
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!
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.43/day in the week to Aug 18 → 0.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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.
Engagement
Reviews
Themes across 56 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Even though it’s not a genre I play often or very familiar with, I really enjoyed playing this game both for its gameplay and its visuals!!
Oyunu gerçekten çok sevdim. Roguelike türünde oldukça başarılı bir yapım. Erken erişimde olması sizi endişelendirmesin; şimdiden oldukça dolu ve keyifli bir deneyim sunuyor. Ayrıca, Slay the Spire'den ilham alınmış hissi veriyor.Bu fiyattan alırsınız ve pişmanda olmazsınız.
I ve been following the development since the demo. It feels like it s going to be a banger with a little more time. If you re looking for a deck builder, you can give it a chance
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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
Hours played at review time, across 56 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
OMG!!! Best game that I have played this year so far. Gameplay is tempting.
今後に期待!
《runeveil》是一款画风独特的Rougelike牌组构筑策略游戏。我们将扮演符文法师,操控流派构筑、对敌策略不尽相同的四位属性法师,号令『火焰』、『自然』、『神秘』与『冰霜』之力,调整抽上手的卡牌位置、将符文按特定序列摆好,然后就等着看它们像多米诺骨牌一般连锁触发、造成毁灭性的巨额伤害吧!能力各异的元素符文、力量强大的上古神器,以及施加增益的药水与卷轴……在难度递增的竞技场中证明我们的实力! 游戏的上手门槛并不高,过完小丑Kloki的新手教程,我们就可以大杀四方啦!实际体验下来,本作的玩法和《小丑牌》有些相似——同样靠打出滚雪球一般的高额伤害(分数)来通关,同样可以弃牌以寻找更优解。但《runeveil》的特殊之处在于,比起“牌是什么/打出了什么”,本作更依赖“牌的顺序”来得分——这也就意味着,哪怕是一手平平无奇的符文,也可以通过排列组合的方式清空敌人的血条。以最初的火焰法师为例,符文可分为攻击与辅助两大类,而部分符文置于特定位置时还能提升效果/获得成长!不过并不是所有符文都是如此——以【陨石打击】(谁家鸡煲)为例,虽然它拥有高达250点分数和0.70的倍率,但【终结】的词条意味着无论位于何处,当它触发时便会强制结束我们的回合。此外,敌人也拥有各式各样的能力,有的会恢复最大生命值,有的则对我们的“重抽”进行限制,需要有针对性地进行应对。 总体而言,《runeveil》是一款画风优秀的同时也质量在线的作品,期待后续更新带来更多新的可玩角色~ [quote]欢迎前来关注「 [url=https://store.steampowered.com/curator/45353266/] 𝗞𝗼𝗶𝗺𝗶𝗮𝗼🍁」 [/url] [u][b] 采撷旅途之叶,铭刻生命之诗[/b][/u][/quote]
小品來說艇爽 玩了三局發現無腦拿神器基本必贏 神器+攻跟重複觸發符文太過 OP 到中間根本是不用拿牌 拿牌反而累贅 只要能觸發倍率跟重複觸發卡牌 每一下都打出破萬傷害 最高打出70幾W 只要注意一下前期偶爾要用原生的護盾牌保護一下血量 基本是無腦過
Roguelike deckbuilderın şahı mutlaka deneyin
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This game is really cool. The gameplay loop has great potential and I have fun when it works. There's a lot that needs to be straightened out though. There are a lot of times where I have found combat just stalls unnecessarily. Some enemies have an unnecessary amount of health for how slowly you are allowed to scale even on the base difficulty. I also dislike the overtime damage that ramps up exponentially. You are punished for taking too long in combat, which makes sense since you have options for scaling your cards permanently, but I think the rate at which you can scale doesn't play well with the fact that you still have to kill your enemies and survive while being so limited. I know nothing about game design, but I think keeping the overtime damage would be far more engaging if enemies didn't throw up 50% of their health in block every other turn when they already have so much in the later stages. These issues aren't as apparent for the fire and plant element characters, but the water and chaos elements just trudge along in a way that I find so frustrating. The water one especially exemplifies every problem I have here. On a positive note, the art style is awesome and I love the design philosophies behind how each class plays. The artifact effects are exciting and they feel impactful while not being just boring stat buffs. I'm excited to see what else this game can accomplish once the core gameplay issues are comfortably resolved.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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