Town Portal Games · Runeworld Mobile changelog

Release Notes

0.10.1 — Elements in the Steel alpha latest
October 2026

The forges of the deep have started putting more than iron into their blades. Rare and better weapons from Acts I to III now strike with a share of fire, lightning, poison, nature, shadow, holy or cold, and four molten weapons give archers and rogues a fire of their own.

Elements in the steel

Rare, epic and legendary weapons from the first three acts now carry an element. Their basic attacks deal part of their damage as that element, from 25% to 50%, and the rest as physical. Physical damage still meets armor and block. The elemental share meets the target’s resistance to that element instead.

Fire for archers and rogues

Rangers, scouts and rogues had no fire weapon. Four molten weapons now drop in Act III:

Updates inside the game

From this version on, smaller updates can download inside the game. When one is ready, the update prompt offers Download update with its size, shows the progress, and restarts the game to finish. Updates are still required. Larger ones still go through Google Play.

Additional fixes

0.10.0 — Kinship alpha
October 2026

Kinship is no longer a menu. It is a snowbound Viking town where townsfolk go about their chores, ravens watch from the rooftops, and a broken Runegate leads straight down into the dungeon. Deep in Act I, the Hall of the Broken Oath has a new keeper: Stone-Eye, the Rune-Bound.

The Kinship town

Tap Kinship to walk through a Viking town, one step at a time on the same grid as the dungeon. Snow falls in the streets. Under the hall roof the wind dies down and your footsteps move from snow to wooden boards.

The broken Runegate

At the edge of town stands the broken Runegate. Step through it for a quick descent into the dungeon at your current journey point, with your saved party and packed supplies. The gather and prepare screens are skipped. If you have no party yet, the gate sends you to pick one first. Starting a run needs a connection, and the gate tells you when it can’t answer. When an expedition that began at the gate ends, you return to the town at the gate.

Every new expedition now starts just inside the dungeon entrance, with the portal at your back. Turn around to use it when you want to leave. Rats forage along the walls of the entrance chamber, and they bolt for their holes when they notice the party. The tutorial still opens facing a door.

Stone-Eye, the Rune-Bound

Medusa’s Lair is now the Hall of the Broken Oath. Its boss, once Medusa, has been rebuilt as Stone-Eye: an oath-bound guardian who turns heroes to stone and then shatters them. Her venom is gone.

Below 30% health she hits harder and uses Shatterbound and Broken Oath more often. Her new statuses have their own icons and descriptions in the combat status panel. Her title appears in the combat header, and her Bestiary entry has been rewritten.

Choose Heroes, redesigned

Truer to the North

A naming pass replaces words that didn’t belong in a Norse world. Only the names have changed. Effects and rewards are the same.

Server maintenance and updates

Additional fixes

0.9.2-alpha.1 — Moon and Iron alpha
September 2026

Sigrava, the Silver Queen, joins the weekly boss rotation. The Broken Road now opens the journey. Beyond its first doors lie moon-sealed puzzles, a chamber of divine offerings, and a dwarven forge that can bind the runes you find into treasured gear.

Sigrava, the Silver Queen

Face Sigrava in Weekly Boss Trials. She awakens Frostsworn, an independent silver sword that strikes twice after her actions, and fights with Paralyzing Touch, Frightening Gaze, and a protective Frost Ward. Her fear, paralysis, sword, and ward have distinct status icons, and Frost Ward can be inspected in the combat status panel. Cold resistance now applies to Frostsworn's strikes. Sigrava's Act IV dungeon encounter is reserved for a future act.

Dungeon Runes and the Dwarven Forge

New rooms behind the doors

Boss rewards

Every boss room now has a locked coffer. Bring a Moonlit Lockpick and open it after the fight for five pieces of equipment, including one Epic-or-better piece, plus its other possible spoils. The dungeon map marks rewards you have not yet claimed.

A new beginning and a travelling companion

Additional improvements

0.9.0-alpha.2 — Valhalla alpha
September 2026

The gates of Valhalla are open. Draft a temporary warband, choose the blessing of a Norse god, position your heroes and fight through nine escalating battles before suffering three defeats. This update also introduces daily Oaths, Kinships with live group chat, four expanded dungeon rooms, elemental weapons, deeper enemy resistances, detailed combat reports and new Act III enemies.

Valhalla Draft

Valhalla is a new server-authoritative draft mode in which every run begins from nothing. Choose one of three Runic Boons, draft a warband and fight through increasingly dangerous opponents. A run ends after nine victories or three defeats, with draws counting as defeats.

Account progression does not determine the strength of a Valhalla hero. Every combatant enters at level 50 without their normal equipment, traits or mastery. Instead, the run builds its own temporary power through heroes, stars, relics, boons and formation.

Build your warband

The War Market opens between battles. Spend earned Honor to recruit heroes, improve their stars, purchase relics or replace weaker members of the roster. Heroes may be dismissed to recover Honor, but an active warband can never fall below three members.

Temporary stars

Stars improve the hero’s entire active kit for the remainder of that Valhalla run.

19 Runic Boons

Every run begins with the blessing of a Norse power, including Odin, Thor, Freyja, Loki, Tyr, Heimdall, Baldr, Skadi, Njord, Freyr, Hel, Bragi, Vidar and Mimir.

Each Boon provides a defining combat rule and later branches into one of two upgrade paths. Fully developed Boons may change formations, grant extra actions, manipulate critical strikes, cleanse afflictions, summon Wards or reward aggressive and defensive warbands in very different ways. Opposing warbands also carry their own Boons, making their strategy visible before battle.

60 War Relics

The War Market contains 60 temporary relics across Common, Rare, Epic and Legendary rarity, supporting specialized builds around frontline and backline formations, long-range and close-range combat, execution damage, healing and overhealing, starting Wards, paired allies, isolation bonuses, death triggers, critical-hit immunity, reflection and lethal-hit protection.

Every hero may carry one relic. Relics disappear when the Valhalla run ends.

Position, reach and movement

Valhalla battles take place directly inside fully rendered arenas. Melee fighters advance toward the enemy line, ranged heroes attempt to maintain useful distance and living opponents block movement. Heroes must bring enemies or allies within reach before using attacks, healing or targeted support abilities.

Area attacks only strike enemies within the caster’s reach, and frontline combatants prevent melee attackers from simply walking through them to reach the backline. Formation, positioning and movement therefore remain relevant after the battle begins.

Valhalla currently includes open, dungeon, meadow and frozen arena environments, each with its own layout, navigation and combat camera.

Glory and the Valhalla leaderboard

Completed runs award permanent Glory based on victories. A complete nine-win conquest grants an additional bonus, with another bonus for finishing without a defeat. Losses never remove Glory, so every completed run advances the account’s lifetime total.

The Leaderboard now includes a dedicated Valhalla ranking showing Glory, conquests, completed runs and best performance. Ten new achievements reward the full Valhalla journey, from a first run through flawless conquests and 10,000 lifetime Glory.

Oaths & Events

A new Oaths hub introduces daily and weekly objectives. Each day presents three Oaths across seven named daily themes, designed to progress through ordinary play — defeating enemies, opening doors and chests, winning battles, completing expeditions and bringing a featured owned hero. Rewards must be claimed manually and cannot be claimed more than once.

Completing all three daily Oaths opens the Oathkeeper’s Chest. Three weekly objectives run alongside the daily rotation, and the server-verified Weekly Boss is displayed as a live event inside the same hub.

Progress, claims, login days and daily rotations are preserved in local and cloud saves. The main menu shows current completion and unclaimed rewards directly on the Oaths button.

Kinships

Players can now form persistent social groups called Kinships. Signed-in players may create a Kinship, search for and join existing ones, receive and manage invitations, view members and their online presence, assign member and officer roles, invite or remove members, and leave or disband.

The Kinship Hall has received a complete visual presentation with its own hall artwork, member list, management controls and account information.

Live Kinship chat includes real-time messages, online presence, role badges, day separators, new-message dividers, unread tracking, and reconnection with message history. The Leaderboard now includes a Kinship ranking alongside Renown, PvP and Valhalla.

The War Table is visible in the Kinship Hall but remains closed while Guild Wars testing is completed.

New and expanded dungeon rooms

Four rooms have been rebuilt or newly authored, each with its own mechanism to work out and its own reward for doing so. We’re leaving the details for you to find.

Deeper damage and resistance rules

Every enemy now has a complete combat stat block including Attack, Defense, Magic, Insight, Resist, creature type, race, combat role and rank. Enemies may possess individual elemental resistances and weaknesses across Fire, Cold, Lightning, Poison, Shadow, Holy and Nature.

Physical armor and elemental resistance now affect separate parts of an attack. A mixed weapon must still overcome block, but only its physical portion is reduced by Defense — its elemental portion instead tests the target’s relevant resistance and weakness.

The first split-damage weapons include:

This gives elemental weapons a distinct role against heavily armored targets while making enemy knowledge and party preparation more valuable.

Enemy inspection

Enemies can now be inspected directly during combat. Long-press an enemy, or tap an already selected enemy, to open a detailed combat sheet showing current and maximum Health, full stats, elemental resistances and weaknesses, known abilities, and active buffs and debuffs.

The Bestiary has also been expanded with a consistent creature taxonomy covering race, creature types, combat role, rank and faction.

New Act III enemies

Vigga, Court Blade

Vigga joins the Act III boss roster as an evasive Deep-Court duellist. Her fixed rhythm includes Glass Veil (physical attacks miss while magical damage becomes more effective), Umbral Fang (hunts the weakest hero and inflicts persistent healing reduction), Polymorph Curse, Culling Thrust, and summons that call Deep-Court reinforcements into battle.

Vigga includes a dedicated character scene, effects, animations and Bestiary entry. The Black Anvil Captain, Forge Saint, High Runebinder and several Act III enemies have also received improved models, scale, effects and combat presentation.

Battle reports

Dungeon victories and defeats now include a detailed battle report on the Spoils screen, tracking actual combat outcomes for every hero: damage dealt, healing performed, damage taken, buffs and debuffs applied, effects cleansed, largest critical hit and enemies defeated.

Highlights identify standout contributions such as most damage, meaningful healing, damage prevented, enemy actions stopped, dispels and revivals. Only damage actually removed from enemy Health counts — healing excludes overhealing, and protection records damage genuinely absorbed or prevented. Valhalla battles use the same report system, with separate statistics for both warbands.

Mercy’s Edge

A new Core Discipline is available to Rune Adept, Ashen Cleric, Vanir Thornspeaker and Idunn’s Disciple.

Mercy’s Edge rewards alternating between healing and offense rather than repeating the same action.

Exploration and equipment improvements

Audio and presentation

Additional fixes

Full hero balance changes

Stone Warden

Shield Bash

  • Block now protects against the next landed hit instead of remaining active for an entire enemy rotation.
  • Enemy misses no longer consume the block.

Taunt

  • Expert’s defensive brace reduced from 100% of Defense to 25% of Defense.
  • Minimum damage reduction remains 2.

Fortify

  • Now also scales with 50% of Resist in addition to 40% of Defense.
  • Expert’s self-Ward is now equal to Fortify’s calculated power instead of adding the Warden’s full Defense a second time.

These changes reduce extreme defensive stacking while allowing Resist-focused Wardens to retain meaningful protection.

Vanir Thornspeaker

Thornlash

  • Cooldown increased from 2 to 3 turns.

Bloom from Rot

  • Cooldown increased from 2 to 3 turns.

Briarheart and the abilities’ damage scaling remain unchanged.

0.8.0-alpha.1 — Ascension alpha
August 2026

Heroes can now rise beyond their original limits. Collect hero-specific Fragments, summon new Epic heroes and Ascend your roster through five star ranks. The update also introduces Idunn’s Disciple and the Draugr Champion, a new rewards inbox, promo codes, additional dungeon rooms, improved enemy abilities and a major combat balance pass.

Hero Ascension

Heroes can now progress from one to five stars using their own unique Ascension Fragments. Epic heroes who have not yet joined the roster may be summoned after collecting enough Fragments. Owned heroes can instead spend Fragments to increase their star rank.

Star bonuses improve only the hero’s natural level-derived stats. Equipment, allocated stat points, training, traits and Forge bonuses retain their full independent value.

Ascension stars are now displayed throughout the game, including the hero roster, equipment screen, expedition party, victory results, Codex and PvP profiles. Hero Fragments and star progression are verified by the server and preserved through cloud saves.

Two new Epic heroes

Idunn’s Disciple

A Vanaheim bruiser and battle-healer who turns aggression into recovery.

Higher mastery ranks improve her healing flow, cleanse allies, strengthen party-wide recovery and turn otherwise wasted healing into protection. Idunn’s Disciple is fully supported in ordinary combat, Weekly Boss Trials and PvP.

Draugr Champion

An undead Helheim juggernaut who becomes increasingly dangerous as his Health falls.

Self-healing remains fully effective, rewarding aggressive low-Health strategies. Both new Epic heroes include dedicated models, portraits, animations, spell effects and combat audio.

Rewards inbox

Account rewards can now arrive through a dedicated claim screen. Pending Weekly Trial, promotional and seasonal rewards are presented automatically from the main menu, and may contain currencies, crafting materials, hero unlocks or Ascension Fragments.

Some rewards allow a choice between several prizes. These can be inspected before claiming or left safely in the inbox for later. Claims are processed by the server to prevent lost or duplicated rewards.

Promo codes

A new Redeem Code option has been added to Settings. Signed-in players can enter promotional codes and immediately view the rewards granted to their account. The system handles already-used, invalid and expired codes with clearer feedback.

Clearer stats and abilities

Hero statistics can now be tapped to open a detailed explanation showing what each value actually does for that hero:

Ability descriptions now display calculated power more consistently and explain mastery upgrades without repeatedly hiding the important numbers inside long descriptions.

Insight and critical strikes

Insight now improves critical-strike chance for every attack type, including physical attacks, ranged attacks and spells. This gives Insight a clear universal purpose while preserving its additional use as a scaling stat for specific abilities. Critical strikes continue to deal 150% damage.

Hero skill and passive rework

Hero ability scaling has received a large roster-wide balance pass. Underperforming skills have been strengthened, excessive scaling has been reduced and several costs and effects now scale more naturally into higher levels.

Several previously limited starter passives have also been rebuilt:

The Rogue’s trap-focused passive and several additional ability descriptions have also been corrected and clarified.

New and rebuilt dungeon rooms

The Resonance Chamber

A rare new puzzle room contains three rotating rune resonators and a sealed cache. Each resonator changes the glowing pattern traced on the central display. Align all three rings with the ancient target sigil to awaken the chamber and release its treasure. The room responds through light, sound, unstable rune traces and rising resonance rather than directly revealing which ring is correct.

Archive

The Archive now has a fully authored room layout filled with books, shelves, ancient instruments and forgotten records. Bookcase textures and room presentation have also been corrected.

Armored Cache

The Armored Cache has received its own authored treasure room, providing a more distinctive setting for discovering protected equipment rewards.

More distinctive enemies

Several ordinary enemies now use complete tactical kits instead of relying on generic attacks.

These abilities include new casting effects, persistent auras, impact effects, animations and audio.

Fishing improvements

Fishing now features a visible first-person rod and line. When a fish bites, players must react within a short reel-in window. Missing the bite lets the fish escape, but does not consume the cast or discard the pre-generated reward. Fish can now be selected correctly when preparing expedition supplies and remain available alongside other consumable run items.

Audio and presentation

Fixes and balance

Full hero balance changes

Percentages describe scaling from the listed stat. Base power and cooldowns remain unchanged unless noted.

Stone Warden

Fortify

  • DEF scaling reduced from 70% to 40%.
  • Duration and mastery effects unchanged.

Hold the Line reworked

  • While Taunt is active, other allies deal 5% more damage.
  • Expert: damage bonus increased to 10%.
  • Master: affected allies also gain +5 Resist.
  • Grandmaster: the first time Taunt expires each combat, all enemies become Exposed for 2 turns.

Rune Adept

Mend

  • MAG scaling reduced from 150% to 120%.
  • Additional 50% INS scaling unchanged.

Ward

  • MAG scaling reduced from 100% to 80%.

Arcane Insight reworked

  • Grants the entire party +2 Insight.
  • Expert: Insight bonus increased to +4.
  • Master: allied critical strikes reveal the target’s intent.
  • Grandmaster: Insight bonus increased to +6. Once per combat, an allied miss becomes a hit.

Duskwick Scout

Wolfmark Arrow

  • ATK scaling increased from 80% to 120%.

Volley

  • ATK scaling increased from 50% to 70%.

Command Beast

  • ATK scaling increased from 70% to 100%.

Pack Bond reworked

  • Wolfmark Arrow has a 50% chance to trigger an additional wolf bite.
  • Expert: a killing wolf strike reduces Command Beast’s cooldown by 1 turn.
  • Master: wolf strikes ignore enemy Defense.
  • Grandmaster: wolf strikes inflict Bleed for 2 turns.

Lockshade Rogue

Shiverblades

  • ATK scaling reduced from 50% to 40%.
  • Additional 30% INS scaling and Bleed unchanged.

Shadowstep

  • ATK scaling increased from 80% to 90%.
  • Additional 50% INS scaling unchanged.

Trap Sense reworked

  • Reduces trap damage taken by the entire party by 3.
  • Expert: the Rogue takes no trap damage.
  • Master: party trap-damage reduction increased to 5.
  • Grandmaster: the first trap encountered each run is disarmed completely.

Ashen Cleric

Blessing

  • MAG scaling reduced from 120% to 80%.

Smite

  • MAG scaling reduced from 100% to 80%.
  • Additional 50% DEF scaling unchanged.
  • Still deals double damage against undead.

Moon Occultist

Curseflare

  • MAG scaling increased from 120% to 150%.

Dark Pact

  • MAG scaling reduced from 150% to 80%.
  • Additional 50% INS scaling unchanged.
  • Health cost changed from a flat 5 Health to 10% of maximum Health.
  • Minimum cost remains 5, and Dark Pact can never reduce the Occultist below 1 Health.

Umbral Harvest reworked

  • At 2 or more Curse, debuffs inflicted by the Occultist last 1 additional turn.
  • Expert: deals 20% more damage to debuffed enemies.
  • Master: damage-over-time effects and Doom deal 25% more damage.
  • Grandmaster: when a debuffed enemy dies, the most wounded living hero recovers 5% of maximum Health.

Runesmith

Hammer Sigil

  • ATK scaling increased from 80% to 120%.
  • Additional 40% MAG scaling unchanged.

Temper the Worthy

  • MAG scaling increased from 50% to 80%.

Unmake Enchantment

  • MAG scaling increased from 100% to 150%.

Froststalker

Black-Ice Arrow

  • ATK scaling increased from 90% to 150%.
  • Additional 30% INS scaling and Chill chance unchanged.

Vanir Thornspeaker

Thornlash

  • MAG scaling increased from 100% to 120%.
  • Additional 30% INS scaling unchanged.

Bloom from Rot

  • MAG scaling increased from 110% to 150%.

Briarheart

  • MAG scaling increased from 80% to 100%.

Ravencloak

Murder’s Due

  • ATK scaling increased from 90% to 150%.
  • Additional 40% INS scaling unchanged.
0.6.0-alpha.3 — Moonlit Waters alpha
August 2026

For the first time, the dungeon opens onto the world outside. Discover a hidden lakeside cabin beneath the night sky, step onto its wooden jetty and cast a line into the moonlit water. Fishing introduces magical fish, rare equipment catches, combat Scrolls and a new Codex collection — alongside improved character animations and combat presentation.

The first outdoor room

A doorway can now lead beyond the dungeon walls and into Runeworld’s first fully outdoor environment.

The Lakeside Cabin opens onto a moonlit shore featuring an animated lake, wooden jetty, cabin, boat, foliage, rocks, water lilies and distant clouds. Outdoor passages use dirt and grass terrain, wooden fences and open night skies instead of the familiar dungeon walls and ceilings. Lighting and atmosphere transition naturally as the party moves between the dungeon and the lake, then return to their original state when heading back underground.

The Lakeside Cabin is a rare dead-end room that may appear during later journeys across all three acts. Explorers may also discover a small offering of gold or Moon Rune Fragments beside the shore.

Fishing

The jetty contains Runeworld’s first fishing spot. Each discovered lake provides up to five casts. Cast the line, watch the bobber and wait for the visual and audible signal that something has taken the bait. A successful catch may contain a magical fish, a combat Scroll, or equipment from the current act.

Every fishing spot guarantees one Epic-or-better equipment catch across its five casts. The remaining catches are determined from the run seed and preserved with the expedition, preventing the lake from being rerolled by leaving and rebuilding the room.

Fishing includes new casting, bite, splash, reel and catch effects together with dedicated audio and water animation.

Eight magical fish

Fish are carried in the expedition satchel and may be consumed directly during a run:

Persistent fish bonuses do not stack. Attempting to consume another copy of an already active fish preserves the catch for later use.

The Fishing Codex

The Codex now contains a dedicated Fishing collection. Undiscovered species remain hidden, while caught fish reveal their artwork, rarity, effect and lore. Selecting a discovered fish also opens a live 3D preview of the creature. The collection tracks progress across expeditions, providing a permanent record of every species pulled from Runeworld’s waters.

Animation and combat improvements

Character animation transitions now blend more naturally instead of snapping between poses. Combatants correctly return to their idle stance after hit-stop and interrupted attacks, resolving cases where characters could remain frozen on the final frame of an animation.

Several Dark Elf character scenes and shared magical combat animations have also been corrected. The Dark Elf Priest now uses improved animations and impact timing for its attacks, including Sundering Verse, Unmaking Word and its standard magical strike.

Additional improvements

0.6.0-alpha.1 — The Veiled Blade alpha
August 2026

A new challenger enters the Trial Grounds. This update introduces Skuggadís, a Weekly Boss built around magical attack windows, permanent wounds and Polymorph — alongside safer cloud synchronization, complete hero models for PvP, faster combat playback, stronger Clarity feedback and several important Android and Act III fixes.

Skuggadís, Veiled Blade

Skuggadís joins the Weekly Boss rotation as an evasive counterpart to the Iron Jötunn. Where the Jötunn tests sustained damage against an immovable wall, Skuggadís demands that the party read her rhythm and attack during the correct windows.

Her fixed rotation includes:

Polymorph is one of Skuggadís's defining scripted actions and now ignores Resistance. Her Health has also been increased after endgame simulations showed that heavily developed parties could defeat her outright and flatten the leaderboard's upper scores.

The Weekly Boss screen now provides a dedicated fight button for each available boss, while the main-menu banner names the boss currently in rotation.

Unstoppable and boss control immunity

Repeated Stun, Root and Paralysis chains can no longer prevent a combatant from acting indefinitely. When a hard-control effect expires, the target gains Unstoppable and is guaranteed one action before another hard-control effect can land.

Bosses are now completely immune to Stun. This prevents random Stun effects from skipping signature mechanics, boss phases or fixed Weekly Trial rotations.

AUTO combat has been updated to understand Skuggadís's mechanics. Disarmed or Polymorphed heroes avoid unusable physical actions, while spellcasters prioritize magical abilities during Glass Veil.

Saga Tome overhaul

Saga Tomes now provide genuine roster catch-up. A single Tome raises a lagging hero all the way to the average level of the roster's three strongest unlocked heroes. Existing XP inside the hero's current level is preserved, and every crossed level still awards its normal stat points and progression rewards.

The hero screen now shows the exact target level and number of levels the selected hero will gain before the Tome is consumed.

New hero models and animations

The six starter heroes and the three Rare Calling heroes now have dedicated mobile-ready 3D character scenes: Stone Warden, Rune Adept, Duskwick Scout, Lockshade Rogue, Ashen Cleric, Moon Occultist, Runesmith, Froststalker and Vanir Thornspeaker.

These models are now used consistently in PvP presentation and support dedicated weapons, palettes and animation sets. Deep-Court Duelists and Deep Oracles have also received new Dark Elf character models and animation sets. Numerous issues involving bows, spellcasting, attack transitions, hit reactions and animation playback have been corrected.

Faster combat playback

Combat now includes a persistent 2× speed toggle, accelerating character animations, visual effects, impact delays, floating combat results and turn pacing. The complete presentation pipeline scales together, keeping attacks, damage numbers and sound effects synchronized even during faster AUTO combat.

Clarity reveals valuable objects

High Clarity now provides direct visual information inside dungeon rooms. Useful interactable objects begin to glow green when the party has enough Clarity:

Dangerous mechanisms such as saw rails and wall-slab traps can glow red before they trigger. Clarity therefore helps the player physically read the room instead of only affecting hidden checks, enemy information and combat initiative.

Improved combat consumables

The in-combat consumable interface has been redesigned with larger icons, clearer quantities and better mobile touch targets. Consumables and Scrolls now use improved artwork, shadows and presentation. Their effects are displayed more clearly when selecting or using them, and Scroll activation has dedicated audio feedback. Several issues involving carried stock, item icons and consumable layout shifts on mobile have also been corrected.

Cloud-save safety

Cloud synchronization has received several critical safeguards. Every cold app start now checks the server before trusting the locally stored cloud revision, preventing a new, empty or restored local save from entering a PUT-only loop and attempting to replace valid cloud progress.

Settings now include a manual Restore from Cloud button. The restore action safely compares local and server progress through the existing reconciliation system rather than blindly overwriting either copy.

Act III balance refinements

PvP and Weekly Trial stability

Android graphics and stability

The Android texture-compression issue that could produce pink or magenta graphics has been corrected across the main menu and affected dungeon rooms, including the Runestone Shrine.

Additional fixes

0.4.0-alpha.1 — The Deep Roads alpha
August 2026

The road beneath the roots is open. Act III: Svartalfheim Deep Roads arrives with ten journey points, seventeen new enemies, four bosses and coordinated Warbands — alongside 77 new items, combat Scrolls, a guided tutorial, clearer status information and a complete rework of the final Act I boss.

Act III — Svartalfheim Deep Roads

The journey continues beneath the mountain into Svartalfheim, where abandoned mines still operate, ancient furnaces refuse to cool, and the dvergar warbands obey orders from a kingdom that should have died long ago.

Ten new journey points for heroes around levels 19–28, with their own campaign map, journey artwork, routes, encounter balance and progression through increasingly long and dangerous runs:

Seventeen new enemies

Svartalfheim introduces a full enemy roster built around formation, control and cooperation. Tunnel Guards protect their allies, Runebinders silence casters, Deep-Court Duelists hunt wounded heroes and Chainmasters drag party members out of position. Ember Priests suppress healing, Rune-Sick Miners spread Chill, and elite Menders, Oracles and Choristers can turn an ordinary enemy party into a serious threat.

Four new bosses guard the Deep Roads:

Every new enemy includes its own combat identity, abilities, Bestiary information and tactical advice.

Warbands

Act III introduces Warbands: authored enemy parties that fight as coordinated groups instead of collections of randomly selected creatures. Each combines defined roles — tank, support, assassin, bruiser — and deeper Warbands can arrive with an elite leader such as a Molten Chorister, Deep Oracle or Ashen Mender.

These encounters contain fewer bodies than the largest ordinary packs, but every member is considerably stronger and contributes to the group's strategy. Target selection, control effects and breaking the enemy formation are essential.

77 new Act III items

Svartalfheim adds 77 new equipment pieces, including 18 Legendary items:

The new equipment supports every current combat role, with effects built around armor penetration, repeated attacks, Resistance, support power, enemy ailments, party Wards and fighting heavily defended targets.

Legendary finds include The Turning Stone, Threshold Pike, Reaper of the Frostfire Crucible, Wyrmcoil Carver, The World-Anvil Splitter, Lion of the Deep Court, Star of the North Vault and Storm of the Threshold.

Item details now explain special effects and combat bonuses more clearly, making unusual equipment easier to evaluate before equipping it.

Combat Scrolls and the rebuilt Library

Arcane Libraries can now contain physical books that may be collected while exploring. Alongside Saga Tomes, libraries can reveal two new single-use combat Scrolls:

Discovered Scrolls are stored with expedition supplies and can be packed for a later run. They cannot be purchased from the shop, making libraries an important source of rare tactical resources. The Library itself has also received a substantial visual redesign with expanded shelves, props, lighting and interactive book pickups.

Clearer combat information

Combat effects are now represented by dedicated status icons on heroes and enemies. Tapping a hero's active effects opens a detailed overview explaining what each buff or debuff does, how long it lasts and how many stacks are active — including Ward, Taunt, Veil, Chill, Poison, Bleed, Exposed, Marked Quarry and the new Act III equipment mechanics.

The turn-order bar can now also be used for enemy targeting. Tapping an enemy portrait selects that target, and the chosen enemy is marked both in the turn order and on the battlefield.

Weaken now affects heroes consistently as well as enemies, allowing new enemy abilities and equipment interactions to reduce incoming attack damage correctly.

A guided first run

New players now receive a guided tutorial covering the core Runeworld loop:

The tutorial follows the player across exploration, combat, loot and the run summary instead of placing every lesson on a single screen. Existing players are not forced to repeat it.

The Forgotten Lord returns to his throne

The final Act I boss has been completely rebuilt. The Forgotten Lord now fights as an undead ruler instead of relying on generic boss actions:

The fight changes as his Health falls, with stronger attacks and more aggressive command of the battlefield. His summoned Haugbui disappear when their lord is defeated, creating a choice between controlling the court or focusing everything on the throne. The encounter also features new effects, animations and combat presentation.

New achievements

Seven new achievements reward progress through Svartalfheim and mastery of its Warbands:

These achievements grant Account XP, Renown and Moon Runes, including a substantial reward for conquering the entire act.

Performance, interface and fixes

0.2.0-alpha.4 — Curses & Relics alpha
July 2026

The dungeons have learned new ways to fight back. This update introduces a run-shaping Curse system, a new opening boss, fresh dungeon encounters and a complete set of Epic and Legendary Act II offhands — alongside fixes for Rare Hero Callings, PvP and Boss Trials.

Active Curses

Curse is no longer just a number. A run can now accumulate up to four active Curses, each of which can deepen through three ranks and directly change combat, rewards or both. If the global Curse reaches Ragnarök, every active Curse becomes even more dangerous for the rest of the run.

Curse effects and ranks can be reviewed from the new Curse panel during a run. Curse rooms, sealed failures, sanctuaries and the reworked Runestone Shrine now interact with the system, making the route through a dungeon matter in new ways.

New enemies and dungeon dangers

Windmill Wraith

Act I now opens with the Windmill Wraith in The Mill's Heart. This haunted boss follows a readable four-action rhythm: it blinds the party with spectral chaff, regenerates through Ghost Grain, delays a hero skill with The Mill's Toll and sweeps the whole party with its sails. When wounded, the mill turns backwards — and the rhythm reverses.

Blackroot Creeper

The Blackroot Creeper has received a new model, bespoke audio, effects and a full combat kit. Thorn Mantle punishes weapon attacks, Spellbane Husk retaliates against spells, Venom Miasma empowers enemy blows with poison, and Blackroot Spike delivers a heavy magical hit. Reading its current mantle is now essential before committing a powerful attack.

Draugr Crypt

The dungeon can now draft a rebuilt Draugr Crypt featuring slamming wall traps, a partial healing water source and stronger environmental storytelling. Sufficient Clarity can reveal the wall-slab danger before it strikes. The Runestone Shrine, barracks and several other room presentations have also been improved with new interactions and ambience.

16 new Act II endgame offhands

Act II's offhand pool has gained 10 Epic and 6 Legendary items. These relics add unique combat effects and ensure that every current role — including Rogue and the three Rare Heroes — has meaningful Epic and Legendary endgame options.

Epic and Legendary drops are now introduced progressively within each act rather than appearing at the very first journey point, making powerful finds feel more appropriate to the depth reached.

Progression and hero updates

Rare Hero Callings, PvP and Trials

Interface and fixes