Sat Apr 26 2025
- You can now sell items at Traders and Blacksmiths.
- 4 new enemies: Coin Bandit, Snow Wolf, Elven Trickstar, Demo Dwarf, plus updated animations for existing enemies.
- New items like the Blunderbuss, Horn of Valhalla, and many more.
- Added a variety of new boons, including the Spectral Wolf.
- Destruction system now affects Wooden and Metal objects.
- Bug fixes and quality of life improvements.
Full patch notes on Discord!
Dread Rune is a breath of fresh air for mobile roguelike enthusiasts who crave the depth of classic dungeon crawlers without the clunky interfaces of the past. The game captures that 'just one more run' essence perfectly, utilizing a 3D environment that feels much more immersive than your standard top-down pixel art fare. Each character class feels distinct, and the way the environment interacts with your abilities—like burning away grass or freezing water—adds a tactical layer that keeps you on your toes.
What truly sets it apart is the balance between difficulty and progression. It’s undeniably hard, and you will die frequently, but the randomized nature of the runes and equipment ensures that no two failures feel the same. The 3D graphics are stylized and clean, making it easy to read the battlefield even during chaotic boss encounters. If you're looking for a challenging RPG that respects your intelligence and offers a high ceiling for mastery, Dread Rune is a must-download.
Procedurally generated levels
Multiple playable classes
Environmental puzzle-solving
Challenging boss encounters
Focus on gathering as many runes as possible early on. Use environmental hazards like water to conduct electricity or tall grass to hide from enemies. Always prioritize upgrading your primary weapon before venturing into the first boss chamber.
Combat in Dread Rune relies on positioning and timing. Players must manage their stamina and cooldowns while utilizing the 3D space to dodge projectiles and kite melee enemies.
Yes, being a roguelike, death results in the loss of current run progress, but you can unlock permanent upgrades over time.
It’s pretty cool game. Dungeon crawler centered on surviving the horrors of the depths. Food and stamina and weapons with wear and tear on them. If you don’t watch your step you can end up weaponless hungry and naked in the middle of a boss fight. I appreciate the details in the animations. They Alden sometimes be quite unique. There is no class… well not yet. But you can earn the ability to permanently upgrade your toon. Graphics are nice. Love for his craft is in the details. And I believe he will flesh it out more. It be awesome if he could center it more as a dungeon bloodborne/ dark souls catacombs romp fest. It’s worth a shot. I don’t get paid for this stuff. I just enjoy good quality when it’s there.
The controls are iffy. When blocking your character winds up to block which defeats the purpose of timing blocks. Even when locked in sometimes you miss. I have no idea how to interact with the other npc’s. Tried tapping, looking for a button and nothing. Tutorial needs to show how to drop items for inventory management. Inventory needs organizational tabs. Sneaking needs it’s own button. A minimap or map would be really nice to have since everything is gray and looks similar. I’d love for there to be an option to see an item’s info without picking it up and then being able to choose to pick it up or not. This would also help with inventory management since you won’t hoover every item up. A spear’s range is extremely lackluster, the point of a spear(pun intended is to be able to hit your enemy first. I had to go in sword range just to hit them. All this aside I do love how it doesn’t hold your hand and it’s got a good feel to it. It’s almost perfect. It needs some polishing to be good. It has some nice potential. I’ll keep playing it for a while and I hope the developers keep my suggestions in mind.
Weapons and armor break way too easily. The ranged bow is useless seeing as it almost always fires in the wrong direction. If you stop to aim the ranged weapon it’s useless because the enemy is directly in front of you making a melee weapon much more useful. If all your weapons break you hit with fists for very little damage and your stamina is gone and you stumble and can’t fight while the enemy pummels you to death. Honestly that was the first 5 minutes of the game. I’m all for challenge in a game but the controls and worrying about how many times you can swing a weapon before it breaks is not fun especially with no way to repair. The loot you get from a rouge like game is half the fun and to know it’s just gonna break in 10-20 hits and then be gone takes all the fun out of it. Not to mention the times where I tried to pick up an item and somehow fell through the floor to the next level and died is either sloppy programming or just plain vindictive, aka not fun. Sorry for the review but unless younlike games where there is a huge delay between when you swing at a monster and when the attack actually executes I’d stay away from this game.
From beating the final boss of the game. I can say that this game is giving me a really great time. I love most of the mechanics that are introduced aside from one. The magical staff/spell weaponry in this game feels, very clunky. It’s difficult to lock on to an enemy with the staffs and more than not, I’ll end up taking hefty damage from the start up lag of the attack. Fireballs also aren’t that good in my experience of using them. So having a class based around using magical attacks can seem very weak compared to the superior melee combat. But other than that, this game is really well made. One of the few mobile games I’ve actually enjoyed in recent years. Keep up the good work!
I’m a critic! So a good review from me is really hard to get. I only spent like two hours on this game before beating normal. (I will be playing again to check out all the extra details I missed like hidden chambers and going hardcore with darkness). It’s a genuinely decent game, so try it out. There is micro transactions but they don’t bother you at all. I didn’t notice any ads if there were any. So thank you dev, for an enjoyable experience that wasn’t cluttered with garbage cash grabbing. From me to the dev from here on out. Now, improvements; I found myself getting a little bored, I didn’t realize there was a end to the game. I thought it was endless levels and I was going to quit playing. Mind you I played for two hours - I more so didn’t feel like playing anymore than was bored. However I wasn’t sure if I’d lose progress. A save button would be nice, or something that assures me I can pick up where I left off. I wouldn’t mind if the backpack was more organized. Consumeables, weapons, armor, shield, all being separated and organized. I noticed the “shield/gun” items but aside from when my primary broke, I never used them. They either are extremely weak, or opened me up for damage. Some refactoring to make them a more viable option would be wise, though maybe it’s intended they’re not great. On the same topic, I had this one gun that was automatic, used up 50 ammo in like 2 seconds or could be semiauto. I couldn’t figure out how to switch between auto/semi and I was in the final boss with no weapon and no health items because .. I wasn’t prepared lol. Luckily I managed to win but the auto/semi almost killed me/ made me lose my final weapons. I was a bit finicky because it was the last boss so I didn’t have time to test it out. Speaking of testing out, maybe a “practice mode” would be helpful for new players. Where they can use whatever item they want and spawn any creatures they want. I think EVERY game should implement a feature like this.
It’s fairly good, I didn’t get too far into it because it just felt like I had little need or drive to finish a level (not saying it needs to be a “boss at the end” kinda game) but a couple enemies would slide around when they would attack, I felt the lock on was kinda useless because of how much the mobs would swarm you. I don’t play a ton of games like this but the one feeling I get when I play other rougelike’s is “I’ll do better next time” not “well I hope I get lucky drops”. Again I didn’t play much but that’s how I felt with what little I played with…. Oh and add a bit to the tutorial on how to interact with stores, I killed the first two I met trying to interact with them.
Cons: Attacks don’t feel very satisfying, I don’t feel an incentive to explore or pick up loot or use the items because they’re not very exciting, boss fight was too easy, controls feel very stagnant, I’m not feeling much challenge and things are too simple… Backpack gets full and I didn’t care because— why? I’m Killing stuff just fine … There’s a lot of hints from Skyrim survival mode going on that makes some of the items feel uninspired. I know it’s kick in the door, but maybe a little story to each level would be cool so the player feels a goal or a purpose How I’d fix the cons: If the game is a straight forward dungeon crawler kicking in the door on each level, you’ve got to target power gamers and slayer gamers. This means going art and animation heavy and finding a good balance of level ups and progression, the game is handing you the goods way too abundant and it cheapens the fun into boredom. I’d like more camera action, screen shakes, blood and gore, violent kills etc and increase the durability of weapons and gear but give them more sparingly. The controls feel very vanilla, they need more physics like the player shifting forward when making combos and striking stuff and having the weapon stick out further with a more obvious hit on the enemies. Enemy death animation isn’t fast enough… If that’s not possible, I’d consider adding story and other mechanics to hook the player like puzzles in the dungeons or finding keys to doors. Some skill trees or item progression to get the player looking forward to stuff might help, as is I don’t feel much of a progression in loot and stuff. Variety is good but it needs to ramp up better. Pros: The random generation is awesome and I like how it’s rigged to be endless, the graphics are pretty cool and I dig the theme and the runes. I thought it was hilarious that you could kill the friendly NPCs lol A lot of the weapons and armor looks interesting. The areas were fun to explore for awhile. I like how you get the full deal with ads and you pay to get rid of them, awesome idea there. Very fair. I know I wrote a lot of nag, but that’s only because I like this game enough to take time for feedback. I think it has a journey ahead of it but it’ll be worth the hard work.
I started with the tutorial but it failed to tell you some important information before you are thrown into the dungeon. Like how to open the gates and pick up items. At the beginning you are told to pick up the sword from the table but you are not told HOW to pick it up! I still don’t know how I did it. At one point a monster dropped some armor but I could not figure out how to pick it up so I had to leave it. You encounter a lot of gates in the dungeon but again, we’re not told how to open them. Your character’s gear starts to break but you don’t know how to repair it. Your character is staving to death but you don’t know how to get something to eat. How do you get supplies (healing potions, food)? How do you sell, buy, or repair equipment? Is there a town?





