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Runeline

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Runeline

Gnostic Games · Published by Gnostic Games · Official site ↗

Last updated 5 Sept 2026

Design, build, and code a factory within the magical world of Runeline! Work on producing increasingly complex products, which will require you to write not just functional but optimized code, all within the simple instructions of the machine core.

Free to PlayComing SoonDJCTQ 101 DLC available ↗Steam Workshop

Free

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Indie, Simulation, Strategy, Casual · 2026 · More free games

About this game

Runeline is a factory automation game where you code magical machines and optimize complex production chains.

Grow your factory on this foreign world to discover runes, magic, and monsters, and then use them all to better your machines.

Build machines by combining specialized modules into working production systems. You will need to balance parameters such as power consumption, speed and quality to expand and create more valuable products.

Will you build narrow, module-stuffed machines that push maximum throughput on a single recipe, or flexible assemblies that handle a dozen recipes at a slower pace, with nothing sitting idle?

Machines don't run themselves. Rather, you control them by writing code.

Write programs in a simple assembly-style language to coordinate modules, route resources, and solve production bottlenecks. As your factory grows, the products you produce will become more complicated, and your code will need to be smarter and more efficient as a result.

With items being fully simulated in 3D space, you have total freedom in how you manufacture your products. Combine, deform, transmute and heat materials in order to create anything you can think of.

On this planet, magic is one of your most useful tools.

You can cast spells to banish the native creatures and protect your factory, or even have your modules cast spells for you. Grow trees and plants, transmute items, and harvest entire fields with one large boom, all automatically by combining your magic and machines.

System Requirements

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Minimum

Minimum:
  • OS: Windows 11, 10
  • Processor: Quad core 3Ghz+
  • Memory: 4 GB RAM
  • Graphics: Integrated graphics
  • DirectX: Version 11
  • Storage: 500 MB available space

Recommended

Recommended:
  • OS: Windows 11, 10
  • Processor: Quad core 4Ghz+
  • Memory: 8 GB RAM
  • Graphics: Integrated graphics
  • DirectX: Version 11
  • Storage: 500 MB available space

Supported Languages

English*, Russian*, German*
*languages with full audio support

Latest news

  • Patch NotesOfficial

    Hotfix 0.5.1

    This update comes with a lot of new fixes, a lot of new clarity (spellbook listing the spells you currently have, more indicators, etc.), and also a new blueprint menu, allowing you to save and paste your designs! You can also share your designs more easily now, with blueprints being uploadable to the Steam workshop.Here's the full changelog:Improved scroll sensitivity in UI elementsFix text links not working in certain casesNew speed, max mana, teleport, tile change, and structure spawn commands addedAdded spellbook UIIndicated which sigils are availableAdded cheap machine coreRenamed focus module to sector moduleIndicated controls in item viewMade flat drillbit fully flatAdded 2-point moduleAdded new sprite for pressAdded blueprints and Steam workshop supportMade showing popups be per-saveAdded run in background settingMade POS unset by defaultMultiple press regions can now be made on one faceSector now always takes up a 5x5 areaAdded licensesFixed Steam integration initialization to work properly in demo and playtest versionsImproved the area which is scrollable in a number of menusFix spell casting UI opening at weird timesImproved scanner documentationOptimized chunk generationFixed player being able to build on top of themselves with buildings greater than 1x1Fix belts working weirdly on some cornersMake it so that you can destroy multiple buildings by just continuing to hold right click, rather than needing to right click on each
    Read full article on Community Announcements (ImNotJahan)
  • AnnouncementsOfficial

    Version 0.5.0 Released

    This update brings a lot of new changes. I'll detail on the most interesting ones below, and at the bottom will list the full changelog.Wood automation!Wood has been the one annoying resource you weren't able to automate yet, despite being also one of the most needed ones. Luckily, this update rectifies this with a new treecutter module.It's been the plan for a long time that you'd automate getting wood by having your machines, well, chop trees, as how else would you do it? The issue with this is though, after chopping down the tree, where do you get a new one? Well, do we have the answer for that: magic!For a few patches now the tree growing spell, cast with one anima sigil, has been around. In this update, we also added a ritual room module, which allows casting spells from machines. The way it works is that, for each sigil there is a corresponding rune (or will be: currently only the anima rune is obtainable), which can be fed into the module with the EAT operation. Then, with the CAST operation, it casts whatever spell has the recipe of the runes/sigils in its inventory. The direction it fires in depends on the corner selected by the focus module (giving it a new use), where the default center direction (0 0) corresponds to firing at random angles.Combining resourcesAnother big addition is the combiner module, which, as the name suggests, allows combining two items into one. This adds a lot of new possibilities for the future, and even just today gives many new ways to produce old products.The MEGABRICK! created by combining 5 15x15x3 clay slabsYou'll also need it to produce the new anima rune, in order to start casting tree growing spells from your machines. To make it, you'll end up stamping the shape into clay, by combining both the clay and the stamp into one item.The SELECT operationWhile a few modules, such as input and output slots, worked fine when attaching multiple to a machine, most modules ended up either being useless or broken. Having undefined beh...
    Read full article on Community Announcements (ImNotJahan)
  • Patch NotesOfficial

    Hotfix 0.4.2

    This update most interestingly brings changes to how pressing malleable items (e.g. clay, sand, etc.) works. It also adds some nice quality of life (paths, code warnings, categories) and enemy (corpses, new pathfinding) changes.Here's the full changelog:Changed way pressing malleable items works so less of the item is destroyed and more is just moved aroundChanged the way pressing elastic items workAdd waystone building (respawning at is still in progress)Add path decorPath finding changes to enemiesFix garnish removalFix ROM module being removed not taking slots from machineEnemies drop corpses on death (which in turn all drop 1 crystal at the moment)Make power points actually unbreakableMake building tooltips better in various placesLocalized editor errorsAdd editor warningsUpdated credits & added linksAdd categories to documentation and recipe viewer menusLocalized enemy note menu
    Read full article on Community Announcements (ImNotJahan)
  • Patch NotesOfficial

    Hotfix 0.4.1

    This update mostly just fixes various bugs and typos, but also comes with a good number of changes to the tutorial and a change to how power works. Now, rather than your factory fully stopping on low power, it just slows down, proportional to the lack of power squared.Here's a full changelog:Added death screenAdded a lot more particles to indicate various thingsAdded "open saves folder" button Fix press state not savingAdded junk item, which you gain from picking up "useless" items, and which can be used for crafting various decor buildings (in the future) and the destroyer building at the momentFix garnishes not appearing on map/garnishes being over buildingsAdded arrow which points at some UI things during tutorialFix blue chunk border when loading into saveAdded tree spawning spell (earth + anima)Change how player movement works (noticeable change should be negligible)Added tooltips to stat labelsHave registers have a max valueMake numbers in editor a different color, for clarity of characters like 0->O, 5->S, etcUpdated tutorialChange fireball cost from 25 -> 5Fix typos and incorrect taggingAdded chest building for accepting items from belts into the player's inventoryThere are also some things which got silently updated between 0.4.0 and 0.4.1, which are listed here:Fixed press bugsFix enemies respawningFix shipper not accepting itemsFix enemy note UI not showing enemiesFix windows mouse sensitivityChanged drillbit module recipe
    Read full article on Community Announcements (ImNotJahan)
  • AnnouncementsOfficial

    Version 0.4.0 Released

    This update brings a lot of new content, bumping up the old 3 quests to a new total of 12, with a number of new buildings and resources. There is also a lot more information presented, so many things should hopefully be clearer (and clarity is still an ongoing goal we're working on as well.) Along with this, this is the first update to present both enemies and magic. In the coming 0.4.x updates we'll be rolling more to do with both of these things.ChangelogNew contentAdded melee and ranged enemies which spawn near power pointsAdded magic systemAdded a number of new quests and changed old questsAdded depth module which allows changing the depth at which operations work on itemsAdded drillbit module which allows changing the shape of drilling into an itemAdded DEFAULTS operation to reset a machine's parametersAdded wooden pallet for storing more items without picking them upAdded blank and target runesBiome changesChanges to how biomes are generatedAdded power point structures and crystal patch structures, which spawn around randomlyChanged noise algorithm to reduce lag spikes when moving between chunksUI changesChanged the color scheme on a number of UI elements to match each otherAdded highlights to a number of words, along with tooltips and links to a lot of them tooAdded a resource viewer which explains how to obtain each resource/productAdded enemy viewer which gives details on seen enemiesShow healthAdd icons next to stats in top right, and add backdrop to statsAdded ambient occlusion to item viewerMake any mention of keybinds update to reflect current keybinds in textShow garnish info on left side along with tile and building infoImproved button appearanceImproved main menu and loading screen appearanceAdded garnishes to mapMade clicking on minimap toggle mapMake code editor always focusedChanged any references of ticks to secondsSettings changesMade movement keys rebindableAdded settings for mouse sensitivity (used for rotating item in item view, panning map) ...
    Read full article on Community Announcements (ImNotJahan)

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