
Free-to-play online RPG meets relentless bullet hell. Blast, cast, and dodge as you chase rare loot, evolve your class, and bend the rules with game-breaking runes and pets. Squad up with players worldwide while delving into unforgiving dungeons and building your character, one drop at a time.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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About

You are a Runeward, a dungeon diver in a world overrun by monsters. Together with other players, you fight through sewers, ruins, and castles where bullets and enemies never stop coming. Along the way, you’ll find ancient artifacts - weapons, pets, and runes that can completely change your character. Bring them back, trade with other players, experiment with new synergies, and prepare for your next descent.
Blast, cast, and dodge through procedurally generated runs of handcrafted rooms. Survival demands quick thinking - hesitation is death. Every narrow escape is rewarded with the rare loot you will need to push your character further.
Don't just upgrade your character; evolve them. Every piece of gear you find is a potential build-defining tool:
Pets are not just companions, they are weapon modifiers. Make bullets bounce, duplicate, or track your enemies.
Runes fundamentally transform your character, growing wings to fly over pits or reversing knockback to pull in enemies instead
Discover a massive arsenal of weapons, ranging from ancient spellbooks that rain fire to heavy greatswords that cleave through your foes
Play alongside dozens of other Runewards in a fully online world. Chat, trade, party up, and fight together. Death may end the fight, but your progress is persistent. Your levels, gear, and loadouts stay with you, run after run.
Runeward is made by two developers over the course of multiple years. With no external investors, we’re free to focus on what matters most: building a deep, replayable online bullet hell RPG for all to enjoy.

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Languages: English
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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.