runelight 0.4.2.2 hotfix
-fixed RuneLight launch issue
-fixed RuneLight launch issue

-fixed RuneLight launch issue
-fixed RuneLight launch issue
-fixed starting crash with loading incorrect window resolution
-fixed starting crash with loading incorrect window resolution
This isn't a post I wanted to have to make. It's definitely not one I wanted to have to make this soon. But alas, it's time to face the truth and realize this is what needs to be done. I am taking RuneLight out of early access and putting a hold on all future updates. I've got th
This isn't a post I wanted to have to make. It's definitely not one I wanted to have to make this soon. But alas, it's time to face the truth and realize this is what needs to be done.
I am taking RuneLight out of early access and putting a hold on all future updates. I've got three main reasons that I made this call, so let's talk about them, as well as the future of RuneLight going forwards.
RuneLight isn't in a bad state. I actually do think it's fun to boot up the game and do a run. My issue is that I get the feeling that RuneLight is missing something. I don't have the drive to keep playing or try again doing something differently, which is a key to roguelites. Perhaps it's because as the developer of the game I've seen all that can be seen, explored every novelty. But as I've worked on a new update, added more items and content, I've come to the conclusion that new equipment that expands on one or two builds in the game doesn't push the needle towards deeper replayability.
What RuneLight really needs is more mechanical depth and expansion. But what those mechanics are, what foundational changes I need to make, I'm not sure. And for a game that's been in early access for over 2 years, That's not a good sign.
Another big factor in my decision to kill RuneLight is lack of community interest. The state of the game and lacking depth is something that could be fixed with a lot of time and effort, but I just don't think that there are enough people out there who want to see RuneLight fully realized. It's not about money or financial benefit, but the fact is that there are only a double digit amount of RuneLight players out there, for a game that's been in development for as long as it has.
The third and most important reason I'm canceling RuneLight development is the rise of WZRDs. I started WZRDs as a side project earlier this year to get a better grasp on multiplayer development, but the game has quickly blossomed into a game that I genuinely believe has a lot stronger legs than RuneLight ever did. If you like Bullet Heavens, or you want to see the games I develop, I recommend you check it out here
While I am putting development of RuneLight on hold for the foreseeable future, I want to state that this isn't the end of RuneLight. I do still have ideas, plans, and dreams for what RuneLight could become. But if I want to realize those ideas and dreams, it needs to be on my terms in the future when I've had time to step away and really think what the game needs. In the meanwhile, I will still be maintaining RuneLight, fixing bugs and addressing issues that arise.
+hopefully fixed meta unlock ui sometimes disappearing
+hopefully fixed meta unlock ui sometimes disappearing

As I said in the patch notes for 0.4.1, I wanted to focus on filling out other areas of the game RuneLight is lacking in. so without further ado... Meta Progress Before, RuneLight was completely lacking in any meta progress. This update, I have added 18 new meta unlocks in the fo
As I said in the patch notes for 0.4.1, I wanted to focus on filling out other areas of the game RuneLight is lacking in. so without further ado...
Before, RuneLight was completely lacking in any meta progress. This update, I have added 18 new meta unlocks in the form of starter equipment, which can be chosen before entering a run. While they're not the most powerful of equipment, each item has a build they can be slotted into, or work as stepping stones to force certain builds earlier.

I have also added new achievements to go along with each of the meta unlocks, plus a bonus achievement for beating the game with no equipment
For 0.4.2, I wanted to take some steps to smoothen out the new player experience so the game is more approachable.
I added a new tutorial to explain the basics of the game. it's just a few quick popup boxes that explain each main component of the game. I'll be gathering feedback and seeing how people interact with the tutorial and making adjustments as I see fit
I personally witnessed people roll over key items without knowing it, and the rate at which players gained new weapons was inconsistent. To remedy this, I added a guaranteed weapon equipment on level 8, which cannot be skipped.
One big thing RuneLight was lacking is a proper difficulty curve. To remedy this, I added two new difficulties, one easier and one harder. Players can now choose a difficulty more in line with the game they want to play, whether that's sit back and relax or lock in to survive.
Right now, the difficulty system is exclusively stat modifications, which isn't really interesting or fun. In the future, when I rework the maps, I will be overhauling the difficulty system to be more of an ascension climb, but for the time being this will have to do.
0.4.2 Majorly shifts the damage and balance meta
I wanted to give each of the status effects more impact, make them better to use. but the issue was statuses and crowd control didn't matter because most things die in one or two hits. so I nerfed everything.
Starting Weapons have all had their damage majorly cut
The equipment weapons and their upgrades have had their base damage cut in half, following the scaling nerf from 0.4.1
The Set Bonus Weapons had their scaling cut majorly. Some of the weaker ones got buffed to compensate
While the damage potential for every weapon has gone down, to compensate I have doubled the effect of every debuff. Additionally, I have increased the effects of the non-elemental debuffs to match their elemental counterparts. The inital idea was they were weaker because they could be stacked infinitely, but in practice, they would rarely match their elemental counterparts before the enemy died.
Additionally, Nature charm's movement slowing was much more impactful than Frost charm's attack speed slowing, so I flipped their damage penalties
Because cutting the base damage of everything also nerfed the damage charms as a side effect, I buffed them to compensate.
The dynamic crit charms were also numerically worse than the flat crit chance charm, so I buffed them
equipment
maps
visuals
misc
bug fixes
The next update is going to be a major update, version 0.5. This will be a milestone update that brings a lot of content and mechanical updates, and as such it will be a while before it's ready. The focus of the update will be adding more weapons and weapon modifiers. I don't want to promise anything before it's set in stone, but I expect the update to be out in Q4 of 2024. I will be sharing more along the way

Just a few fixes from yesterday's release auto-moving items to the upgrade interface can no longer accidentally delete items when unequipping an equipment piece that has a weapon, any modifiers attached to that modifier are now automatically moved back to the inventory. no more l
Just a few fixes from yesterday's release

What's new Mechanics For 0.4.1, I reworked my approach to item pickups and the equipment centered around it. Because every effect modification was applied to the same pickup, in order to use one effect optimally you would have to use every other effect suboptimally. Instead, many
For 0.4.1, I reworked my approach to item pickups and the equipment centered around it. Because every effect modification was applied to the same pickup, in order to use one effect optimally you would have to use every other effect suboptimally.
Instead, many equipment pieces add a new potential item drop to the enemies, each with it's own effect.
-completely reworked and renamed magic gloves and upgrades. now an accessory named 'spike charm'
-reworked functionality of runner's gloves

and upgrades.
-reworked Collector's Intuition

to optimally use the new pickups
-reworked Constructor's Cloak

. I wonder what it does..
Added 8 brand new equipment pieces, increasing the overall pool by 20%. There was no archetype of focus this time. instead, each archetype should now feel more fleshed out

The Projectile Weapon was meant to be a long range projectile based attack, much like the grenade is a long ranged area attack. However, it's high damage and straight-forward targeting made it much better than the other weapons, so I nerfed it's damage down from 25 to 20
Lowered the scaling on most equipment weapons from 20% to 10%. These items were previously capable of reaching really high numbers with minimal effort, so I had to scale them back a little
-Made minute 10 great again
-moved enemy healthbars to below
-added new indicators for the various enemy debuffs
-Elven Steel Braces now have correct player sprite.
-fixed description of hunting tracker and upgrades
-fixed description of demon helmet
-fixed description of sorcerer's robes and upgrades
-fixed shot angles of sorcerer's robes and upgrades
-fixed info box for Ironskin
Now that RuneLight has a significantly increased item pool and the archetypes are more fleshed out, it's time to focus my attention on other areas the game is lacking in. Next update will introduce the first batch of meta unlocks, as well as steam achievements. I don't want to promise exact dates, but expect 0.4.2 to release Q1 2025


Today, I'm excited to announce that RuneLight will be joining this year's Bullet Heaven Fest! From December 4 to December 11, RuneLight will be 20% off. Additionally, alongside the discount, RuneLight is also getting update 0.4.1, featuring brand new equipment as well as a wave o

Today, I'm excited to announce that RuneLight will be joining this year's Bullet Heaven Fest! From December 4 to December 11, RuneLight will be 20% off. Additionally, alongside the discount, RuneLight is also getting update 0.4.1, featuring brand new equipment as well as a wave of bug fixes and polish

The modification update Weapon modifiers have been expanded. now EVERY weapon in the game can have stat modifiers attached, allowing you to greatly change your build's final results and power. This, however, required some major reworks to the weapon charms to compensate Weapons Y
Weapon modifiers have been expanded. now EVERY weapon in the game can have stat modifiers attached, allowing you to greatly change your build's final results and power. This, however, required some major reworks to the weapon charms to compensate

Your primary attack can now only have up to 4 modifiers (-2)
Weapon Charms can no longer be upgraded. I chose to go this route for three reasons:
Attainability: it was nearly impossible to achieve a 'complete' weapon build and keep up with equipment. players felt encouraged to super buff a single weapon rather than increase the power of all of their weapons, which wasn't the intent.
Balance: upgraded basic charms almost always outperformed the un-upgraded scalar charms, and getting 3 of the same scalar charm was too unreliable.
Future proofing: my plans for the future of RuneLight include more than doubling the amount of weapon charms available, which would just make the first two problems even more pronounced
I have buffed most of the base charms to compensate.
All element charms have been completely reworked. Elements can now be applied to every weapon, and each element now has an associated debuff. Elements can no longer be upgraded, and each element now subtracts percent damage rather than base damage
I know this takes away some of the "rule of cool" of the previous element system, for example the wind orbiters knocking back enemies. This is something I will be looking to rectify in the future
These changes were made to make getting the things you want more reliable, especially as I intend to add many, many more equipment and weapon mods to the game in the future.
Forest
I'd like to be more transparent on what comes next, especially since I recently increased the price of RuneLight to go along with this update.
The next update will be 0.4.1, and is slotted to release early next month. The update will primarily be focused on adding new equipment, fleshing out the item pools that are currently lacking.
I've also created a visual roadmap to mark the game's overall progress on content

Hello, Elmok here. While the next update for RuneLight isn't quite ready yet, I have an important announcement on the future. In (just under) 2 weeks, on October 18,2024, RuneLight will be going from 5 USD to 10 USD . This is to go along with major update 0.4, which will release
Hello, Elmok here. While the next update for RuneLight isn't quite ready yet, I have an important announcement on the future. In (just under) 2 weeks, on October 18,2024, RuneLight will be going from 5 USD to 10 USD. This is to go along with major update 0.4, which will release the following week on October 25, 2024
When I first priced RuneLight, I was planning a much smaller scoped and simple game. However, that original vision wasn't shaping up to be a fun game, so a little over a year ago I decided to majorly rescope, expand on, and rework RuneLight. I have put a lot more work into making the game better, and I believe it is fair to increase the price to reflect the larger scope and effort going into it
The price is increasing to go along with the 0.4 update, which is an important benchmark. As of 0.4, I consider RuneLight to be feature complete in regards to the core mechanics. Other than a few smaller features like proper boss fights and additional primary weapons, the gameplay of 0.4 is the same gameplay you can expect from the full release
No. At some point you have to decide where to draw the line in the sand and define what will and will not make it into the game, and over the past couple weeks I've been really ironing out what will and will not make it into 1.0 and what price I believe to be fair for the content RuneLight offers.
As such, any future expansions to the game's scope will come as either free post 1.0 updates or potentially paid dlc, but the base game of RuneLight will always be 10USD
within the next week I will be releasing a detailed roadmap and video laying out exactly what my plans are so you can know exactly what to expect going forwards. A week later, the price will go up from 5USD to 10USD, as well as teasers for 0.4, an update to the trailer and promotional material. The following week 0.4 will come out
-Fixed a crash regarding some of the recently updated equipment -You can no longer view your inventory before choosing a starting weapon -Fixed a crash regarding a temple enemy
-Fixed a crash regarding some of the recently updated equipment
-You can no longer view your inventory before choosing a starting weapon
-Fixed a crash regarding a temple enemy
new mechanics I expanded on the set bonuses added in the last update by adding 9 brand new attacks, unlocked by getting 5 of their respectively tagged items. This allows more support oriented builds and equipment to keep pace with the enemy waves equipment Instead of adding new e
I expanded on the set bonuses added in the last update by adding 9 brand new attacks, unlocked by getting 5 of their respectively tagged items. This allows more support oriented builds and equipment to keep pace with the enemy waves
Instead of adding new equipment, I decided to focus on revamping the first batch of equipment added in 0.3.
[Balance, Buff] Magnet Gloves Upgrade 2 now deals +2 Damage (10->12)
[Balance, Nerf] Tome of Knowledge Upgrade 1 now spawns less experience (3/second -> 2/second)
[Balance, Buff] Tome of Knowledge Upgrade 1 now deals a small blast on spawned experience
[Balance, Rework] Collecter's Cloak and Upgrades no longer have a cap on stored pickups
[Balance, Buff] Collecter's Cloak Upgrade 1 auto-uses pickups at low health
[Balance, Buff] Collecter's Cloak Upgrade 2 is now permanent +5 Item Droprate
[Balance, Rework]Cross Cloak Upgrade 2 no longer gives speed and dodge, now gives 3 regen. now has Healer Tag.
[Balance, Rework]Energy Bracers Upgrade 2 now creates spikes on Dash
[Balance, Nerf]Ninja Boots and Upgrades now capped at +10
[Balance, Reworf]Ninja Boots Path 1 now releases projectiles on reset
[Balance, Nerf]Crimson Scythe -20% Chance (50% -> 30%)
[Balance, Nerf]Crimson Scythe Path 1 -20% Chance (100% -> 80%)
[Balance, Nerf]Crimson Scythe Path 2 -30% Chance (50% -> 30%)
[Balance, Rework]Crimson Scythe Path 2 now attacks nearby enemies
[Balance, Rework]Brawlers' Breastplate now accessory, renamed to Cursed Amulet. Reworked Upgrades
[Balance, Nerf]Healing Hands now legendary
[Balance, Buff]Fighting Spirit now epic
UI changes
Added a new end of run summary screen when winning or dying
bug fixes
game should no longer softlock when dying or winning under certain circumstances
What's Next
Next update I'm planning is going to be big. It's too soon to promise anything, but the next update will change the game in fundamental ways. Unfortunately, it's going to be a while before it comes out. this is for three major reasons
It took longer than I had hoped, but it's finally here, 0.3.2! new mechanics Added Set Bonuses. the tags I introduced in the last update have been turned into set bonuses, granting up to 10 of their respective stats. the goal is to reduce reliance on equipment charms to get build
It took longer than I had hoped, but it's finally here, 0.3.2!
Added Set Bonuses. the tags I introduced in the last update have been turned into set bonuses, granting up to 10 of their respective stats. the goal is to reduce reliance on equipment charms to get builds off the ground.
The equipment charms have had some of their stats shifted into the set bonuses. Overall stats should end up higher for completed builds
Some of the player stats needed to be nerfed due to the overall higher stats
Additionally, enemy and player scaling was in need of some adjustment
I also wanted Ironskin to be more in line with the other player buffs
0.3.1 patchnotes new mechanics Added rarity to all items. there are a total of 5 rarities: common,uncommon,rare,epic, and legendary. As you level up, your chances of finding higher rarity items goes up. all equipment and equipment charms also now have tags and weight , so you are
0.3.1 patchnotes
Added rarity to all items. there are a total of 5 rarities: common,uncommon,rare,epic, and legendary. As you level up, your chances of finding higher rarity items goes up.
all equipment and equipment charms also now have tags and weight, so you are more likely to find items that synergize with your currently equipped gear. These mechanics together should make it easier to complete builds, especially as I add new equipment to the item pool
Weapons
Forest
Beach
UI changes
bug fixes

Excited for the future of RuneLight 0.4 and beyond, so I figured I would release some roadmaps If you want a more detailed breakdown and voiceover, you can watch my youtube video here: direct link:
Excited for the future of RuneLight 0.4 and beyond, so I figured I would release some roadmaps


If you want a more detailed breakdown and voiceover, you can watch my youtube video here:
direct link:https://www.youtube.com/watch?v=2iqxiSa92cQ

The Archetypes The Archetypes are the main focus and goal of 0.3, aiming to add a lot more run variety and build diversity. There are currently 10 Archetypes in the game to build around, each with their own scalar stats and equipment. Some of the equipment features simple but uni
The Archetypes are the main focus and goal of 0.3, aiming to add a lot more run variety and build diversity. There are currently 10 Archetypes in the game to build around, each with their own scalar stats and equipment. Some of the equipment features simple but unique stat increases, like

other equipment is more involved, adding new behaviors and mechanics. for example,

Finally, some equipment seeks to bring your strength to new heights by adding additional attacks. For example,

I've spent the last several months overhauling pretty much every aspect of the game. Weapon modifiers have been expanded, Player stats and abilities have been increased, many of the enemies have been updated, and there's a new map to experiment with.
Weapon Changes
other weapon modifiers are a bit more involved and scale dynamically, like
These dynamically scaling charms seek to bridge the gap between your player's stats and build and your weapon's stats
Player Stats and Abilities
Map and Enemies
Other changes
In addition to new content and mechanics, I've also drastically reworked the game's art and presentation

After 0.3, I believe RuneLight is finally in a good state mechanically. As such, instead of spending multiple months working on one major update, I've decided to split 0.4 into a series of 10 smaller updates. These updates will include lots more equipment, reworks to existing equipment, mechanics to balance out the larger pool (like rarity and weights), improved menus and ui, and a map to finish things off. I'll try to have updates out every 2-4 weeks, and I'll post announcements for any delays. Looking immediately forward, I expect to have a mini patch addressing smaller feedback out this weekend.
Bug Fixes -Trying to knock back the jumper (storm orbiters, storm blast) no longer crashes the game other Elmok here. I'm still hard at work on update 0.3. It's going to take a few more months, but it's going to be a banger.
Bug Fixes
-Trying to knock back the jumper (storm orbiters, storm blast) no longer crashes the game
other
Elmok here. I'm still hard at work on update 0.3. It's going to take a few more months, but it's going to be a banger.
New Content Weapons Rework weapon system split into 2 parts, the weapons and the elements 4 base weapons to choose from 4 element modifiers to add,mix, and match overall twice as many unique weapon experiences Enemy Rework reworked the forest map, adding 15 new enemies temporaril
Weapons Rework
Enemy Rework
Reworked Modifiers
This update took way longer to complete than I thought it would, and I definitely went silent for the last couple months there. I would like to remedy this by releasing monthly progress updates detailing what I've been working on. I've already began planning the next major update, and am excited to share what comes next. things to expect:

Hello everybody! Elmok here. Things have been a bit quiet, but I'm hard at work on the first major update for RuneLight. Unfortunately this update will probably take multiple weeks if not months to fully deliver on, so I created this visual roadmap to track my progress in the mea
Hello everybody! Elmok here. Things have been a bit quiet, but I'm hard at work on the first major update for RuneLight. Unfortunately this update will probably take multiple weeks if not months to fully deliver on, so I created this visual roadmap to track my progress in the meantime!

Let's break down exactly what the roadmap means:
Weapons:obviously, I have deemed this update the weapons update. I believe Runelight does not have enough weapons and weapon variations to keep the game interesting for extended periods of time, and I'd like to spend the first major update correcting this issue. I plan to go from the game's current 8 weapons to 24. Each of the small squares represents 1 weapon with 2 evolutions.
Resprites:I'm not happy with most of RuneLight's current art and visuals. I wouldn't go as far as to say it's bad, but I will say it is boring, basic, uninspired. Over the next few updates I plan to rework pretty much every aspect of the game's visuals, starting with the player. I have provided a sketch of the player's design as well as marked the animations the player will need.
Enemies: I'm not happy with the current map system. I think it's basic and boring, and I have plans for a completely reworked and more interesting system. While I won't be reworking the maps as a whole this update, I will be adding a full cast of new enemies to the Forest map.
Other Tasks:I have also added a space for miscellaneous tasks and things that will need to get down before I can fully release the update. This is not a currently exhaustive list and I will be adding to it as development continues and I get a more clear idea of what's missing.
To end off, here's where the roadmap stands after the first week of active development:

Going Forward, I plan to post weekly roadmap updates on my Twitter and Discord, so Follow me there if you wish to see more consistent updates.
Twitter: https://twitter.com/Elhmok_yt
Discord: https://discord.gg/NdwfnNutqA
RuneLight hotfix 0.1.1.2 +Temple no longer crashes after defeating 3rd Titan +Fusion box now has properly centered text again
RuneLight hotfix 0.1.1.2
+Temple no longer crashes after defeating 3rd Titan
+Fusion box now has properly centered text again