What’s new
The game changes most days. These are the last 25 releases, newest first.
Room to fight 0.95.1
Fixed
- Wide landscape phones and tablets now keep all ten skills in one compact row instead of wrapping the last two beneath the message log.
- Narrow landscape layouts reserve enough height for a two-row skill bar, so combat messages no longer cover abilities.
- Saved HUD positions from the previous layout revision are discarded before they can restore the overlapping arrangement. ---
Teeth in the wild 0.95.0
New
- Every critter species now has its own silhouette and battle-worn anatomy, including cinder blades, thorn lances, stone plating, razor pinions, abyssal fins and rune-cut armour.
- Druid forms now carry supernatural war regalia: sabres and fetishes for the tiger, cracked bone plating for the bear, a deadwood antler crown for the ancient tree and moon-metal brow blades for the owl.
- Supported mobile devices now show a small live battery bar and percentage beside the zone clock, including charging and low-battery states.
Changed
- Critters use smaller adult head proportions, a single profile eye, harder material planes and species-specific contour breaks that remain readable at their actual in-world size.
- The owl form is now a horned night-raptor with a narrow armoured torso, blade-like wings, hooked talons and angular eye slits.
- Tiger, bear and owl forms have darker palettes, larger apex silhouettes and subtle broken-rune ground auras.
- Critter colour, pattern, size and shiny genes still alter their appearance without replacing their species identity.
Fixed
- Compact pet portraits now retain species-specific details and elemental growths instead of falling back to the generic body shape.
- Wild-shape nameplates now account for taller antlers, armour and brow blades. ---
Forged in shadow 0.94.0
New
- The HUD now has dedicated phone, tablet and desktop layouts, including landscape and short-screen profiles that keep combat controls and important information clear of one another.
- Every class has its own procedural combat language: Warden steel, Pyromancer flame, Druid roots and spores, Ranger arrows, Revenant shadow cuts and Templar sigils.
- Characters now use semantic procedural poses with named joints, weapon grips, hit reactions, animated deaths, back-carried equipment and detail levels for portraits, normal play and crowded scenes.
- Persistent shields, roots, stuns, slows, damage-over-time effects, healing and armour breaks are visible on combatants and the target frame.
- Combat audio now distinguishes weapons, elements and impact weight, with distance attenuation, stereo position and priority for local and boss sounds.
Changed
- Panels, cards, tabs, fields and controls now share a dark-fantasy treatment built from charcoal, iron, worn leather, parchment and restrained magical accents.
- Armour and weapons have stronger silhouettes, segmented materials, richer tier detail, improved class identity, quivers, sheaths and corrected grips.
- Cast, travel and impact effects are now separate synchronized phases instead of duplicating the same effect when both events arrive.
- Boss slams, fixates and summons use distinct telegraph shapes and server-timed warnings.
- Saved HUD positions are versioned and safely clamped when moving between screens, orientations or interface scales.
- Camera shake, particle density and reduced-motion settings now control the live Canvas renderer.
Fixed
- Character creation can no longer save unsupported bright or malformed appearance colours that bypass the game palette.
- High-tier weapon fluting no longer creates invalid Canvas colours.
- Tablet and touch-laptop controls are no longer chosen solely from screen width, and narrow mobile rules no longer override one another unpredictably.
- Panels restore keyboard focus when closed and now expose labelled dialog, chat, minimap and tab semantics.
- Combat effects and camera impulses have hard limits so crowded fights cannot grow renderer work without bound. ---
Beyond the last level 0.93.0
New
- **Ascendant Hall** is a complete level-120 hub with Trials, World Hunts, Rivalry, Records and Rewards in one ledger.
- The Breach now has five selectable difficulties with distinct wave shapes, elite pressure, shorter breathers and multi-boss finales. Clear one tier to unlock the next.
- Breaches can be entered solo or with up to five players. Group runs scale their waves and pay a small bonus without making a party mandatory.
- Named rare World Hunts rotate every six hours and a scalable Incursion arrives daily. Eligible contributors receive durable personal claims, collection trophies and Breach marks.
- Weekly adventurer, critter Arena and guild rivalry standings reward varied opponents while suppressing repeated pair farming.
- Breach and Prestige marks can now buy finite titles, profile frames, banners and effects that provide recognition without permanent combat power.
Changed
- The level journey now targets roughly two weeks of committed play at normal experience, or five to seven days during a ×3 event. Early levels remain quick while levels 60–120 carry most of the added journey.
- Contract experience remains a meaningful share of a level under the longer progression curve.
- Guild panels now show active war scores and recent results.
Fixed
- Level-120 apex quests once again require their intended preceding quests.
- A completed contract cannot be repeatedly accepted again during the same board window.
- The Veilbreaker now has one world placement instead of appearing as the boss of two separate zones. ---
The adventurer's handbook 0.92.0
New
- Discord now has a dedicated **Guides** forum with a first-hour walkthrough, progression and endgame advice, a critter and economy guide, and individual guides for Warden, Pyromancer, Druid, Ranger, Revenant and Templar.
Fixed
- The Discord welcome message now names all six playable classes and points new arrivals directly to the Guides forum. ---
Ranged combat holds its ground 0.91.0
Changed
- Rangers, Pyromancers and other ranged fighters no longer run into melee range merely because an enemy is targeted. Pressing an out-of-range skill moves only far enough to cast that skill, while manual movement remains firmly under your control.
- Stat points can now be reset at every level. Resets remain free through level 10, then cost progressively more gold as your level rises; the exact price is shown before you confirm.
Fixed
- Removing mana-hungry or unwanted skills from the hotbar now sticks through level-ups, deaths, trips home and zone changes. Newly learned skills may be added without restoring older skills you deliberately removed.
- Bosses can no longer be safely killed from behind terrain while they stand unable to reach the attacker. A stuck boss relocates to an open position beside its target, or resets the encounter if no legal position exists.
- The expanded mobile menu now opens at the top and scrolls through its full height, so Daily and Achievements cannot become trapped above Character. ---
The mailbox has a door 0.90.0
New
- Mail now has a proper home under **Menu → People → Mailbox**. You can write messages, read your inbox and mark messages as read without using chat commands. A green indicator appears when something new arrives.
Fixed
- The getting-started arrow no longer points back to Hollowmarket after you enter Emberwood. It gets you through the town gate, then leaves the monsters themselves as the target while “Defeat any monsters” is still active. ---
The Auction House and the road beyond level cap 0.89.0
A larger world update for trading, progression, community and endgame play.
New
- The old Trade House is now a real Auction House. List critters or items for timed bidding, set an optional buyout, follow your bids and collect completed sales from durable claims. Outbid gold is returned automatically.
- Direct player trading now begins with an invitation from the interaction menu. Both players can review the complete offer before confirming it.
- Friends, blocks and player mail make it easier to keep in touch. Blocking a player also stops mail between you.
- The critter codex records what you have discovered and collected. Releasing spare critters now grants essence instead of making them simply disappear.
- The Breach now has escalating tiers, rotating modifiers and unique rewards that can change how skills behave.
- Prestige offers a reason to begin another journey, with replay bonuses that speed up progress without adding permanent combat power.
- Daily and weekly objectives, more achievements and clearer profession progression add useful goals between quests and dungeon runs.
Changed
- Combat encounters have more distinct monster-family behaviour, clearer feedback and more reliable targeting and auto-cast controls.
- Parties, guild applications, guild vault permissions and war scoring have been strengthened for longer-running group play.
- New-player guidance, capped-level quest progression, early stat resets, crafting rewards and full-bag reward handling are clearer and more forgiving.
- Important bars, dialogs and controls now expose better keyboard, focus and screen-reader information. Touch controls no longer mistake a pinch gesture for an in-game action.
- Auction and trade screens have been rebuilt for phones as well as desktops, with the real item and critter artwork shown on listings.
Fixed
- Critters can no longer be bought, claimed or traded into a full nursery. Auction winnings wait safely as a claim until there is room.
- Failed trades correctly clear both confirmations instead of leaving the session stuck in a confirmed state.
- Character deletion can no longer strand bag items, equipment, gold, critters or active trades.
- Account deletion now also removes social links, received mail and guild applications, while anonymising mail already delivered to somebody else.
- Save upgrades, backups and restores are now verified before use. A save from a newer game version is refused safely instead of being replaced by an older backup.
- Mailboxes, auction history and other persistent records are bounded so one busy feature cannot grow the world save forever.
- Several economy, moderation, permission and text-display exploits have been closed, including invalid trade gold and markup in critter names.
- Deployments now carry reproducible client builds and improved health checks, reducing stale-client and partial-release failures. ---
Bulk selling leaves your potions alone 0.88.0
Fixed
- Selling or dropping all your commons took your potions with them. Every consumable in the game is common quality, so a tidy-up sold the healing potions along with the rusted swords — and the capture charms and teleport scrolls with them. Both buttons now take gear only, and say so. ---
Game master commands work again 0.87.0
Fixed
- Setting somebody's role, and every other game master action that looks up a character, failed with a server error. Two files were loading each other in a circle, so one of them ended up holding nothing. ---
Druids can attack while shapeshifted 0.86.0
Fixed
- A druid in tiger, bear, tree or owl shape could not attack by clicking. The click sent the first skill on the list, and in a shape that is Tiger Shape — so it cast a shapeshift at whatever you clicked instead of hitting it. Auto attack and the basic-attack key did the same. It now sends the shape's own attack: Rake in tiger, Maul in bear. ---
A revenant holds their knives 0.85.0
Fixed
- A revenant's knives now sit in their hands. Both blades used to be drawn from the same hand, so the second one hung in the air on the far side of the body; and each knife was tilted around the shoulder rather than around the hand, which slid it clear of the fist that was meant to be holding it.
- The pair also merged into one block as they got better, because they sat a fixed distance apart while each grew with its tier.
- And they were nearly as wide as a greatsword at half the length, which is a cleaver rather than a knife. Slimmer now, with a crossguard to match. ---
Critters stop melting in a crowd 0.84.0
Fixed
- A critter used to last 37 seconds against one monster and six seconds against six — less time than it takes to kill the first of them — because every swing in the pull got its own chance to hit the critter instead of you. It can now be hit at most once every couple of seconds however many things are swinging, which puts a floor of about 25 seconds under it.
- Fighting one thing is unchanged. A single monster was already slower than that, so duels play exactly as they did. ---
Critters have an experience bar 0.83.0
New
- Your critter has an experience bar, under its health, in the same place you read your own. It fills as the critter earns rather than only when it levels, and it is on every critter card too — the nursery, the arena, the market and the breeding pens. ---
The smith stops sending you back to the top 0.82.0
Fixed
- Upgrading or mending something at the blacksmith scrolled the list back to the top, so you had to find your way down to the same item again after every press. Worst on a phone, where the list is longest. The vault did the same thing. ---
A shorter menu, and a way out of it 0.81.0
New
- The website and the Discord are in the game menu now. Neither was reachable from inside the game at all — you had to already know the address.
Changed
- The menu was thirty-two buttons in one long column, in the order they were added, so "Reset layout" sat next to "Character". Same buttons, now grouped under headings and two to a row, at about half the height. The three layout controls are one row of icons instead of three full-width buttons. ---
The landing page has a way out of itself 0.80.0
Fixed
- The page at /landing had no menu, so arriving there and wanting to read about the classes or the world meant guessing an address. It now carries the same navigation as the rest of the site. ---
A trailer, drawn by the game 0.79.0
Thirty-one seconds of it, in whatever shape the site you are posting to wants.
New
- There is a trailer maker at /trailer. It plays a trailer using the game's own renderer and records it to a video file — landscape for YouTube, vertical for TikTok and Shorts, square for feeds.
- Nothing in it is a screenshot, so it never shows armour that no longer exists. Rebuild it and the trailer is the game as it is that day. ---
The website has pictures now 0.78.0
And the logo is the logo, rather than an orange square.
New
- The site has artwork: the classes on the front page and one beside each class, and a creature from each family. None of it is a screenshot — the pages load the game's own renderer and draw it live, so the pictures are always the game as it is now.
Fixed
- The logo in the corner was a coloured square. It is the real mark now, and the pages have a proper icon in the browser tab, which they did not before. ---
A website, not just a landing page 0.77.0
rune-adventure.online/home
New
- There is a proper website now: what the classes are and every skill they learn, the whole world and the levels it expects, a bestiary of everything out there, a guide to how the game actually works, and the release notes.
- All of it is built from the game itself, so it cannot quietly describe last week's version. If a class or a creature exists, it is on the site.
Fixed
- The website on a phone. The menu wrapped onto three rows and sat there while you scrolled, so nearly half the screen was permanently taken up by it and the first thing you saw on the classes page was no classes. ---
Auto loot 0.76.0
Gear that beats what you are wearing goes in the bag first.
New
- Loot is picked up for you. Gold was always swept up by walking over it; items now are too, from a little further out. There is a switch for it in settings if you would rather do it yourself.
- What gets taken first is gear your class can actually wear that beats what is in that slot right now, best first, and only then everything else, nearest first. That is the difference between filling the last three spaces in your bag with a new sword or with three rocks that happened to be closer.
- The loot button follows the same order, so grabbing a pile by hand no longer wastes the room on whatever landed nearest.
- If your bag is full the game says so, once, rather than every time it tries. ---
Your abilities answer when something jumps you 0.75.0
Reported: auto abilities should fire when a monster attacks you, automatically.
Fixed
- Automatic abilities now answer a monster that attacks you, without you having to click it first. A creature already standing next to you never told anyone it had started swinging, so the game believed it was idle for as long as it stood there hitting you, and your abilities sat out the whole fight.
- Being jumped while you had something else selected left you with a target that was not the fight and nothing firing at all. Selecting a monster to read its level is not the same as fighting it, and now the thing hitting you wins.
- A monster that changes what it is doing now says so, so health bars and sprites stop showing what it was doing several seconds ago. ---
A new character starts dressed 0.74.0
Seven of the twelve gear slots were empty on a character nobody had played yet.
Changed
- New characters now start with something in every slot rather than five of twelve. It is still rags -- the weakest thing that exists for each -- but an empty slot is worth nothing at all, and the empty ones left a level 5 at about three quarters of the toughness the game assumes you have. That is the stretch people say they die in. ---
Gear you can actually wear 0.73.0
A third of everything monsters dropped was for somebody else's class.
Fixed
- Monsters now drop gear your character can equip. The roll never asked what class you were, so about one piece in three was something you could only sell: a warden killing things was handed maces only a templar can lift. Quests, dailies, contracts, warbands and prestige rewards had always asked.
- Ordinary monsters drop gear one kill in five, so this was roughly seven and a half kills for something wearable. It is now five. ---
Levelling up never makes you weaker 0.72.0
Fixed
- Levelling up could leave you worse off than you were. Level 3 was the worst spot in the game: you could stand up to 26 hits at level 2 and 13 at level 3, because monsters got 60% harder that level while your armour improved by 19%. Level 31 cost another 12%, and the stretch from 30 to 36 took away nearly a third of what you could survive.
- The whole of the early game now sits at about the same difficulty as the rest of it, so the first ten levels no longer swing between free and brutal.
- Opening the fight you had walked out of failed with a server error every time.
Changed
- Monster damage from level 1 to 40 was rebuilt level by level rather than from a handful of hand-placed points, which is what caused both cliffs. ---