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RuneveilNewsRuneveil - 0.5.4 Patch Notes - BALANCE BALANCE BALANCE
In-game event

Runeveil - 0.5.4 Patch Notes - BALANCE BALANCE BALANCE

Runeveil · published 24 Jul 2026, 17:45 UTC · build 24377424

All newsPlayers around this dateRead on Steam

Runeveil Patch Notes

Hi all, Baho here. This Friday we have a huge experimental balance patch for you guys, which we will be monitoring very closely, and we might do some hot fixes during the week.

We have implemented a much more detailed data tool into the game, which we will be using to help us balance and make the game better, and with this tool we will have a surprise for you guys next Friday :)

The changes in this patch aim to make the first 2 stages a little easier while stage 3 is a lot harder. We realized that as long as players could GET to stage 3, they blew past it, which is not something we want. We want each stage to have its own flair.

At the same time, we ARE aware the game is very hard at higher ascensions, but we are waiting for a better balanced game to be here before touching those up.

From here on, every Friday will have a balance patch (probably about this big or smaller) and we will have new content AND art for you guys each fortnight.

Long boring details below; Have fun and keep enjoying Runeveil!

GAMEPLAY CHANGES

Here, our goal is to provide a more laid out experience for the entirety of a single run.

  • Starting decks will now have 1 more starting rune, so 3 of each.

Global Difficulty Curve

  • Stage 2 Encounters: Damage reduced linearly by roughly 5% to 12%.

  • Stage 3 Encounters: Damage reduced linearly by roughly 10% to 13%.

  • Stage 3 Encounter HP: Drastically increased across the board non-linearly (10% to 100%).

Enemy Adjustments

  • Sin's Executioner (S1 Miniboss): HP modifier reduced from 130% to 120%.

  • Goliath Gatekeeper (S1 Miniboss): Deals significantly less damage.

  • Charred Champion (S2 Miniboss): HP modifier reduced from 160% to 150%. Deals slightly less damage.

  • Iron Juggernaut (S2 Miniboss): Passive reworked. Now gains 3 Pure at fight start, and 1 Pure at turn start (was 15 Pure at fight start).

  • Curse Weaver (S3 Mob): Drawing a Curse rune now deals 100 damage to the player (was 5 damage).

Stage Bosses

  • Oblomov, The Immovable (Sloth S1 Boss): HP modifier reduced from 200% to 160%. Healing passive no longer scales infinitely; it is now capped to a specific turn limit. High ascension healing values significantly reduced.

  • Sirena, The Captivator (Lust S1 Boss): Scaled down vampirism and deals significantly less damage on critical hit.

ITEM CHANGES

Artifacts were too cheap and too strong. Everything else (except a couple of them) was weak and expensive relative to others. This SHOULD fix this problem a little.

  • Global Shop Pricing: Common artifacts increased by 25%, Rares by 20%, Epics by 10%. All Consumables reduced by 15%.

Consumables

  • Scroll of Warding: Shield increased from 400 to 500.

  • Scroll of Greed: Damage taken penalty reduced from 500 to 400.

  • Scroll of Challenge: Reworked. Now grants the enemy +50% Damage alongside the +50% Max HP. Shop Cost massively reduced from 150 to 50.

  • Scroll of Conquest: Shop Cost increased from 300 to 400.

  • Scroll of Ancient Wisdom: Shop Cost increased from 400 to 450.

Artifacts

  • Wooden Buckler: Turn start Shield reduced from 120 to 60.

  • Sage's Scroll: Attack rune grow scaling reduced from +3 to +1 damage per trigger.

  • Artifactmatic: Requirement increased from 10 to 15 Artifact triggers.

  • Mage's Pendant: Attack rune Grow reduced from +10 to +7 damage.

  • Limiter: Activation threshold broadened; now triggers if you have less than 200 damage (was 100).

  • Safety Vest: Shield requirement increased from every 10 triggers to every 15 triggers.

  • Stone Skin: Shield requirement increased from every 10 Support rune triggers to every 15 triggers.

  • Mage Pauldrons: Fight-start Toughness reduced from 3 to 2.

  • Steady Aim: No reroll multiplier bonus reduced from +0.3 to +0.2.

  • Rolling Orb: Post Reroll Grow scaling reduced from +5 to +3 damage.

  • Duelist's Glove: Now triggers twice (was three times). Removed the Cowardice curse penalty.

  • Adept's Staff: Damage per rune triggered reduced from +12 to +8.

  • Chain Link: Damage per Artifact triggered reduced from +40 to +30.

  • Scholar's Cloak: Multiplier per rune triggered reduced from +0.03 to +0.02.

  • Dark Pact: Multiplier reduced from +1.0 to +0.8. Removed the Doubt curse penalty.

  • Pale Star: Added a pickup penalty (Lose 200 Max HP).

  • Crystal Fortress: Shield gain reduced from +300 to +250. Trigger requirement increased from 10 to 15.

  • Paladin's Oath: Fight-start Shield reduced from 600 to 500.

  • Fungi Invasion: Damage bonus per Infected Mushroom increased from +10 to +25.

  • Chosen of the Sun: Base damage heavily reduced from +10 to +1.

  • Magma Stone: Applies Burn every 2 times a Supported or Armed rune is played (was every time).

  • Burning Steps: Applies Burn every 7 Fire runes (was 5).

  • Voodoo Pin: Reroll generation when adding a Curse, increased from 1 to 2.

RUNE CHANGES

Fire Mage

  • Molten Armor: Removed Shatter.

  • Discombobulate: Inflicts 2 Brittle instead of Weak when armed.

  • Magma Strike: Damage reduced from 80 to 60.

  • Spontaneous Combustion: Burn increased from 10 to 15.

  • Scorched Earth: Damage increased from 0 to 20.

  • Powder Keg: Draw penalty increased to 2 less runes next turn. Removed Unique.

  • Supernova: Multiplier per burn stack reduced from 0.07 to 0.05.

  • Wildfire: Does not inflict Burn.

Nature Mage

  • Clover: Damage reduced from 40 to 10. Damage scaling per Clover in deck increased from 20 to 30.

  • Inverted Clover: Multiplier increased from 0.1 to 0.2.

  • Morning Dew: Sunlight gained increased from 5 to 7 (and 10 to 14 if First).

  • Poison Ivy: Effect is now Supported instead of Armed.

  • Compost: Damage increased from -10 to 0. Base multiplier increased from 0.0 to 0.1.

  • Cycle of Life: Sunlight gain on Cycle increased from 7 to 10.

  • Sunshine: Sunlight grow increased from 1 to 2. Base Sunlight increased from 0 to 2. Has Shatter.

  • Mossy Stone: Shield increased from 150 to 200.

  • Forest Fire: Sunlight damage scaling increased from 10 to 20.

  • Natural Selection: Added Unique status.

  • Verdant Overlord: Added pickup penalty (Lose 500 Max HP).

Water Mage

  • Glacial Shard: Damage reduced from 50 to 0. Added a 0.2 multiplier. Armed bonus damage increased from 30 to 50.

  • Snowball: Shield generation on draw increased from 5 to 50.

  • Icebreaker: Multiplier increased from 0.0 to 0.2.

  • Constant Flux: Burnout is now 2 instead of 1.

  • Absolute Zero: Multiplier increased from 0.0 to 0.2.

  • Kraken: Triggers once every 2 triggers instead of 1.

  • Tsunami: Base damage increased from 200 to 300. Ebb effect now triggers twice instead of thrice.

Chaos Mage

  • Advantage: Added pickup bonus (Gain +1 Max Chaos).

  • Safe Bet: Shield increased from 200 to 220.

  • Two Faced Coin: Weak increased from 2 to 3.

  • Ever In Your Favor: Brittle increased from 3 to 4.

  • Jackpot: Removed the +7 Rerolls reward. Now strictly grants +777 Shield.

  • Grand Finale: Damage scaling per Chaos reduced from +50 to +40.

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