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.
User reviews:
Very Positive (199 reviews) - 84% of the 199 user reviews for this game are positive.
Release Date: Sep 2, 2014

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“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

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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
    • Storage: 350 MB available space
    • Sound Card: DirectX 9.0c compatible.
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Very Positive (199 reviews)
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Most Helpful Reviews  Overall
85 of 99 people (86%) 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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68 of 79 people (86%) found this review helpful
1 person found this review funny
Not Recommended
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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50 of 52 people (96%) 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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59 of 84 people (70%) found this review helpful
11.2 hrs on record
Posted: September 2, 2014
Below you'll find a very in-deph, analytical video review of Runers, and below that a review in written form, should you prefer text over video.
Asthetics: Decent pixel art style that seems rather generic due to low variety. Especially the floor, the walls and the spelly icons look particularly bad. The spell effects themselves are rather pretty though. Very simple, no doubt about it, however this simplicity also allows for easier recognition (as enemies use the same spells).
Sound design: Overall average. The sound effects are again generic, but what you would expect. Water drops create satisfying splash sounds, lightning sparks like broken electricity and fire spews crackling sounds of a train running on charcoal. A gripe worth mentioning here is the forgetable music, which ranges from alien space tunes while fighting in old ruins (huh?) to base heavy tunes in the depths of hell. Luckily the game does have a seperate music switch to turn off the music and play a choice of your own music in the background. I highly recommend playing heavy rock or metal, as I found it most fun to slaughter monsters alongside.
Gameplay: The heart of Runers and by far the strongest component that carries the game. Before starting a new run (due to the permadeath mechanic of roguelikes), you create a character based on one out of 20 classes and one out of 20 races, which influence how you try to develop your character. Afterwards you are dropped into a procedurally generated dungeon, where you face hordes of monsters with distinct abilities and strategies to defeat them. There are also several special rooms you can find. Certain rooms have an aura attached to them that randomly affects your (and the monsters!) stats, either by lowering them or by increasing them. There are challenge rooms that completely change the objective, for example protecting a portal or dodging fireballs. On some floors a boss awaits you. These fights are particularly interesting as most bosses require a special strategy to defeat. For a great example, please watch the video and the fight against the Air boss Nimbirrus.
While defeating enemies, you will find an array of drops. Among them Runers, Double and Triple Combiners. The Runes can either be used on their own to upgrade an existing spell or in conjuction with a combiner to create an entirely new spell from a pool of 285 spells! After unlocking all double and a reasonable amount of triple spells, I can honestly say that a lot of spells play very differently and this whole spell crafting system adds a really fun layer of exploration ontop of the game. There are some weaker points in terms of gameplay too however. Completing a floor or reaching a level up rewards you with a choice of four possible upgrades, which can be runes, rune level, combiners or passive upgrades (the latter for level ups). As the passive upgrades are mere stat upgrades, completing a floor does not feel rewarding enough on itself.

TL;DR: Overall, Runers is an honestly brilliant action roguelike with an incredibly in-depth spell crafting system and a huge variety. The small gripes I have in terms of asthetics, sound design and unrewarding level ups do not diminish my very positive opinion of Runers. HIGHLY RECOMMENDED if you are into roguelikes like Binding of Isaac, Our Darker Purpose or A Wizard's Lizard.
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29 of 36 people (81%) found this review helpful
4.2 hrs on record
Pre-Release Review
Posted: September 2, 2014
The most beautiful thing about starting a new rogue-like game is seeing the different options that are available to customise your first play-through. Binding Of Isaac shows you the 6 characters you can unlock, Risk of Rain presents the three classes you can play as. Immediately you’re thrown into the game knowing full well that you can choose to play however you want, and that your choices are going to matter, and that’s what makes rogue-likes my favourite genre, because you have such control over your playstyle from the get go.

Runers developed by Let’s Get Kraken is no different. Wait, let me rephrase that. Runers is different. You’re not provided with 5 characters, or three classes. No sir. You’re give 20 of each. 20 blessings and 20 classes. Let’s do some maths for a minute. That’s 20 x 20 playable combinations. And while I’m sure the majority of you remember your 6th grade multiplication, I’ll do it for you here. 20 x 2 = 40, and 40 x 10 = 400. That’s right, 400! Class/race combinations. That’s an incredible amount of choice, and you haven’t even started the game yet! if you played through the game 100 times changing only those beginning choices each time, you’ve only played a fourth of the game! I know I’m starting to ramble here, but re-playability is a major thing for me in a rogue-like, and Let’s Get Kraken absolutely nail it from the get go.

Once you get past this selection, you’re offered the choice of ten runes to choose from. Each of these changes the way your character plays. The Spark rune lets you shoot lighting, while the Mind rune shoots a bolt that goes through things. The Earth rune shoots a bolt that pushes back enemies, and the Fire rune one that burns. As you look through these spells, you think to yourself, “Wouldn’t it be awesome if I could combine these to make a spell that shoots lightning AND burns?” And you’re in luck. Combining and modifying, and even experimenting with spells happens to be the main method of upgrading your characters arsenal. Runes drop as you defeat enemies, from each of the 10 elements that you could pick from at the beginning. These can have bonuses to bullet size or projectile travel speed, and occasionally can be combined with other runes to create more powerful attacks. You need a relatively rare drop called a “combiner” before you can do this, but once you find one the spells you can choose from rise from the 10 runes, to the 65 combinations that you can now make. Every spell is different, and can change your gameplay style totally. The experimentation of these spells is what I personally think is the most fun part of the game. Once you find one of the even more rare “triple combiners” you can then combine three runes at once, opening up the spell bank even more which modifies what you can do even more.

On top of this, your character gains experience through kills, and levels up. Upon leveling, you can choose between four traits to gain, which are randomised and provide a small bonus that makes certain tasks easier. One of my personal favourite traits is one that upon dying allows you to lose all your traits and resurrect yourself. And for those of you that have played rogue-likes, you know how valuable a second life can be, especially when you get further along into the dungeon.

Speaking about dungeons, Runers has a pretty nifty map layout. Rooms can contain enemies or challenges, and never both. These challenges can be herding wisps into portals (one that I really don’t enjoy) or having to defeat waves of enemies in a time limit. There are more, but I’ll leave those discoveries to you. Each room also has the chance of having a staircase in it, which takes you down to the next level. Each level has a random enemy buff, making the room harder. These can be things like a 20% increase of enemy bullet size, or 10% increase of enemy health. Nothing crazily overpowered, but enough to keep you on your toes throughout the whole game.

The enemy variety is fantastic, with 140 different enemies being thrown at you as you play. From skeletons that you need to run over after killing, to swarms of rats and cockroaches that keep you on your toes as you sprint away from them. These can also be upgraded into champion level enemies that deal more damage and have more health. The coolest thing about these enemies is that Runers features a Beastiary, where information about the enemies killed is stored. When killing an enemy for the first time, a small pop-up shows in the top left, noting that the enemy’s details have been added to the logs. This makes the game feel a lot larger, and allows the players to spend time learning about their opponents, and craft different spells with which to take them done.

Boss fights are force to be reckoned with, but I won’t spoil them for you. Look forward to them, I guarantee that they’re a dangerous part of the game, and definitely a trial that stands up to the trope of a boss fight.

Artistically, and musically, Runers feels lovingly crafted. The soundtrack (which is also available for purchase on Steam) is light and wonderful, and provides something that adds so much to the atmosphere on the dungeon you’re in. The music flows well, and makes the game world feel much larger than it would otherwise.

Runers takes the ideas of the rogue-like genre that have become set in stone, and improves and modifies them to create a masterpiece of rogue-like action. Providing the player with a bevy of choice, and a huge amount of content to discover, fans of the 2D rogue-like action genre owe it to themselves to play Runers. Launching today, you can find Runers on Steam for the modest price of $7.49 for the next week, with the price going up to $9.99 on the 9th.
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14 of 15 people (93%) found this review helpful
64.5 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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22 of 32 people (69%) found this review helpful
Not Recommended
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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12 of 14 people (86%) 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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10 of 11 people (91%) found this review helpful
133.3 hrs on record
Posted: January 4, 2015
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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11 of 13 people (85%) found this review helpful
84.3 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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Recently Posted
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10.4 hrs
Posted: October 1
Good i supposed to say somthing else?
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11.3 hrs
Posted: September 26
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34.2 hrs
Posted: September 21
Very fun, the only fault I could find is the anoying sound of some spells, but that is not enough to effect the amaing score.
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silvercricket #orclivesmatter
12.1 hrs
Posted: September 21
welcome to runers, where our idea of difficulty is to just put lots of flashing colors on the screen to make your eyes hurt and jerk your character around in random directions.
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Ryan Dorkoski
7.1 hrs
Posted: September 9
Runers is very interesting roguelite that does a lot right. Essentially, you attack by using spells and the main novelty of the game is that you hand-craft spells by using various combinations of runes that you collect. You carry several spells at once. This makes for some really wild spells/attack combinations that actually feel and look and act drastically different. Yeah, you have your run-of-the-mill fireball spell, which is simple to make, but further down the line you may craft a wave of fire that moves in a DNA-strand-like pattern across the screen. It gets crazy. But, there are rough edges.

The Great:
+This has spell creation like no other game I've played. You really do feel like the crafting is endless, and they do really act and feel different.
+Definately an addictive factor here.
+Meta-game upgrades also keep you coming back for 'just one more run'.
+Controller support is solid.

The Bad:
-Enemy AI is boringggggggg. While different enemies have different patterns technically, they generally don't feel different enough.
-Artwork is nice, but overall I feel its too small.
-Level layout is fairly 'meh'. Yeah, it's random, but its also boringgggggg.

The Ugly:
--Music and sounds are really rough. Sound effects range from cringe-worthy to find-the-mute-button.

Definatley worth the money for my roguelite friends. They got enough right here to overlook the bad parts.
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7.6 hrs
Posted: August 28
2D action roguelite, with nearly 300 different spell combinations to unfold. The thing is, you get to boost the spells as well with your runes - and you'll see the effects. Ridiculous amount of customization.

Absolutely epic game, great value.
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5.4 hrs
Posted: July 23
Curator Review:

This indie roguelike pits you as a mage who uses the power of runes to defeat your enemies. Combine 10 different types of runes to make powerful spells and crush the most powerful of foes as you explore this ever changing dungeon. It is obvious that a great deal of love was put into this game and it is a great piece of work. It may not be my style but I can appreciate the quality of this game. 7/10
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11.0 hrs
Posted: July 5
This is one of those few games that doesnt quite get the recognition it deserves... so here goes ;)

You mix and match runestones to create new spells. These stones are found throughout your adventures and even though this is a roguelike type game, in the sense that its procedurally generated and you lose your character when you die... you still get to keep the knowledge of spells that you've discovered and this makes it a little bit easier for your next character to advance through the dungeons :)

I like the fact that you can select a Starting Passive and an Active ability for your character and your starting spell/attack, this allows you to do various playthroughs that never feel quite the same as some of these passives drastically change the way you tackle the enemies.

To shake things up a bit, the game has challenge rooms that are marked with glowy entrances and you're required to do something specific to defeat the enemies, rather than just spam attacks at them :)
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58.7 hrs
Posted: July 5
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Mr. Dingleberry
46.3 hrs
Posted: July 1
I think I'm the only person in the world who bought this game.
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