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Watch trailer on Steam ↗Runehaven
Cikoria Studio · Published by Cikoria Studio
Very Positive — 92% positive (120 reviews) · 27 achievements
Last updated 28 Sept 2026
Runehaven is an atmospheric roguelike dungeon crawler with an immersive magic system where you craft your own spells. Explore a mysterious procedurally generated world.
£8.50
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Price history
Action, Adventure, RPG · 2026 · More £5 - £15 games
Embark on an immersive adventure where every spell you craft shapes your journey through Runehaven's procedurally generated dungeons. Discover the depths of this atmospheric world with Cikoria Studio's unique magic system and action-packed gameplay.
About this game
Runehaven is an atmospheric roguelike dungeon crawler with an immersive magic system where you craft your own spells. Explore a mysterious and dangerous world.


Experience an immersive magic system with endless possibilities. Craft your own spells by combining runes that you find in the world. Each rune has a unique effect on the spell. For example, combine a fire rune with a missile rune to craft a fire missile. There are more than 25 runes to mix and match between.


Runehaven features a fully destructible voxel world. Destroy the environment to find secrets, shortcuts, or to bypass locked entrances.
Key Features
An immersive magic system where you craft your own spells by drawing rune combinations.
A fully destructible and procedurally generated voxel world that both you and monsters can destroy.
Crisp voxel graphics.
Discover secrets.
Fight against 20 different monsters.
Choose between different magic, melee and ranged weapons.
Bind spells to melee weapons and ranged weapons to enchant them.
Explore various biomes.
Boss battles.
Level up your character.
Keep track of your runes with a rune book.
Mod support for creating your own weapons, props, items, biomes and worlds. There is also an integrated level editor included with the game.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS *: Windows 7 64-bit or higher
- Processor: Intel Core i5-2300 2.8 GHz / AMD FX-6300, 3.5 GHz
- Memory: 8 GB RAM
- Graphics: Nvidia GeForce GTX 760, (2 GB VRAM) | AMD Radeon HD 7870, (2 GB VRAM)
- DirectX: Version 11
- Storage: 1 GB available space
- Sound Card: DirectX Compatible
Recommended
- Requires a 64-bit processor and operating system
- OS *: Windows 7 64-bit or higher
- Processor: Intel Core i7-3770 | AMD FX-8350
- Memory: 8 GB RAM
- Graphics: AMD Radeon RX 560 with (4GB VRAM) | NVIDIA GeForce GTX 1050 Ti (4GB VRAM )
- DirectX: Version 11
- Storage: 1 GB available space
- Sound Card: DirectX Compatible
Supported Languages
Latest news
AnnouncementsOfficial
Multiplayer Test Branch!
Hello everyone!The first version of the multiplayer beta test branch is now live!To switch to the multiplayer branch, do the following:Right-click on Runehaven in the Steam library and go to the "Properties" .Select the "Game Versions & Betas" tab.Check the "multiplayer-beta-test" branch.Have fun!Hosting a gameIn the main menu, go to Multiplayer -> Host game.Set the visiblity to FriendsOnly if you want friends to be able to join without an invite. Select Private if you only want invited friends to be able to join your game.The rest works the same way as creating a new game in singleplayer.Joining a gameThis works similarly to other Steam games. The host can invite you or you can join the friend directly via the Steam friend list. You need to have the game running when doing this, I will work on making it possible to join a game when the game is closed.Almost the entire codebase has been rewritten to make multiplayer work so you may come across bugs and other issues. So I will continue with testing and bug-fixing as well as adding some more features such as an in-game chat, optimizations, more hairstyles, body parts, etc. Also, an issue at the moment is that only the host player's inventory is saved at the moment due to the way the data is stored. I'm thinking of solving this by separating the world data from the character data so that you can create multiple characters that each have their own inventory locally.Read full article on Community Announcements (studiocikoria)AnnouncementsOfficial
Runehaven Roadmap 2026
Hi 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.MultiplayerJoin friends on Steam and play co-op.Character creator for styling your own avatar where you can switch out body/clothing parts and change their color.Modding SupportUpload, search and download mods from the Steam workshop easily.Extended scripting support using the MiniScript language.TranslationsImplement a translation system so the game can easily be translated to different languages.Begin translating the game to a few selected languages.Magic System ImprovementsMake the rune drawing order affect the spell behavior.Improve and flesh out the magic elemental system more.World GenerationMore visual and mechanical distinction in the world between runs.More biomes/areas to explore.More trap types.ItemsMore weapons for ranged, melee and magic.More rings and amulets.More runes.OtherSandbox game mode.QuestsThere will likely be other additions to the game as well but these are the major features that are planned.Thank you for playing the game and for all the feedback. Let me know if you have any questions!Read full article on Community Announcements (studiocikoria)Patch NotesOfficial
Runehaven v1.1.2
Added 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 on using the rope. Optimized the chunk generation code by using multi-threading more to get a smoother framerate. Optimized the map generation code to reduce the risk of lag spikes for a smoother framerate. Fixed memory leak related to creating voxel particle systems. Improved sound loading performance. Improved texture memory efficieny by using more suitable texture formats. Made tunnels a bit shorter. Decreased ravine spawn rate a bit.Read full article on Community Announcements (studiocikoria)Patch NotesOfficial
Runehaven v1.1.1
Changes 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 adjust the spawn rate of ravines in the world JSON file by editing the ravine_settings field. Demo-related Fixed issue where the demo end portal could be destroyed (only visible in demo). Uploaded a new demo build.Read full article on Community Announcements (studiocikoria)AnnouncementsOfficial
Runehaven v1.1 - Amulets, rings, boss!
Hello everyone! Runehaven v1.1 is now released!ContentAdded a new early boss battle.Added a new ‘ring’ item type that has its own dedicated slot in the inventory.Added a new 'amulet' item type that has its own dedicated slot in the inventory.Added four different amulet items.Added five different ring items.Added support for generating procedural underground ravines. This setting can be toggled in the world settings.There is now a chance that you can find rings and amulets to buy from merchants.Fixes & TweaksIt is now possible to throw ropes while climbing.Fixed issue where you could parry poison.Fixed issue where you could parry fall damage.Fixed issue where exploding terrain could sometimes leave holes in terrain.Fixed issue where weapons would remain invisible when letting go of rope by crouching.Increased spell fire cooldown for the rune of rain a bit.Stone floor spikes are now based on player velocity rather than having a constant damage.Slightly decreased node count for medium-sized worlds.Slightly increased health for cyclops.Small changes to village zone.Decreased lifetime of procedural tunnels a bit.ModdingAdded option to freeze rotation for props using the freeze_rotation bool field.Added a field called allow_ravines that can be specified to toggle ravines for each layer in the world JSON file.Example screenshot showing the underground ravines spawned in the cave biome.Read full article on Community Announcements (studiocikoria)






