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 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,

Other Changes
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
- Weapon Modifiers have been rebalanced and for the most part nerfed
- Mana, Mana cost, and Cooldown have been reworked and rolled into one stat
- Added over a dozen new weapon modifiers. some are simple, like
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
- Removed Mana and Mana Regen
- Added the ability to Dash
- Added 3 new stats, for a total of 9
- Added new charms to reflect these stats
Map and Enemies
- Enemies can now drop item pickups, which heal up to 10 health on use
- reworked many of the enemies on the Forest map
- Added a new map, the Beach
Other changes
In addition to new content and mechanics, I've also drastically reworked the game's art and presentation

What Comes next
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.