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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"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 - 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:

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!


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:

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


“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

    • 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
74 of 82 people (90%) found this review helpful
1 person found this review funny
44.5 hrs on record
Posted: September 4, 2014
In an industry run by flashy visuals and over-the-top plots we tend to forget what makes the games that have lasted us the longest so memorable, their content and the feeling of discovery. Runers ditches the sugar-coating and fluff in favor of pure action and customization to help craft an experience that revolves around how you want to play.

Banished to the confines of a dark and dank dungeon with nothing but your arcane knowledge and the magical power of the Runes found within. The moody melodies and grim dim-lit rooms beckon you deeper in to the randomly generated chambers of ongoing dungeon floors which each act as an arena, staging chaotic top-down battles and sometimes throwing objective based events at you for a chance at an additional skill to level up and increase your survivability in these diabolical crypts.

On the surface Runers may seem slightly rough around the edges in terms of aesthetics with its art and sound effects having a very hand-made and appropriately gritty quality to them. This is however not at all a bad thing and will actually be a welcome feeling among old-schoolers who remember the early days of PC gaming, as this has a very similar feel visually to the obscure dungeon delving titles of the early 90s many are fond of.

Runers features the grid-like map progression and dungeon exploration of a classic Zelda game with the fast-paced horde slaying arcade-action of a Gauntlet title. There's no drawn out plot or complicated goals present here, instead Runers takes a more score-attack oriented approach testing the players ability to survive and make the best usage of their findings. Most of your early runs will end swiftly in humiliating defeat, but the more adept of players will experiment and explore the hundreds of possibilities made available through Rune crafting.

Runes come in the form of different varying elements, from burning Fire spells to Air spells with the ability to knockback. Combining the different spells can be done in pairs of two or three depending on the amount of combiners you have. Combining two spells is as simple as using a Rune Combiner which are generally dropped off of the tougher Champion type enemies as well as mid-bosses. In order to obtain the more useful and generally passive or evasive three-spell combinations you must accumulate 4 regular Combiners. This provides an even deeper level of decision making forcing you to choose between going with the instant gratification of a slightly stronger 2nd level combo or saving your Combiners up for the often life saving 3rd level spells.

The easiest way to meet your maker is to become surrounded. The game features Diablo levels of swarming from your adversaries and the worst thing to do is get trapped in a corner or against a wall as you'll quickly be blocked in by swathes of dangerous creatures with no escape other than the sweet solace of your own magic-blasting runes making way. Although you'll be overwhelmed early on much of the time consecutive runs will last longer as you learn the necessities of preparation, especially prior to facing the hectic boss battles and their bullet-hell styled patterns.

The rune system is the bread and butter of the game, providing hundreds of unique and effective combinations of magical runes all with different attacks and properties. Throughout the levels you'll find differently sized rune combiners which will allow you to combine different runes into bigger, better attacks to use on your ability bar. The abilities are unknown at first and to unlock the hundreds of useful attacks you'll have to experiment with the different complex combinations. Runes can also be stacked onto powers in the ability bar that use similar elements, strengthening a particular attribute tied to it. In the end what you have is a very free-form combat system with an extremely high skill ceiling, the limits being that of your own discovery and persistence.

Runers is the most customizable encounter I've had in the roguelite genre, complimenting the play style of every attribute be it speed, power, or wit. It offers a level of creativity and choice in how you approach battles that is unseen for dungeon crawlers, and offers enough variation to always keep you coming back. For the modest asking price, Runers is an engrossing experience with an amount of content and combat options that surpasses anything like it.
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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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25 of 30 people (83%) 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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9 of 9 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
4.8 hrs on record
Posted: September 2, 2014
Runers is a roguelike very much reminiscient of The Binding of Isaac. You slowly power up as you venture, through rooms, deeper into the meat of the game.

Runers is challenging. Heck, it is downright brutal. After three hours I finally beat the first boss (and mostly because I fought one of the easier bosses) only to die right away in the next area because it introduced stuff I'd not yet seen. That's what makes these games great, when they can hit you with a curveball just as you begin to think you can hit a homerun.

The rune system of developing spells is pretty intriguing, albeit very tricky just starting out. I am noticing that entire runs can be dedicated to trying different combinations of runes hoping to find that one spell that really accents my playstyle. The rune system is interesting, furthermore, because it challenges you to decide between upgrading your current spell and building a new one altogether which, if you're a newbie, is kind of like playing a slot machine.

There are definitely flaws with the game, however. It doesn't have that level of polish that the Binding of Isaac has, nor does it really feel flushed out and well balanced. The art is consistent and classic-style, which is great, but it gets lost in the level design. The maps are pretty much all the same, on the levels I played. Rooms are slightly different looking but there are only a handful of room types and things that might happen in those rooms. You've got the boss room, normal rooms, and challenge rooms. All of which might spawn as an aura room, but for the most part you're looking at only three room variants. Hopefully in a future patch we'll see this expanded upon, as it is certainly one of the major lowpoints for the game right now.

The music is solid, and the controls feel well thought out. There is currently no controller support which is a bummer, but it plays just fine without. I do have one complaint, however, with the keybinds for hotkey spells. With all the frantic action it is incredibly frustrating to stop what you're doing to hit a hotkey. If you're using your mouse buttons to fire your primary spells then the hotkeys will not (at least not for me) activate properly. You've got to stop moving or stop firing to shoot off the hotkey spells which makes them near-useless.

Great game and I'm sure we'll see my concerns addressed in future patches.
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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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12 of 16 people (75%) found this review helpful
4.8 hrs on record
Posted: September 2, 2014
I’d played this game for roughly two hours before writing this, it’s good.
- With the large number of races, classes, procedurally generated maps, random loot and huge number of different spells you can create there is a lot of variety to the gameplay
- Because of all the choice presented in character generation and spell creation you a fair have amount of freedom to play the way you want
You have the choice of undertaking a series of tutorials ranging from basic movement to spell creation. These worked well and didn’t take excessive time.
-----When starting a new adventure game you select you race which benefits a unique passive ability such as regenerating health after damage is taken or increasing your damage when your health is low. Then you select a class which provides you with an unique active ability, as well as determining your appearance. Active abilities have long cooldowns and give you powers such charging attacks or an aura which stuns enemies.
-----You then choose your basic spell before beginning your adventure. The environment you will find yourself in is made up of series of rooms. Most rooms contain random hostile creatures which you must defeat in order to leave the room and enter another adjacent room. One room on each level houses a downwards staircase which will take you to the next more difficult level.
-----At the start of each level you will have the choice to continue playing or to save and exit. Apparently you can only load a save once, so you cannot attempt the same instance repeatedly.
-----On death hostile creatures or destructible objects may drop healing items or a random rune. There are several kinds of runes such as shock, fire, cold and so on. You can then use a single rune or combine two or three different runes of any combination to create new spells. The spell created depends on the runes used and will be unknown to you prior to combining multiple runes. Most spells are projectile attacks but some are more unique and have different effects.
-----To use spells that you have created you must assign them to slots which correspond with mouse buttons or hotkeys. You are usually able to hold down both mouse buttons and hot keys simultaneously to alternatively cast spells. A quick firing spell can fire several times before the cooldown of slow firing spell is up. Spells can be upgraded by investing more of the same runes into them.
-----By the default the hotkeys are number keys one to four. These are actually difficult to use while you are controlling your movement with the WASD keys. Because enemies move fast and you basically need to constantly move to avoid them. But you are able to rebind the hot keys to something that suits you better.
-----Your character will gain experience and level up as your progress through the dungeon. Each time you level up you have the choice of four random perks, which vary in their usefulness. Some seemed to have negligible effects such as a small damage buff but others had valuable utility such as stunning all enemies once you reached critically low health.
-----The game is fairly challenging. I played through three or four times and usually only made it to level three. I only made it to a boss one time, it had a really interesting attack sequence. On death you will lose your experience and spells. However knowledge of new spells created and new creatures encountered will be added to the runedex bestiary for future reference.

So the graphics are quite basic, reminiscent of old 2D console games. But I thought the game looked fine. There is a quite a bit of variety in the types of creature you encounter and the look of the different spells you can cast. I think it would nice if the graphical and sound effects made the spells feel a bit more dramatic and feel more powerful.
-----Upon entering one stage I was presented with a little bit of dialogue. So I think there might even be a touch of narrative in this game, but that’s basically all I encountered of that nature.

There is quite a bit to this game. Playthroughs take half an hour to an hour or more. I only scratched the surface of the game in two hours. There are 7 more levels that I didn’t complete, a lot more enemies that I didn’t come face to face with and so many combinations of runes that I wasn’t able to experiment with. I enjoyed playing it and definitely recommend checking it out.

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7 of 7 people (100%) found this review helpful
19.0 hrs on record
Posted: September 3, 2014
fun as hell, tons of replayability, nothing like mixing and matching elements to create spells. very fast paced, and optional high difficulty. the lower difficulties are still playable for those who suck at twitch gaming, but still want to unlock things and play through for achievements
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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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6 of 6 people (100%) found this review helpful
5.9 hrs on record
Posted: September 3, 2014
I made a video review to show off some of the features and gameplay of this game!
I hope you enjoy!

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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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5 of 6 people (83%) found this review helpful
0.7 hrs on record
Posted: September 3, 2014
Even excluding that I (loosely saying) know one of the creators, it is a fun game. Learning how to play is easy. Tutorials are given simply. Gameplay is simple yet actionous. Just get it bro
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5 of 6 people (83%) found this review helpful
14.5 hrs on record
Posted: September 2, 2014
A shoot'em'up wearing RPG gowns. Really.

Remember those old shumps where you had to pick up the power ups before starring the game? Same mechanics here, you pick up your hero, pick up a shot style, a modifier and there you go.

Character classes are meh, most of them not so useful.

Enemy waves are separated by unique procedural rooms, that makes pattern learning impossible, and this is why it is vicious, but it is fun and clever.
So far, balancing is great.
The more you play, the harder and complex it becomes, and this is exactly why it's good.

Oh, the runes? Yup sometimes you ran into those and then you try using them effriciently but the learning curve is steep, lot of luck involved. Worth it tho.

Overall, its a good, solid videogame with a good replay value.
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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,


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
39.0 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
17.7 hrs on record
Posted: September 3, 2014
This game is pretty fantastic, and seems to offer a good amount of depth. At first combat is pretty much all about crowd control and trying to hit things while staying in motion. Eventually you get an idea of which enemies you should be shooting first, and I'm sure choosing the right spells will become important once I figure out what more than 5% of them do.

It does come with standard roguelike caveats, of course. You aren't guaranteed to get the stuff you want, some rooms will spawn you in the middle of a horde of monsters that bite your face off, and so forth. Life isn't fair, but at least it's short :P

Also, it's hard to go wrong when you can play a free demo. With all of the games waiting for me in my library, I probably wouldn't have picked this up except that playing the demo for several hours sent this one straight to the front of the queue. The demo will do a much better job reviewing the game for you than I can, so check it out! All of the progress I made in the demo (discovered spells, achievements, and such) transferred over when I launched the full game, which was a nice touch.
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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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