
Sequencer Roguelike. Enter the Arena as an elemental wizard, craft powerful rune chains, and break the game with wild artifact synergies. Beat all trials, defeat the Sin Kings, and ascend to godhood. Magic is chaos, order is power!
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About
Runeveil is a roguelike deckbuilder where your strategy isn't just about what you play, but how you sequence it. Step into the shoes of powerful 7 Elemental Wizards and travel through various Arenas.
Your goal: Beat the 7 Sin Kings in the 7 Unique Arena, and survive the escalating chaos.
Unlike traditional card games, where you play one card at a time, in Runeveil, you play the whole hand, where the sequence of the runes is the most important.
Combat is a puzzle of destruction. Place your runes in a specific order, and watch them trigger for a blasting combo!
It’s not just about runes. Collect ancient Artifacts, use magical Potions, and apply Enchantments to your runes. Stack multipliers, trigger infinite loops, and create a build so powerful that even the Arena Kings tremble.
You can see your fight rewards from the beginning. Start your strategy to build the ultimate deck from the start!
4 playable wizards (Nature, Fire, Water, Arcane)
3 Sin Kings with 7 ascensions (Sloth, Lust, Greed)
40+ enemies to be fought
200+ fully implemented runes
100+ artifacts
50+ potions, scrolls, enhancements
7 Unique Arenas: Each arena features its own kingdom, distinct enemy types, mini-bosses, and a challenging final Boss.
Ascension System: Beating a trial is just the beginning. Unlock higher Ascension levels for each Arena to face difficult modifiers and stronger enemies.
Unlockables: Improve your collection and discover new runes and artifacts with every single run.
Deep Progression:
Wizard Evolution: Level up your specific elemental wizard to unlock unique skill trees.
Global Meta-Progression: Earn experience across all runs to unlock a global talent tree that benefits all your characters.
Sequence-Based Combat: A fresh take on deckbuilding where placement and order define your damage output.
Magical Arsenal: Play as 7 different wizards, each with unique mechanics and playstyles.
Relic Hunting: Hundreds of artifacts and items that fundamentally change how your runes interact.
Roguelite Depth: No two runs are the same. Procedurally generated trials ensure endless challenges.
High-Stakes Trials: Conquer 7 increasingly difficult trials to prove your worth in the Arena.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Turkish, Japanese, Simplified Chinese, German, Korean, Russian, Traditional Chinese, French, Spanish - Spain, Polish, Portuguese - Brazil +2 more
Engagement
Hours played at review time, across 46 reviews with recorded playtime.
Reviews
Themes across 46 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
I was a little hesitant to get this because it looked like it might have some common issues that pop up sometimes with indies but it ended up being surprisingly good. 10 hours of play went by shockingly fast. I'll write up a proper review later when I have more time but I just wanted to get this in early since it's deserved.
An excellent deckbuilder with solid variety between classes and a variety of synergies within each class to build around. I enjoy the sequencing aspect of the game, which is that you need to arrange your 5 card hand to be played in a specific order from left to right. All of the cards in your hand are played each turn and I am a sucker for mana-less card systems. It's complex enough that it creates a lot of engagement while not being so hard to understand that you constantly feel like you're making misplays each turn. My personal experience with the game that really hooked me was just how much power there is in mid-run and late-run cards and artifacts. If you can survive about half way through a run and land the right card or item, you can snowball into some neat stuff. Also, the ability to mix deck types in the middle of a run adds a neat complexity that other games don't have. After beating the first area of a run you can decide to stay with your deck type (i.e. if you chose the fire wizard, you can choose to stick with fire only spells) or you can choose to start seeing cards from other characters in your shops. I can only imagine what crazy builds you can make from this seeing as I already have so much to explore and learn about how to build good decks while sticking with one element only. Fans of the genre will find a lot to love here.
발라트로+슬더스 카드랑 유물연계로 득점하면서도 상대방이랑 공방주고받는 게임 존나게 싸구려틱한 그래픽이 발목을 잡지만 재미는 있다 AI딸깍이 넘치는 세상에 어떤면에선 레어리티도 있고 각 원죄마다 보정이 달라져서 나름 전략이 달라져야하는거도 신선한 점 영구성장이 쉬운 자연주문이 유독 센거같긴한데 아케인은 랜덤다이스에 성장성도 없어서 구린거같았지만 어찌어찌 굴러는간다 게임내에서 정보도 충실한데 가끔 알수없는 보정이 들어갈때가 있다 실드올리면 공격력오르는 오라를 깔았는데 공격력이 깎인다던가 실드 안줬는데 갑자기 실드가 생긴다던가... 다만 카드랑 유물 해금조건이 너무 빡빡하다 거의 도전과제급 난이도가 몇개있는데(체력1남기고 승리 등) 이건 좀 손봤으면 그리고 속성섞는거도 메리트가 전혀없다 내 키카드 확률만 떨어지지 슬더스에서도 프리즘보석은 패널티템이었는걸 --- 버그수정되고 듀얼룬도 메리트 생기게 패치함 근데 6승천부터 난이도가 말도안되게 상승함 이거 깰수있나싶을정도
Nice. Fun game. Good replayability. Active devs. It's own thang, but a cozy, familiar vibe. Great stuff!
Fun game! Runeveil is similar to Balatro with a flat damage and damage multiplier component accrued from runes (cards) and artifacts (jokers). However, combat is much more fleshed out and similar to Slay the Spire with enemy intents, shielding, various status effects, and auras (powers). I'm looking forward to seeing this game develop towards a full-release.
I've played lots of card games. I dont have much play time on normal game but played demo of this. So here are my impressions: Pros: They balanced game well. Every deck and combos are viable and playable. Have good synergies and combos to execute. Variable characters and variable decks to play. You can remove unwanted cards to make your deck feel more usefull and have better chance to reach your wanted combos. Very player friendly developers that listen you and fix issues fast. Pricing Cons: Its still got some minor bugs. But dont worry they gitting rid of it very fast and they are not game changing. Late phases of games are very hard to calculate outcome dmg. You have lots of things that interact each other. I didnt find tutorial enough. Some characters have unique gameplay but only after 1 game you fully understand mechanics.
This is a fun and addictive card drafting that keeps pulling me back for "just one more run". The different mages come with their distinct playstyles that fundamentally changes how you approach drafting, combat, and resource management. The ascension system is another highlight that challenges your understanding of the game's mechanics. Higher ascension levels don't simply inflate enemy stats—they challenge you from different angles and push you to adapt your strategies. Climbing through the ascensions feels rewarding because success comes from improving your decision-making and game knowledge. Recommended if you like to draft and figure out the "meta" (but without any mana screw problems).
Balatro is one of the games I really enjoyed playing and Runeveil combines the deckbuilding I love with the addictive elements that Balatro has. That alone makes it the perfect game for me. My only critique is that playing on steamdeck gets a little challenging when in the shop. I think the controller needs to be tweaked a bit to be more responsive there. I found myself accidentally removing cards i didnt mean to or buying something i didnt want. Switching to keyboard and mouse makes going to the shop easier. It's a slight hassle going back and forth like that, but the game is overall very enjoyable and I would still recommend everyone give it a try. It might surprise you.
short version: I love the freedom this game gives on how you can build your deck because I love experimenting with janky decks in any deck building game. Overall: A nice roguelike deck builder with a twist on its damage system. There is a great load of variety between runs with random rewards after each fight and the different cards of each element. The dual element system also allows players to combine different mechanics unique to each color (like MtG) which I really like.
Lacks too much polish for my taste. Fonts are difficult to read and it feels slow to gather the necessary information each turn. Feels like it has a lot of potential.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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