged weapons.
Bind spells to melee weapons and ranged weapons to enchant them.
Explore various biomes.
Boss battles.
Level up your character.
Keep track of your runes with a rune book.
Mod support for creating your own weapons, props, items, biomes and worlds. There is also an integrated level editor included with the game.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Played so many roguelikes I can tell there's inspiration from: Noita, Pixel dungeon games, sandbox elements. This Since it was not early access I expected much more polish but was disappointed by the content. First off, enemies are not difficult, within 1 playthrough I had found many enemies were very easy to defeat just being airborne. Their AI is suited for close quarters damage, so playing any class/putting your skill points into mana recovery just means you kill all slowly bit by bit (not fun). If you decide to go melee, then it may be a bit more interesting until you inevitably run out of healing. The blocking doesn't feel good and still deals massive damage. Next up, the terrain generation is just utterly miserable to play though, the starting stages are just wandering around simulator, too many dead ends. random ravines which don't aid the player, the caves are always cramped and feel barebone. The other levels do feel a bit better but always lead to disappointing dead-ends. This also leads to my point on the map, I've seen better maps on minecraft mods, it doesn't update to player terrain digging, so you have no clue where you are and as soon are not on the same y-level the map for that level is completely gone, I would much rather prefer some holographic 3d map or at least a 2d map with a y-level slider. Classes? I mean seriously calling different types of classes is like joke, you get like 1 or 2 more in that skill area with a weapon of that choice, like at least unique perks please. Lastly, the gameplay loop. Titles similiar to Shattered PD, where identifying items is key, the runes here never change, rings, armour they are always safe to equip (im sure there will be future updates). Once you playthrough like 3 runs, you expect everything. It just becomes, find the boss after walking for miles and repeat. Like seriously, no quick travel for a sandbox game like this? Fall damage sucks ass too, I drop a height of the player maybe and you lose half your hp bar, like bro I could fall that much in real life and maybe I'd have a sprained ankle, not broken 20 bones. Positives: It's unique for the 3d Noita feel with the runes and the spell combining, and the bones are there, I really do expect changes in my negatives and patches to fix all this, but it just feels so far off right now. I definitely will buy the game again in the future but this is what I feel now.
I did 3 run-throughs, tutorial excluded. Every run feels just about the same, with the map consisting primarily of cramped caves and ravines. The map is little help and I got lost more frequently than when I played Hollow Knight. I love the concept of drawing runes to cast spells, but that's about where the charm ends.
this game is extremely fun and addicting and ive only been playing it for 5 hours but its amazing so far. theres so much you could do with the runes in the game its hard to know what exactly you want because of the amount of spells you can make. although its only single player at the moment i would definitely buy it for my friends if multiplayer were to come. highly recommend this game.
Runehaven is a voxel roguelike. [b]Story[/b] 1/10 Completely nonexistent. [b]Playtime:[/b] 5/10 It takes about 3 hours to try out most of the mechanics, and around 10 hours to see absolutely everything the game has to offer. [b]The Short Answer: Is It Worth Buying?[/b] I’d say it’s worth picking up, but grab it on a sale. [b]Mechanics and Gameplay[/b] 7/10 At its core, it’s a standard physical roguelike with fully destructible environments. Think of it as a 3D version of Noita. The game’s standout, unique mechanic is its enchantment system: you can apply buffs to any weapon by literally drawing a rune. There's a solid variety here, with about 40 different runes to discover. As for the arsenal, there are around 9 weapon classes, totaling about 40–50 individual weapons. When it comes to the gameplay loop, the core mechanic of having to go all the way down and then climb back up felt incredibly tedious. The map layout itself is pretty mediocre, though it does feature a lot of hidden areas you can blow open and explore. [b]Enemies and Bosses[/b] 4/10 The enemy variety spans from simple skeletons to some highly annoying mobs. The bosses, unfortunately, don't feel special—they are just upscaled versions of regular enemies. [b]Graphics:[/b] 3/10 Voxel style. [b]Music:[/b] 4/10 Wait, did this game even have music? [b]Personal Take[/b] The game is admittedly kind of cool, but it suffers from a massive lack of purpose. You just keep moving forward without ever really knowing why you're doing it. On top of that, the in-run shops feel very weird, and there is a handful of consumables that I finished the game without ever figuring out what they were actually meant for. [b]Overall Score:[/b] 61/100
Game is great, if a little confusing to start and at times either too easy or too difficult, but the dev is adding content and the game is very much enjoyable despite that. It's definitely something that I look forward to playing again once more content drops. The price may be a little bit much for many users given the amount of content currently in the game, but I'm happy with my purchase and I hope this developer can continue to make this game into something that could be really fun to sink a lot of time into one day.
Highly recommend. There's not much to it, but it's cheap and a fun way to pass the time.
I really like the ability to combine runes to get a stupid powerful spell. I got the split, bounce, power, and explosive rune and decided that there needed to be a hole in the ground roughly nuke shaped. 10/10
It's a fun little dungon crawler. I enjoyed it but more variety in enemies is soreley needed. Some crafting would be cool. Multiplayer would rule!
Customizar feitiços, espada e arcos com runas é bem divertido, e o jogo é visualmente interessante. Espero que adicionem mais conteúdo, tem potencial para boas expansões.
Despite the main spell-drawing gimmick, the game does not offer much in terms of variety and experimentation. There is no need to pick and choose your runes, because in later stages you have so many slots for a single spell you can just use them all. Why experiment, when you can just craft a Spread-Exploding-Seeking-Earthly-Lifesteal-Manasteal magic missile, and kill every enemy in one shot (or three shots if its a boss). I really wish there was more reason to use weird, wacky spells lie the ones that make you magic missiles heavier or slower, or return towards you, but as it stands you would be using them only as some sort of self-imposed challenge. TL;DR: despite great amount of runes to collect and craft spells with, there is no spell variety
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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