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Watch trailer on Steam ↗The Runesmith
Shawk Studio · Published by Shawk Studio · Official site ↗
Last updated 28 Sept 2026
Explore ancient lands, gather rare materials, and forge powerful runes blessed by mighty gods. Craft, hunt, mine, and master the art of runesmithing — a fallen god’s path to reclaim his place among the divine.
Action, Adventure, RPG · More free games
Embark on a journey to reclaim your divine heritage by gathering rare materials and crafting potent runes. Master the art of runesmithing in The Runesmith, an adventure that blends exploration with deep RPG mechanics.
About this game

A FALLEN GOD: Step into a stylized open world shaped by the remnants of ancient gods. Once a divine being yourself, you were cast down to the mortal realm — punished for breaking the ancient order. Now, wandering across frozen glaciers, lush meadows, and endless deserts, you seek the knowledge of runecraft to reclaim your place among the gods.
EXPLORE, HUNT, FARM AND CRAFT: This open world is filled with uncharted lands, hidden ruins, and forgotten temples waiting to be uncovered. From icy peaks to sunburned deserts, every region holds new resources, creatures, and mysteries to discover. Exploration is the key to survival — the more you venture, the more you learn about the world once ruled by gods.
Along your journey, you’ll cultivate rare seeds and ancient crops to sustain yourself, hunt strange beasts and mythical creatures for valuable materials, and mine precious stones scattered across the lands.

CRAFT RUNES AND EARN THE GODS' FAVOR: The gods still watch from above. To regain their favor, you’ll complete divine tasks and trials sent by Ares, Hades, Hermes, Hephaestus, Demeter, and Artemis — each testing a different aspect of your strength. Throughout your journey, you’ll gather precious resources and forge hundreds of unique runes, each enhancing your magic, skill, and might.
Each rune carries the blessing of a different god, granting specialized powers that shape your playstyle. Whether you’re a miner seeking rare stones under ancient skies, a hunter stalking mythical beasts, or an explorer charting lost ruins, the path to mastery is yours to forge.
Become a true Runesmith. Forge your destiny — and reclaim your lost glory among the gods.

System Requirements
Will my PC run this? →Minimum
- OS: Windows 10
- Processor: i5
- Memory: 8 GB RAM
- Graphics: GTX 1050
- Storage: 12 GB available space
Recommended
- OS: Windows 11
- Processor: i7
- Memory: 16 GB RAM
- Graphics: GTX 1650
- Storage: 15 GB available space
Supported Languages
*languages with full audio support
Latest news
Community & EventsOfficial
⚒️ Runesmith Is Coming to Steam Next Fest!
Explore ancient lands, gather rare materials, craft powerful runes, and uncover the secrets left behind by the gods.We're excited to announce that Runesmith will be participating in the October Steam Next Fest! 🎉And Yes! the Runesmith Demo will be available to play!Sharpen your skills, forge your runes, and prepare to explore. Stay tuned. Something ancient is awakening... ⚡Read full article on Community Announcements (Queen Developer)AnnouncementsOfficial
Pre-Alpha Devlog v0.4.0 – Rune System & Divine Paths
{STEAM_CLAN_IMAGE}/45847187/0916d7aba0bd838cdecff7f0e37c62dab2258261.png This week, we focused our development efforts entirely on Rune crafting and the Rune system. Within The RuneSmith universe, there are six ancient gods ready to form a bond with the player, each representing a different aspect of gameplay. Ares – Combat Hades – Mining Hermes – Exploration Hephaestus – Crafting Demeter – Gathering Artemis – Hunting Each rune gains its properties based on the god it belongs to. For example, combat-oriented stats such as critical chance and critical damage appear on Ares’ runes, while exploration-focused attributes like sonar cooldown and sonar range are tied to Hermes’ runes. As the quality of a rune increases, both the strength and value of its modifiers increase accordingly. {STEAM_CLAN_IMAGE}/45847187/1a3e3a00943c899658d43039995617c0c01ee1f0.gif We’ve also made several systemic improvements to the crafting bench where runes are created. From this point forward, we will refer to this structure as the Rune Furnace. The Rune Furnace now: Has an upgradeable level Features a path system that determines which gods’ runes can be crafted At key progression points, players must decide which god’s runes to focus on first and what kind of strategy to build around them. Don’t worry—by the end of the journey, you’ll be able to form bonds with all six gods. {STEAM_CLAN_IMAGE}/45847187/7e4233fd8881e0bda7e23596679bf53f263a6de2.gif When crafting a god’s rune using rune dust, the Rune Furnace’s level determines the initial quality you can obtain. As you invest more into the furnace, your chances of acquiring higher-tier runes become increasingly likely. If you end up with lower-quality runes early on, don’t be discouraged. Through the Rune Furnace, runes can be further improved using: Quality upgrades Randomized modifier rerolls Additional panels and progression mechanics As always, your feedback means a lot to us. We’d love to hear your thoughts on the rune system, divine paths...Read full article on Community Announcements (Jenkins Pendragon)AnnouncementsOfficial
Pre-Alpha Devlog v0.3.0 – Smarter Spawning & Combat
{STEAM_CLAN_IMAGE}/45847187/63847fd1d5a565ed7ed02a364de88e23489d6d39.gif Over the past few days, we’ve made major updates to the enemy spawning system and visual feedback. Enemies now spawn and leave the world with improved visual effects, making their presence feel more impactful. A new enemy spawner system allows us to control which creatures appear, how they look, and the area they inhabit based on the environment. For example, creatures spawn with white fur in icy regions, while grassland areas feature darker-toned variants. This not only strengthens world consistency but also brings significant performance improvements. Combat has also received important clarity and balance improvements. An issue where multi-hit abilities or projectiles could repeatedly trigger hit reactions—resulting in visual clutter—has been fixed. Enemies can now take multiple hits in a short time without constantly replaying the same visual feedback, making fights cleaner, more readable, and easier to follow. We also introduced a telegraph system to combat. Before attacking, enemies now give visual, animation, or sound-based cues to signal their intent. Attack animations have been rebalanced so they start slower and end faster, without changing the total duration, giving players a brief window to dodge, block, or react. This makes encounters feel more fair, skill-based, and closer to a soulslike combat experience, while also giving enemies stronger and more distinctive personalities. Finally, numerous bug fixes and performance optimizations were implemented. Issues that could cause AI hesitation, missing death animations, or incorrect flee behavior have been resolved, and animation transitions are now more stable overall. Together, these improvements move the game toward a smoother, more reliable, and more enjoyable experience.Read full article on Community Announcements (Jenkins Pendragon)AnnouncementsOfficial
Pre-Alpha Devlog v0.2.0 – AI Behavior
In recent days, we’ve focused heavily on improving the game’s AI system and creature behaviors. Movement and animation transitions have been reworked, the walk–run blend system has been updated, and creatures now move more naturally in the wild. We also fixed issues where they could get stuck on each other, making their roaming behavior much smoother overall. Combat reactions have been refined as well. Melee and ranged hits now trigger different responses, and creatures react appropriately even when attacked from outside their detection range. Aggressive creatures will start chasing you, while passive ones will quickly flee. This makes hunting and exploration feel more dynamic and unpredictable. The death and loot system has also been updated. When a creature’s health reaches zero, it enters a lootable “corpse” state, allowing you to gather materials such as hide and meat. Additionally, animation durations are now calculated automatically, synchronizing behavioral chains accordingly. Finally, several performance-oriented improvements were made. Reference structures have been optimized, and various systems have been streamlined to run more efficiently.Read full article on Community Announcements (Jenkins Pendragon)AnnouncementsOfficial
Pre-Alpha Devlog v0.1.0 – Hideout Design
{STEAM_CLAN_IMAGE}/45847187/4e6c3ec7ace99f7910397e349f7e01242aa2399a.png Here is the first design of our Hideout system, located across different biomes and built to fulfill all of the player's strategic needs! In the early stages, we used a concrete floor with fixed points for craft stations and NPCs. However, as development progressed, we realized that this structure limited player creativity and freedom. So, we decided to completely overhaul the system. The Hideout is now transforming into a dynamic mechanic where players can freely place and manage the structures and stations they craft on a grid-based layout, fully customizing their space. We are even considering adding an expandable version of the Hideout in the future—one that unlocks new sections, expands the area, or gains new functionalities. We’d love to hear your thoughts on this. Come help shape the future of The RuneSmith with us! 🎉Read full article on Community Announcements (Jenkins Pendragon)






