RuneTech cover
RuneTech screenshot
Genre: Role-playing (RPG), Strategy, Adventure, Indie

RuneTech

Beta branch update

Beta 1.12 Patch Notes

* Added health display on right hand
* Fixed multiple combat glitches
* Added new and improved particle effects for fire and lightning spells
* New particle effects and screen effects for most crystals
* All crystals other than beam now fully programmed
* Removed Strength Crystal and Flight Crystal
* Added Invincibility Crystal and Slow Crystal
* Increased range on traps slightly
* Multiple tweaks to crystal timers
* Fixed wall glitch in level 1

Content Patch now live!

Our first major content patch is now available for play in early access.

Patch Features:
- Aerial bot arena removed. Level one puzzles and fights added
- Minor spell casting tweaks for better detection
- Major crystal overhaul. Crystals no longer need to be held in, and instead will stay active for a short time. Multiple crystals can now be active at once.
- Massive improvements to throwing spell orbs***
- Tutorial redone to better explain actions
- Voice now fully implemented for tutorial
- Aoe spell forms now travel with you instead of staying in place
- Lobby has had massive content added to experiment with crystals and better explain the game
- Button added in lobby to fully explain RuneTech casting system
- Gateway to level 1 now properly removes after tutorial has been completed
- Combat mode improvements for better dynamic detecting of combat situations
- Movement mode improvements to allow standard movement with less of a risk of motion sickness (teleport and click to navigate will eventually be removed as movement options)
- Yellow hint buttons added around level 1 in place of story elements to help guide players
- Multiple combat updates to enemy AI, turrets, and spawners
- Tons of tiny optimizations not important enough to get their own mentions here

We look forward to more feedback from our community in continuing to make this game great!

First beta build.

There is now a beta branch of RuneTech available for testing. The beta builds are likely to be very buggy and will be used to test new levels and abilities before we push them to the live branch. Betas will not likely have voice acting or subtitles implemented so expect puzzles to be difficult to figure out on the beta branches.

Beta Patch Notes:

- Crystals no longer need to be held in, grab with the trigger once to pick up, again to activate it, and a final time to turn it off.
- Level 1 is playable not including the boss fight at the end.
- Phasing no longer requires a player to turn sideways
- Sight crystals are now more reliable
- Fixed an error causing crashes when too many enemies died simultaneously
- Removed the NPC "Arena" that was a place holder for level 1
- The gate in the lobby will now properly go away after the player has beaten the tutorial, allowing quicker access to level 1 for replay.
- Significantly reduced the health of the starting aerial bots
- Added in Destro Crystal (currently a placeholder graphic is in place while waiting for the particle effects to be finished, yes it's ugly!)
- Added in flame turrets (Shoot both fuel tanks with fire!)
- Added in lightning Turrets(Shoot with electricity to temporarily disable them!)
- Added in Spawners for aerial bots
- Added examples of enemies to the lobby with brief description of fighting tactics
- Multiple puzzles and fights added into Level 1

We look forward to your continued feedback and support!

Major Spell Casting Update

This update has multiple improvements intended to make spell casting easier.

* Redesigned runes that are easier to trace
* Better tracking of movements while drawing runes
* All runes are now based on moving the controller up down left right, or diagonally between those directions.
* Added guide in lobby below display runes to show expected directions
* Added text label above the tracing rune to show what lines have been drawn
* Runes no longer need to be drawn perfect from the get go, at any point while drawing if you end up drawing a rune it will detect it!
* Spell traps no longer need to be set off with a laser! Traps will automatically start to expand until they explode when you set them, make sure you don't stand too close!
* The Occulus Rift should now have full support with the game (Note the Occulus does not have a guiding laser, but it is no longer needed for game functionality.
* Added subtitles for the rest of the tutorial (Voice is still not in place).

Just want to give a huge thanks to the feedback we have been receiving so far. Thank you all for helping us make sure this game turns out great!

Seated mode improvements.

In both teleport and navigation modes controls have now been added to rotate the character without having to physically turn in order to improve the seated experience. Pressing right and left on the Left controllers D-Pad will now rotate you by 15 degrees per click in the relative direction.
Thank you all for your continued feedback on the game, and in helping us to improve the play-ability for everyone.

Occulus Rift

Disclaimer: We do not have any means of testing rift controls, or any reference as to what the controls are so this attempted additions may not make the game playable on rift, but due to player feedback we are attempting to add support.

I have no way to test this at all, and can't find any kind of comparison for controls for the Rift as opposed to the Vive, but here is how I am assigning buttons in the update that is about to be uploaded to attempt to add support for the rift. (right hand only at this time, don't want to mess with movement modes that seem to be working).

Right trigger - same as vive trigger
Spell Trap - thumb stick cap touch
Spell projectile - b button cap touch
spell draw - a button cap touch
spell AOE - thumb up cap touch

As stated, i don't know if this is going to cause issues or not, I am willing to work with anyone that is willing to test it out for us to try to get it working, otherwise there won't be official support for the rift until i actually have one on hand to test with.

Update to spell casting

Due to feedback from the community we have made a series of minor improvements. We are working on completely revamping the spell casting system to make it much easier to use, in the mean time we have made the following improvements while the new casting system is developed.

* Multiple minor tweaks to spell casting to make it more sensitive to user input and potentially easier to use.
* Added in a guide for casting based on active spell displayed on left hand.
*Graphical and performance improvements to try and maintain higher overall frame rates.

Early Access Launched!

Early access has now launched, in early access you will be able to test all spells in the lobby, play through the entire tutorial, and in the layout of level one try and kill all 60 bots before dying.

Notes about current game state:
* Voice is not implemented all the way through the tutorial. To progress you will need to utilize lightning AOE spell form, and keep your eyes open for crystals. or follow the tutorial guide here tutorial guide here.
* Many particle effects are still being completed and only have place holders for the time being.
* When fighting the bots there is not currently a way to tell how damaged you are. You start with 10 health, and bots do one point of damage per difficulty level per shot that hits you.
* Remember crystals respawn! Also shield crystals can be destroyed!

Level one will be added in stages, with linking puzzles being put in as we are done testing them, achievements will not be added during early access.