Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
RunehavenNewsNew Runehaven Demo and other info!
Community

New Runehaven Demo and other info!

Runehaven · published 25 Mar 2026, 13:46 UTC

All newsPlayers around this dateRead on Steam

Hello everyone!

After a lot of work, there's finally a new update for the demo. I have looked at your requests and suggestions and tried to address most them in this version. Thanks for all the feedback! This is the final demo before the game is released. Feel free to try it out and let me know what you think! :)

The only thing left on the table now is playtesting, tweaking and balancing before the game is released. I have looked at finding a good release window for the game and I estimate the release will be somewhere around the end of April.

Changes to full version:

  • Added a new unique ranged weapon. I won't spoil it here but I'll say that it's related to fire! :-)

  • Finished up remaining work for the modding system. It is now possible to load the mods directly in-game using the built-in mod manager.

  • Added a boss to the demo.

  • Added a secret ending to the demo.

  • Added another rune.

  • Added several new consumable items.

  • Added new puzzle areas.

  • There are now three bosses in the game.

  • Added Steam achievements.

  • Added a material brush tool to the level editor.

  • Added support for linking together props in the level editor for creating puzzles.

  • Added an example mod that you can look at to get an idea of how mods are created. I will also look into adding guides in the future.

  • Switched footstep sound when walking on sand.

Changes that affect the demo version (and the full version):

  • Increased explosion radius for explosion rune.

  • The weapon being enchanted is now highlighted when crafting spells for clarity when dual-wielding weapons. You can also switch the weapon being enchanted by pressing the right mouse button.

  • Added a special attack to the harvestman mob.

  • Added rebind option for parrying with melee weapon.

  • Added rebind option for movement keys.

  • Replaced "Healing potion" with "Flask of arnica".

  • Replaced "Mana potion" with "Vial of sage".

  • It is now possible to toggle the damage text on/off in the HUD settings.

  • It is now possible change the color depth in the graphics settings.

  • Updated the start section of the game.

  • Implemented a pooling system for props and items. This should speed things up and improve memory efficiency.

  • Updates to the loot system. DIfferent mobs can now drop different loot. For example, the undead warrior may drop melee weapons while the undead arbalist drops ranged weapons.

  • No more rune duplicates for loot containers. The only scenario where you would if a duplicate is if you would find a given rune in a loot container and then find it somewhere on the ground. I might fix this issue in a future version if it's bothersome but rune duplicates are already way less frequent than compared to before.

  • There is now fall-off damage for explosions based on distance instead of a constant explosion damage.

  • Runes can now also be spawned on the ground at random locations in the world.

  • Added loading screen when starting the game for a smoother loading experience.

  • It is now possible to draw runes using the numpad. You can rebind the key for confirming the rune drawing in the settings.

  • Pressing the equip off-hand key (defaulted to F) when an off-hand weapon is already equipped will unequip the weapon. You can also use this for quickly swapping two weapons between your hands or to move around weapons quickly in the hotbar without having to open up the inventory.

  • Added shadows.

  • Added beartraps. They can be triggered both by the player and mobs. You can use that to your advantage :)

  • Beartraps can be toggled on and off in the world settings.

  • Health is now also shown in the character stats panel.

  • Mana is now also shown in the character stats panel.

  • The terrain textures have been overhauled. The textures are procedurally generated using a procedural texture generator that I implemented which combines interesting noise functions. The textures should now be less repetitive and higher in quality.

  • Some visual changes to the spell crafting system.

  • Added a save system. It is now possible to save and load runs. The save is removed upon death.

  • Implemented a custom navigation mesh solution that is used for some of the mobs for pathfinding. This should make some of the mobs slightly smarter when they approach you.

  • Added possibility for caves to generated more spontaneously around the world.

  • Added supporting for looping dungeons. This increases the chance for slightly less tree-like dungeons and more loopy when the conditions are right.

  • Rewrote the meshing algorithm and replaced it with a more faster and optimized implementation with better data locality.

  • Terrain voxels are now a bit larger.

  • Overhauled all the UI in the game.

  • Added ropes that you can throw and climb. This can be useful for solving puzzles or to get out of holes in case you get stuck.

  • Added support for billboards for details such as grass, vines and flowers.

  • Updated the melee system so that the swing direction is based on the weapon type instead of the movement direction.

  • Major enemy redesigns for most of the mobs in the game.

  • Durability system is now optional for weapons but is kept for pickaxes. It can be toggled in the world settings.

  • Removed stamina bar.

  • Visual changes to the death menu.

  • Updated the stats shown when completing a run. The stats shown right now is completion time, mobs defeated, props thrown, damage taken and spells crafted.

  • Improvements to chunk loader.

  • Tweaked armor damage reduction factor.

  • Added new soundtracks to the game.

  • Improvements to the minimap. The visuals are improved and you can now also see a larger area. There is also a directional indicator for the player so you can more easily see which direction you are facing.

  • Improved mob fragging. The frag changes depending on where you strike the enemy.

  • The runes bound to your weapon are now cleared when you start crafting a spell. This can be used to clear the runes bound to your weapon.

  • Decreased magic projectile collision radius.

  • The bomb in the starting area is no longer being respawned.

  • Added a check if you would fall through that re-places the player on the terrain so you don't just fall into the void of infinity.

  • Changed the way mobs are spawned on the map. So mobs should hopefully no longer spawn inside ceilings like they used to before occasionally.

  • The demo ending has been updated so that you have to interact with a portal to end the demo. You now have the option to continue playing if you want to.

  • Fixed issue where some chunks would not generate in the world if you revisited an area.

  • Fixed issue with floating props.

  • Fixed issue with invisible enemies.

  • Fixed issue where you could spam the jump key.

  • Fixed issue with trail starting position for enchanted ranged weapons.

  • Fixed issue where jumping mob would stay completely still and just stare at you menacingly.

  • Fixed issue where swinging melee weapon would hit the terrain instead of the mob.

This is a large update so I might have missed some things.

Let me know if you find any issues and I will look into them. All feedback is appreciated. Have a good one!

More from Runehaven

Other announcements

All news
Community1 Jul 2026Runehaven Roadmap 2026Hi everyone, I hope you're having a good summer! I thought I'd share a rough roadmap of the planned features for this year. I'm currently working on implementing multiplayer for the game. It's something that has been pretty requested so I'm excited to share that update with you in the future. Multiplayer · Join friends on Steam and play co-op. · Character creator for styling your own avatar whe…Game update12 Jun 2026Runehaven v1.1.2Added rope sequence to tutorial. · It is now possible to attach ropes to walls. · Visual updates to rope placements. There is now an anchor that gets placed out where the rope gets attached. · Improved rope attachment logic by checking for the most optimal point to place the rope to get a longer rope length. · Updated rope item tooltip by removing incorrect fields and adding a short description…Game update2 Jun 2026Runehaven v1.1.1Changes · Added a new jewel box prop. · Added multiple secret areas in the world containing jewel boxes. Fixes & Tweaks · Fixed issue where pressing F to dual-wield a weapon repeatedly would duplicate the weapon. · Small changes to the cave entrance zone. · Increased max length of ropes a bit. · Fixed incorrect wood material being used in village and some treasure rooms. Modding · You can now a…