Runers is a top-down rogue-like dungeon shooter where you explore a vast underground labyrinth and face fierce monsters and bosses. As the game advances further into the dungeon, you will gather Runes, which will be used to combine into 285 unique spells. Discovering new spells will unlock their entries in your Runedex; unlock them all!
User reviews: Very Positive (143 reviews)
Release Date: Sep 2, 2014
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Recommended By Curators

"A top-down, roguelike/shmup hybrid which plays a little like The Binding Of Isaac, but without the nightmare foetuses and with DIY spells instead."
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Recent updates View all (8)

November 2, 2014

1.0.0.19 - Local Co-op released!

Hello Runers! After a long time of no patch, I hope this one is satisfying. This patch contains local cooperative with multiple controllers. Play with your friends and delve as deep as you can using teamwork and such.

There were also a large number of trait balance changes done to hopefully make more traits viable and consistent. You should read the full changelog here for more info on the changes:

http://steamcommunity.com/app/306550/discussions/0/34095051755785214/

To make it clear, to activate local coop you should plug in 2-4 controllers and go to the difficulty selection screen. There additional players can press start to join in. Everyone has their own health, and when going down a floor all dead players will revive at 20 health. There are increased drop rates when more players are playing. Also runes, spells, and combiners can all be dropped from the inventory using the Y button. Sharing is caring! Make the best loadouts you can and synergize with your friends.

There are still video issues occasionally I am still looking into. It is best to not minimize the game or move it between monitors for now. Thanks for understanding!

ːlight_runeːːdark_runeːːwater_runeː

3 comments Read more

October 9, 2014

Local Co-Op Beta!

Hello fellow Runers! Tonight I bring exciting news: I have just put up a beta for local co-op! You can now explore and combine with 2-4 players, you just need to press start to join in when selecting a difficulty.

The single player experience is largely unchanged, but a few things changed to support multiple people:

  • Runes can be dropped on the ground from your inventory
  • Spells can be dropped on the ground from your inventory
  • Enemy health and drop rates have increased for each player in the game
Remember this is a beta, so there may be issues. To access the beta, or to report anything you find, head to the beta testing thread in the Runers forum here: http://steamcommunity.com/app/306550/discussions/0/613936039392871250/

In that thread you can also find known issues, which we are working on clearing up.

A more detailed writeup will be provided next week detailing some more specific information about what changed and how some things work, along with the beta changelog.

Happy combining!

ːshock_runeː ːearth_runeː ːfire_runeː

2 comments Read more

Reviews

“I just made a spell that lets me shoot rocks that I can control with my mind and I’m using it to squish a bunch of angry water mages.”
Rock, Paper, Shotgun

“Runers is a fantastic game. It boasts solid gameplay with tons of replayability. The game is difficult, but in a rewarding way.”
8.5 / 10 – Capsule Computers

“Runers is an immensely fun game for fans of the dungeon crawler to get excited about. Hardcore gamers will love what LGK Games have created with the diversity and variety of both the character selection and the enthralling gameplay.”
7 / 10 – God Is A Geek

Steam Greenlight

About This Game



Runers is a top-down rogue-like dungeon shooter where you explore a vast underground labyrinth and face fierce monsters and bosses. As the game advances further into the dungeon, you will gather Runes, which will be used to combine into 285 unique spells. Discovering new spells will unlock their entries in your Runedex; unlock them all! But be careful – if you die, your playthrough is finished.

We wanted to make a game that had a lot of replayability, customization, and discovery. Almost every design choice we made focused on furthering those three goals. We want the player to be able to choose the playing style that suits them: long range sniper, mid range run and gun, or an up close brawler. There are many features to facilitate this level of customization. When you earn enough experience you will level up and be able to choose from 4 random traits to make you even stronger.

Each floor is procedurally generated, so the enemies, rooms, event rooms, and bosses you face are all randomly chosen, making every playthrough different. You will not encounter everything in the game in one playthrough, or even five: there is always something new to encounter.




  • Each floor and room is completely randomized – each run will be a different experience
  • Choose from 20 Races and 20 Classes to customize your runs
  • Runes have unique stats that modify the spells you create with them
  • Choose from 285 different spells to build your own unique spell loadouts
  • Upgrade your spells to make them even stronger
  • 50 different traits to choose from when leveling up
  • 10 procedurally generated floors to explore and fight through
  • 15+ random bosses and 100+ random enemies to fight
  • Numerous Challenges, Event Rooms, and Achievements to complete
  • Defeating enemies unlocks entries in your Beastiary
  • 5 difficulties to increase the challenge

System Requirements

    Minimum:
    • OS: Windows XP (SP3), Windows Vista (SP2), Windows 7, Windows 8
    • Processor: 2.0 GHz Dual Core Processor
    • Memory: 2 GB RAM
    • Graphics: GeForce 8800 or equivalent.
    • DirectX: Version 9.0c
    • Hard Drive: 350 MB available space
    • Sound Card: DirectX 9.0c compatible.
Helpful customer reviews
42 of 43 people (98%) found this review helpful
9.1 hrs on record
Posted: October 21, 2014
Runers is a top-down, may-as-well-be-twin-stick shooter with roguelike qualities, including permadeath. Contrary to what you might have expected after glancing at the screenshots, the game does not feature traditional loot, consumables, equipment or an inventory system, other than what’s required to craft spells. With this in mind, I didn’t expect it to have much depth but was pleasantly surprised to be proven at least partly wrong.

The main attraction here is the magic system that lets you combine a catalyst with one to three runes from eight elements to create 285 different spells. Most results are unique in both animation and effect and generally fall under buff, debuff, direct single-target damage, area of effect, or some combination thereof. Spells can be further upgraded in power by dragging duplicate runes of the same element onto them, which augments their damage, knockback, cooldown, bullet size and speed. Runes, and the catalysts needed to combine them, drop from enemies and destructibles and are presented as a reward option when descending floors.

Spell quick slots are limited, maxing out at six after you’ve beaten a few minibosses, and excess spells must be in one of two storage slots or discarded. Two primary spells can be set to autofire so that they blast toward your cursor each time the cooldowns are up, which really makes casting feel like a twin-stick shooter without actual twin-stick support. Spell quality varies wildly with a few feeling overpowered, many feeling useless, and most falling somewhere in between. Casting does not consume resources and is only limited by cooldowns, so it’s fun to experiment with different builds.

Adventuring begins with choosing a difficulty, a racial passive ability, a class that determines your activatable special ability, and a starter spell (or, in roguelike fashion, just hit “random” and let the game decide these things for you). After this, you’ll be placed in a ten-floor dungeon with a toggleable map overlay that shows which rooms you’ve visited and any items you’ve left behind.

Enemies often feel just as, if not more, powerful than you because they cast the same spells available to you and can quickly fill your debuff bar. Combat involves a lot of running in circles as a result, dodging projectiles like you’re in bullet hell while slinging your own spells toward the pack of enemies that’s chasing you. Emerging as the victor will unlock the exits in that room and let you progress to the next. Rinse and repeat. The bulk of Runers’ depth and imagination went into its magic system and there isn’t much in the way of surprises outside of that. There are really only three room variants in the game: rooms containing a throng of enemies, a boss or miniboss, or a challenge (which is often just another throng of enemies whose conditional defeat rewards you with a perk).

Upon leveling up or completing a challenge room, you get to choose between four perks that are drawn randomly from a huge pool. With a few exceptions, these bonuses are more about augmenting your spells to be as deadly as possible and less about traditional character stat building. Even though death is permanent, a runedex keeps track of all the spell combinations you’ve unlocked thus far and a bestiary does the same for all the enemies you’ve encountered. There are also leaderboards for each difficulty and 30 optional, standalone challenges.

As long as you delve into Runers with an open mind and no expectations of it cleanly fitting into a particular genre—and you’re prepared to deal with the difficulty of projectile hell—you should enjoy the ride.
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27 of 32 people (84%) found this review helpful
24.3 hrs on record
Posted: November 18, 2014
Runers has high hopes, and a fantastic spell crafting system, but is held back in just a few too many ways.


The game is full of strange design decisions. For example rune combiners are needed only for new spells. This means that early on in your play of Runers you will find yourself unable to create many complex spells, and once you have died a few times and unlocked a lot of spells, you find yourself with combiners falling out of your pockets. My question is why? Surely the game would play better if combiners were always required but were more common? Then you'd have to be careful about which complex spells you created, and would make each run more varied.

Then there's the fact that drops are completely random. I can kill an air mage and get an earth rune! There's no rhyme nor reason for anything, and as such each run tends to blur together.

Sound levels are also just strange. Some enemies are much much louder than others. Some barely audible, others annoyingly loud. And this happens on every single 'I got hit', not just for special attacks or anything. Oh, also, your character doesn't have a 'I got hit' noise. That's rather important, and yet entirely missing. The music is really quiet. Again, this is odd because they sell a soundtrack edition, so clearly they're proud of it.

You can rebind keys*. You will want to do this, since hitting 1-4 while using wsad to move is rather lethal. *Caveat: However, you can't rebind the left and right click spells. Which is odd, because they end up being the spells you click the least often, since they have an autofire option.

The whole pace of the game is bloody fast. It's a test more of reaction speed than skill, most of the time. The main thing is movement speed. You move fast, your enemies move fast. So fast, in fact, that it's hard to control. The game suggests that you can use destructible objects as cover, but I genuinely had a hard time stopping behind them with any sense of consistency. It's that fast. I don't think this is a good thing, not at all.

There can be a lot going on in fights, and you just don't have the time to comprehend it. After level three there's a miniboss, called the bombadier. He throws bombs. Makes sense, right? Except that he also throws fans of knives. And he also summons randomly spawning rocks throughout the room. And also there's at least four different types of bombs he spawns. Also he can run very fast, and spends most of his time off-screen while you're frantically trying to figure out if this bomb explodes in a + or an X, so you can't even throw incidental damage at him while dodging. And this is just a miniboss!

Enemies can spawn in huge clusters right near the doors, giving you no time to react. If you get mobbed you're kind of in a spot. Unless you have a knockback spell equipped then you have to physics your way out of them. It's nice that you can push enemies around, but the game is so quick that often it's all you have time to do.

When you level up, the game waits to tell you until after the fight. This is pretty great. It automatically pops up the box that gives you the choice of perk and you don't have to worry about getting mobbed the moment you click one. However, the game also doesn't let you click anything until it finishes playing the 'you levelled up' ditty. It just... stops for a moment.

The spells. My goodness, the spells are so good. You can make one-, two- or three-element spells, with repeats allowed. The game tells me that's a total of 285 spells, and I believe it. You start off knowing all of the one-element spells, and I have crafted all of the two-element ones and a half-dozen of the threes, and they're very well varied. There's direct damage spells, aoe spells, buffs, debuffs, you name it.

This is where the wonderful variety of statistics comes into play. You have damage and bullet speed and bullet duration and size and dot damage and knockback to name just a few that appear on spells, and then characters have movespeed and health and armour and elemental skill and crit chance and density and so many others that there is just a whole heap of room for spells to be different in! It's great!

The game makes you feel like a pretty badass wizard, and I have to commend it for that. It's really fantastic in that respect. It's one of the best games I've ever played like that.

Level design is good and varied. Each arena is different enough to feel interesting, and the enemies with zones of effect are just the right size to have an impact and let you play around.

Enemy AI seems pretty smart. If you go invulnerable then they run away from you. They can try to dodge bullets, especially elites.

Bosses are hugely varied, but, again, perhaps a little too busy. There is an awful lot going on in any boss fight, and it gets very hard to follow very quickly. This was my experience in the first boss I encountered: "Oh, so he's immune to damage? Okay, I'll wait it out. It's not ending. Oh, so I can stand on his head to hurt him. King of the hill, no problem. Okay, so those are knockback attacks bouncing around. Makes sense, this is the storm boss. Okay, so bouncing off the walls deals damage? or is it those red areas? Okay, so dodging is hard when his face covers the spells, but almost down to the last quarter and- oh. Dead. So he shoots lightning at the end, centred on his head, where I had to have been standing to damage him up until this point. Well that's good to know if I ever have to fight him again. Back to floor one again." And this hasn't been an isolated incident, this has happened with just about every boss. There's just no way of knowing what the attacks are going to do, or what hurts or where to stand. There's no telegraphing.

I encountered a fair number of bugs, but the devs seem to be working on most of them. It's a small team, so this is entirely understandable and I don't hold it against them.

And now for the nail in the coffin. My final comment: The art is... There's no two ways about this: it's really bad.

There is a grand total of one, yes: one, casting animation. In a game about casting spells. A firepit is a reddish smudge, a mudslide is a brownish smudge, ice is, you guessed it, a bluish smudge. An air elemental, a creature, is a whitish smudge Every other creature in the game is done in pixel art, but not the air elementals. This is probably my biggest gripe with the game. I think that hiring a professional artist could double, perhaps even triple the quality of the game.

Now you could argue that it's going for a "retro pixel style", but that doesn't stop it from being a terrible example of such. The only animations that you ever see are: walking in the four cardinal directions, walking while shooting in four cardinal directions. And notice that that's the direction you're shooting. The animation's the same no matter which way you're going if you're shooting, say, to the right. That's it, that's all there is. And it's not even a particularly good walk animation, just leg up, leg down. Standing still is even just a still frame from the walk animation, as far as I can tell.


So, the verdict. Is it worth your money? Not at the moment. Perhaps after a few patches, and preferably a makeover, then I could recommend it, but not as it currently stands.

I will edit this review if anything changes.
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10 of 10 people (100%) found this review helpful
61.0 hrs on record
Posted: October 29, 2014
This game seems simple but you can put an incredible amount of time and get an incredible amount of fun out of it. The creative method of making spells that this game uses makes it fun to discover new spells every time you play and encourages you to think out what spells you'll use each playthrough. This game I would recommend to anyone.
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9 of 10 people (90%) found this review helpful
6.8 hrs on record
Posted: September 11, 2014
Runers is a rogue-like shooter with randomly generated dungeons and shown from a top-down perspective. We’ve seen more games exactly like this. So, is it good ? No,… it’s great !

Now, Runers gives us exactly the same stuff as other top-down rogue-like games, but with one little twist: along the way you’ll find all kinds of different runes. These runes can be used to create a new spell. One isn’t usually as effective as two or three of them, but sometimes you have no other choice. You see, you have to use Combiners (also found randomly) to combine two or three of the same runes. The more runes you add the more powerful your spells become. After creating a spell you can continue to upgrade it even further by placing the same sort of runes on top of your (newly) created spells. It’s amazingly deep and it gives the game an insane amount of replay value.
These runes can be found in crates and can be dropped by killed enemies so you never know when you’re going to get it, or what you get, of course.
Killing enemies gives you experience that will level your character up. You don’t upgrade stats like endurance or strength, but you do get to choose between several perks, like more damage, but less armor. Things like that. These perks usually have a trade-off, so it’s not always a win-win situation.
If you finish a floor you’ll also be able to choose between five perks and these always have a positive effect, like extra Dark or Light damage, for example.
When you first start the game you’ll be able to choose between quite a few races and classes, each with their own pros and cons, and these influence the gameplay quite a bit. Again, tons of replay value because of this. You can make the game easier or more difficult by just selecting a certain class and race.
So, the dungeons are randomly generated. You can use a map to see where you’ve been, because the rooms usually look alike. When entering a room you’re usually met by at least 10 enemies, often even more, and by pressing both the left and right mouse button (or one of them) you can shoot your primary spell and, if you have found a rune, your secondary spell. There’s even room for 2 additional spells that can both be used by pressing 1 or 2 on your keyboard.
Rooms also have different types of objectives; there can be challenge rooms (for example, dodge fireballs until the time runs out), event rooms (like saving a character by killing all enemies) and boss rooms (which don’t need any explanation I think).
The game is pretty hard, depending on what kinds of spells you can create. The first floor is usually easy enough and from the second floor and onwards the game becomes increasingly difficult with tougher enemies or enemies that deal more damage. It’s absolutely recommended to keep moving because standing still will get you killed.
Still, dying isn’t the end of the world. In fact, I’ve had tons of fun by just dying. I find it absolutely fantastic to unlock new bestiary entries and create newer and more effective spells. Besides, the games usually aren’t that long. They range from 30 to 90 minutes I think. But this number depends on several factors like exploration, luck and skill. So some games might take longer than that, some even shorter.

Runers isn’t the best looking game out there. There’s nothing fancy about it. But the spell effects stand out the most I guess and they look mostly fine. The characters are usually too small to notice any sort of details and the gameplay is so fast that you won’t even care about it anyway.
The music is mysterious and fits the dungeon part of the game and the sound effects like shooting spells or the sounds enemies make when they are killed are solid.
This game isn’t meant as an audiovisual experience. It’s anything but that. But the gameplay is the most important part of it all, and I really can’t complain about that.

I think Runers has become one of my favorite rogue-like games of the last 6-12 months. It’s utterly brilliant because of its deep customization options and its addictive gameplay. Look past the mediocre graphics and give it a try and you’ll see that this is one hell of fun game.
Highly recommended !

[Rating: 81/100]
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7 of 7 people (100%) found this review helpful
48.3 hrs on record
Posted: November 2, 2014
Definitely a fun, neat twist on the Rogue-like genre. Lots of variety in characters and customability, and the whole rune crafting system for your spells is a nifty idea. What's more, the fact you save your Runedex progress even after your perma-deaths let you know what spells were worth it and which ones weren't. It's hard, but still definitely fair, and I highly recommend this due to its unique play flavor.
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7 of 8 people (88%) found this review helpful
3.5 hrs on record
Posted: September 6, 2014
One of the best rogue-likes i've played in recent history. It's a nice combination of bullet hell, dungeon crawler, rogue-like, perma death. The basic idea is that you pick a race and special ability. Then you crawl the dungeon as you gain perks and runes. Runes can be combined with other runes to form spells.

Highly recommend to anyone who likes Rogue Legacy, Binding of Isaac, Mojo, Rogue, etc.
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14 of 22 people (64%) found this review helpful
3.9 hrs on record
Posted: October 19, 2014
Spell combining + twin stick shooter is a REALLY AWESOME formula. Unfortunately it's dragged down by poor balance, non-existent level design, and boring enemy AI. It really needs another round of solid mechanic improvements before I can reccomend it.
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6 of 8 people (75%) found this review helpful
13.1 hrs on record
Posted: September 7, 2014
WAY, WAY, WAY, better than dungeon boy. In this game, you 'craft' spells to combine different creations to defeat enemies.

Now don't get me wrong, the crafting isn't flawed like magicite, in this game, it's not all like,

OH, I GOTTA LOOK SOME CRAFTING SCHEMATICS ON WIKIPEDIA BRB

it's different everytime, so don't expect a trial and error roguelike like most so-called roguelikes are today.

This hits it spot on.

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3 of 3 people (100%) found this review helpful
39.2 hrs on record
Posted: September 8, 2014
This game is a blast. A BLAST. It's so random and so fun and so joyous and so visceral and so fast. It's like Robotron had a baby with a roguelike that fancies runes. SO GREAT. I'll be playing this a lot. You should to!
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3 of 3 people (100%) found this review helpful
4.7 hrs on record
Posted: October 19, 2014
quite the fun game! still could use some tune ups here and there but for someone looking for a fast paced run and gun-ish experience its solid! the powers combination is what got me hooked (im hoping they make "combiners" a more frequent drop, only because it has felt like i crawl from floor to floor just hoping to find one) as of right now expect a solid gameplay but a barebones experience, this experience will be a nice addition to your rogue style games
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4 of 5 people (80%) found this review helpful
3.6 hrs on record
Posted: November 14, 2014
It looks like ♥♥♥♥ in the trailer and still images, but it's actually a fun dungeon crawling roguelite. You're basically Harry Potter, except you're a skilled mage and you can combine up to 3 spells at once for a unique new spell. Which you technically can combine with your other spell slots as well and you racial and class spell/passive. It's like you're playing Binding of Isaac crossed with ♥♥♥♥ing Touhou and Zun's art.
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2 of 2 people (100%) found this review helpful
8.6 hrs on record
Posted: September 6, 2014
The Mage's rogue dungeon crawler, "Runers" has a vast array of spells to create & cast that drives one beyond each death looking for more. The Runedex is cumulative over all lives (deaths), so you are always learning new ways to win, new spells to smite foes, new abilities to change the game, & new passive traits to empower your hero. It's fast & fun shooter action that's been modified with tons of RPG quality & oldschool charm. In fact, many so-called ARPGs could take note from how complex this roguelike truly is. The AI is intelligent and surprising, lauching all sorts of magical tricks and traps along the way. Quests as well as Boss fights are intense & rewarding, changing the pace up of the dungeon crawl, getting adrenaline pumping as fast as any AAA FPS or Action game. The way magic is modified is like the system "Gunstar Heroes" always dreamed of but never realized. "Runers" stands up to "Realm of the Mad God" as it's solo arcane bullet-hell brother in arms. Besides, where else are you going to RP a Chimera Mummy?
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2 of 2 people (100%) found this review helpful
5.5 hrs on record
Posted: September 8, 2014
This is one beautifuly game, not only for the pixel art that is impecale from afar and up close, but also for the gameplay that will force you to decide if you have the ability to do something and then punish you just because. There are may different spells that can be used to damage and manipulate the crowds, but even the spells don't matter for the enemys have the same abilities as you and can cause you to slow down, damage over time or even instant death. I final got down to the third floor and took on the first of fifteen bosses just to get to 1/4 of health and have her do a feild spell that killed me, now to go back to the first level and try again.

P.S. Schock and Entropy it will save your life
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2 of 2 people (100%) found this review helpful
22.6 hrs on record
Posted: September 16, 2014
Runers is a great game for folks who want a challenge and a multitude of strategies to defeat it. My recommendation to first-timers is to do the tutorials once before you start, then again after a few hours of gameplay. You'll be grateful you did since coming up with your own winning build requires a good understanding of the mechanics, the more advanced of which are best learned once you have a good understanding of the basics. The game is challenging, both in gameplay and in build-creation.

Here's a quick example of the diversity of the game. There are 285 possible spells, of which I have discovered just under 100, and already I have 3 or 4 high-powered builds that are capable of winning (at least on the easier difficulties). Throughout the game, you will complement these skill-builds with a set of unique abilities you acquire from accomplishing various in-game feats (e.g. completing a floor, defeating a boss, succeeding at an "event room", leveling up). You can base the abilities your spells or your spells off your abilities, but certainly you will want to think about how they will pair with each other to make your character perform best.

As far as the enemies, I haven't counted, but I would say there are well over a hundred unique types. Developing a strategy on how to approach each enemy type is another critical part of succeeding. The game is not easy to win, even on the "easy" difficulties, so be prepared for a challenge. Once you get to know the majority of the mob types, you will find yourself laughing in the face of enemies that you used to curse for their ridiculous difficulty! Except for bosses... Boss fights are just as diverse as the "normal" room fights, with what seems to be at least a few dozen different bosses that you can encounter. These will range from "Oh, I can easily beat this guy when he does such-and-such" to "I'll never beat this guy!" (don't worry, you can definitely beat him, the question is are you resourceful enough). All of them are distinctly different experiences which is what kept me coming back to replay it again and again.

As far as the different difficulties, well, I haven't beaten it above the first two difficulty levels, but that is mostly because I've only tried the harder ones a couple of times at this point (the game is pretty new, after all). As I said before, even the "Wimpy" mode presents a challenge and I would recommend sticking to this mode until you've honed your skills and developed several effective combos that you can be prepared to deploy. You have to be ready to be effective regardless of what rune types start dropping from the enemies you dispatch.

All in all, this is a pretty stellar game. I quickly grow weary of a game that either feeds me an easy win or sits me in a rail-car and doesn't let me deviate or forge my own chosen path to victory. Runers does neither of these things, and is winnable with literally thousands of different builds/strategies. And just when you think you're a master, you realize you're playing on "Wimpy" and it's time to up the ante and break into the higher difficulties.

Runers has been fun so far and hopefully some of the remaining spells I discover will give me the edge I need to beat it on Apocalypse. Rune ho!
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2 of 2 people (100%) found this review helpful
27.1 hrs on record
Posted: November 7, 2014
What a fun Rogue-lite.

The insane amount of spell combinations and effects combined with the leveling system can be downright daunting but experience is fun and well polished even if sometimes it may feel a bit too punishingly hard.

Plenty of action and unique encounters/boss fights to keep things going.

My only complaint really is that re-starting can be a bit tedious with how long it may take to ramp up your gear/character.
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2 of 2 people (100%) found this review helpful
8.7 hrs on record
Posted: October 21, 2014
Howdy. This game is hella fun. Part rogue, part Smash TV. Do you die lots? yes, does it make you want to stop playing? not at all. There is loads of variety and by choosing different characters you find you must alter your play style. On the downside there isn`t a whole lot of substance to the game, but that doesn`t change the fact that it is fun on the bun.

I`d recommend this game to anybody. YAY
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2 of 2 people (100%) found this review helpful
27.0 hrs on record
Posted: January 21
A fantastic game which hides under a quite ugly tile based surface. If you're a person which doesn't need to have great looking graphics and you're just a bit into dual stick roguelikes, please have a look at this game. You combine different spells up to three times which each other to create new and more powerful spells. From buffs, debuffs, damage over time, bolts and flares, everything is there for you to explore. The game is hard as balls but that just makes it that more satisfying when you finally beat the boss you prior always lost to. If you don't look up the spells online, the whole process of discovering them is quite exciting. You have something new to do on every run and the classes with the several masteries just add to that. The only point which could turn you down are the graphics which are really dated. I saw better looking tiles in other games but if you can get over it the game will surprise you with it's mechanics. To me fully worth the price but if you don't want to pay as much, on sale it's a must buy.
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2 of 2 people (100%) found this review helpful
132.3 hrs on record
Posted: January 4
Runers is an amazing combination of discovery and rogue-like gameplay. You use 1-3 of 10 different types of runes to create hundreds of spells. Of the 285 spells you can only discover a handful per run, and runs can take hours. In other words, this game's element of discovery can last hundreds of hours.

The spells are incredibly unique and versatile. You'll find that they fit into general categories and serve similar purposes, but that no two spells are the same. You can also upgrade the spells you have created by using additional runes on them. This doesn't simply upgrade damage or cooldown time though, but any of a number of aspects of a spell including but not limited to: buff duration, radius, force, speed, knockback, stun duration, and even "leash elastic." Clearly not all spells will have every one of these and more aspects, but how a spell can be upgraded is just as important as how it first appears.

For me the best thing about this game is that it is a rogue-like with meaningful general progression. Usually in rogue-likes, once you die you start over and very little will have changed other than your knowledge of the game. In this game you might discover a very useful spell on one run and feel great about your progress even without winning or performing well.

A really important thing to understand about the mechanics of this game is the meaning of "discovery." Creating a spell for the first time does not simply mean adding a new "recipe" to your runedex that you could have just looked up on a wiki. You need combiners to create spells for the first time, afterwards you can create those spells using only the required runes. Combiners have another possible use though, in that you can break them to gain experience. I can't stress enough how important it is to be aware of this aspect of the gameplay. If you look through the discussions you will find many, many people who didn't become aware of this until they had put many hours into the game.

I definitely plan on completing my runedex so there's no way I couldn't recommend this game.

I should also add that this game has a pretty cool soundtrack.
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2 of 2 people (100%) found this review helpful
3.2 hrs on record
Posted: February 24
More roguelikes for the roguelike god.

Okay so Runers controls a lot like Binding of Isaac: run around while shooting at the enemies chasing you. You get a lot more health and often it is easier to refill it but the trade off is that there are far more enemies on screen and many of them are ranged/mages. The gimmick is the magic system, which allows you to craft spells from a single rune or a combination of two or three provided you have the appropriate item (which drop infrequently).

Your first handful of runs will inevitably involve determining the best initial set character set up (you get to choose one passive and one ultimate essentially), your favourite opening spell and then the best combinations. To be frank I did not make it far into the last step because I got tired of running the same levels over and over hoping to find not only the combiners necessary but different runes to find a play style I would enjoy. Also the game crashed a couple of times which was frustrating.

There have been a few other magic mixing games out on steam as well as a deluge of roguelikes, and as such it's difficult to recommend Runers as a must play, especially at $10. The primitive art style, tedious rune gathering and the frankly ♥♥♥♥ level up bonuses make the game a painful, unrewarding slog. Maybe the desire to experience a variety of crazy spells will work for you, but getting to that stage will require a lot of patience.
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1 of 1 people (100%) found this review helpful
2.0 hrs on record
Posted: September 20, 2014
Entertaing mix of rogue like and spellcrafting - think Magicka meets Rogue legacy! Lots of replay value between different and custom spells based on drops and a multitude of starting classes and charactistics.
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