Key art for Runehaven

Game review

Runehaven

7.2 / 10

Developer
Cikoria Studio
Publisher
Cikoria Studio
Released
20 April 2026
Platforms
Windows
Genre
Voxel Roguelike Dungeon Crawler
Monetisation
One-time premium purchase, no in-app purchases or ads found
Players
Single-player only at launch; a co-op multiplayer branch was announced as in testing by this review's research date, not yet part of the standard release

The short version

Runehaven puts players in a procedurally generated, fully voxel-destructible dungeon armed with a rune-drawing spellcrafting system: rather than picking spells from a fixed list, players draw sequences of runes onto weapons to combine effects — fire, seeking, splitting, lifesteal — into combinations of their own design. Reviewers repeatedly compare its blend of physics-driven destruction and improvised magic to Noita, and consistently single out the rune system itself as the game's most distinctive and rewarding idea, even as several describe the roguelike run structure around it as thin on content and its early-floor enemies as offering little resistance.

This review's research confirms the game is built overwhelmingly by a single credited developer under Cikoria Studio, whose own post-launch patch notes are written in first person and whose public roadmap describes personally implementing every planned feature. In the roughly five months since launch that developer shipped ten numbered patches addressing named community complaints directly — adding an opt-in auto-save option, fixing mid-run save-corrupting bugs, improving mob hitboxes, and, in the largest post-launch update, adding a full new boss fight along with two new equipment slots — while a co-op multiplayer test branch was already live as of this review's research, well ahead of the roadmap's original 2026 timeline.

Biggest strengths

  • A genuinely distinctive rune-drawing spellcrafting system that reviewers repeatedly single out as the game's standout idea, letting players combine elemental and modifier runes into their own spell designs rather than choosing from a fixed list
  • Fully destructible voxel terrain that reviewers compare directly and favorably to Noita, backed by a striking, distinctive 3D voxel art style several reviewers call "gorgeous"
  • A confirmed, dense post-launch patch cadence from what this review's research indicates is essentially a one-person studio — ten numbered updates in roughly five months, each with a detailed, itemized changelog

Biggest weaknesses

  • A well-represented complaint that early-floor enemies offer little resistance, with basic pathfinding AI that several reviewers describe as barely engaging with the player on normal difficulty
  • A recurring complaint that the late-game spell system trivializes its own central mechanic, since stacking enough modifier runes removes any real incentive to experiment with weaker combinations
  • Confirmed thin on content at launch relative to a full-release price, with several reviewers reporting a complete playthrough in under three hours — partially, but not fully, addressed by the largest post-launch update adding one new boss and two new equipment types

Who it's for: Roguelike and immersive-sim fans who want to build genuinely novel tools rather than pick from a fixed spell list, and who don't mind a short, currently light-on-content run structure.

Our recommendation: A strong pick for players specifically drawn to freeform spellcrafting and voxel destruction, but players expecting a long-running roguelike with deep run-to-run meta-progression or a consistently challenging default difficulty should wait for more content or set the difficulty above normal from the start.

7.2 / 10

Runehaven drops players into a procedurally generated dungeon built entirely from destructible voxels, armed with nothing but a starting weapon and a handful of magic runes. The game's core promise is simple to state and unusual to actually deliver: instead of picking spells from a menu, players draw sequences of runes directly onto their weapons, combining elemental effects, projectile shapes, and modifiers into spell designs nobody explicitly authored for them.

A spellcrafting system reviewers keep comparing to Noita

The rune-drawing system is, by a wide margin, the thing every review leads with. Reviewers describe combining fire, seeking, splitting, and lifesteal runes into combinations that range from practical to deliberately absurd, and several explicitly compare the resulting sense of experimentation — and the fully destructible terrain surrounding it — to Noita, one of the genre's most frequently cited reference points. One reviewer called the game "3D Noita" outright, while another specifically praised how the same rune system extends beyond staves to melee weapons and bows, letting a player build an entire loadout around a single elemental theme rather than treating magic as a separate system from combat.

A confirmed fix for save-loss and crash complaints — with a catch

Among the more concrete complaints in early reviews were crashes and lost progress from a lack of auto-save. This review's research confirms Cikoria Studio responded directly: Patch v1.0.3 added an auto-save option firing every five minutes, and a later update, v1.1.2, specifically targeted the underlying stability issues with a fixed memory leak in the voxel particle system and multi-threaded optimizations to chunk and map generation aimed at reducing lag spikes. The one meaningful caveat is that auto-save shipped off by default rather than on, so the exact complaint that prompted the fix can still affect players who don't dig into settings to enable it themselves.

Confirmed hitbox and combat-bug fixes

A second cluster of complaints concerned inconsistent mob hitboxes and specific combat bugs — seeking spells targeting friendly NPCs, summoned elementals attacking their own summoner after loading a save, and a bug that let players get stuck while drawing runes near an interactable prop. This review's research confirms all of these were addressed directly in Patch v1.0.2, released within roughly a week of launch, alongside broader hitbox improvements for multiple enemy types — a fast, specific response rather than a vague promise to "look into it."

Easy early floors, and a real difficulty option most players skip

The most consistent gameplay complaint is that early dungeon floors offer little resistance: reviewers describe basic enemy pathfinding that leaves mobs walking in circles or failing to track the player, particularly compared to the challenge later floors introduce as enemy density rises. Runehaven does ship with adjustable difficulty, and this review's research finds a real gap in the achievement data between the base and hardest settings: 24.6% of players have completed a full run, but only 0.8% have completed one on the highest difficulty. That's consistent with a game that does offer real challenge for players willing to opt into it, but where the default experience most players actually choose reads as too forgiving.

Confirmed content additions responding to a "too short" complaint

Multiple reviewers who otherwise praised the game reported finishing a full playthrough in under three hours and described the content on offer as thin for a full-release price rather than an Early Access one. This review's research confirms the largest post-launch update, v1.1, directly targeted that gap: it added a new early boss fight, two entirely new equipment slot types (rings and amulets) with nine new items between them, and a new procedural ravine-generation setting to add more variety to world layouts. It's a real content addition rather than a cosmetic patch, though it doesn't erase the original complaint so much as partially answer it — the developer's own public roadmap for the rest of 2026 lists co-op multiplayer, quests, and expanded world generation as still to come.

What the achievement data says about how players engage with runs

Beyond the difficulty split noted above, the broader achievement spread reinforces the "short but real" framing common across reviews: basic milestones like crafting a first spell sit above 94%, but engagement drops steadily across mid-tier goals like defeating 100 enemies (40.7%) or combining five runes in one spell (40.0%), suggesting many players sample the systems without pushing them to their limits within a single short run — consistent with a game whose depth exists but isn't forced on players who'd rather move quickly through a floor.

A solo developer with an unusually dense post-launch record

Everything in this review's research points to Runehaven being built overwhelmingly by one person under the Cikoria Studio name: patch notes are written in first person throughout, and a public 2026 roadmap post opens with "I'm currently working on implementing multiplayer," describing planned features — modding via Steam Workshop, translations, a character creator — as personal commitments rather than a team's shared backlog. Despite that scale, the post-launch cadence has been dense: ten numbered patches in roughly five months, plus a co-op multiplayer test branch that was already live as of this review's research, well ahead of the roadmap's stated timeline for the feature.

Where it lands

Runehaven earns its Very Positive reception through a spellcrafting system that genuinely feels distinctive within its genre, paired with striking voxel destruction and a developer who has repeatedly and specifically fixed the exact problems reviewers named, from save-loss bugs to thin early content. Its rough edges — an easy default difficulty most players won't move past, a content base still expanding patch by patch, and a permadeath structure that will read as a genre mismatch to some roguelike fans — are real, but they're the rough edges of a young, actively supported game rather than a stalled one. For players drawn to freeform magic systems and destructible worlds, it's an easy recommendation even in its current, still-growing state.

Pros and cons

Pros

  • A genuinely distinctive rune-drawing spellcrafting system that reviewers repeatedly single out as the game's standout idea, letting players combine elemental and modifier runes into their own spell designs rather than choosing from a fixed list
  • Fully destructible voxel terrain that reviewers compare directly and favorably to Noita, backed by a striking, distinctive 3D voxel art style several reviewers call "gorgeous"
  • A confirmed, dense post-launch patch cadence from what this review's research indicates is essentially a one-person studio — ten numbered updates in roughly five months, each with a detailed, itemized changelog
  • Confirmed, specific fixes for named community complaints, including an opt-in auto-save option, a mid-run save-corruption fix, and multiple rounds of mob hitbox improvements
  • Deep modding support built in from an early stage, including a scripting API and Steam Workshop plans, giving the game a longer potential lifespan than its base content alone suggests

Cons

  • A well-represented complaint that early-floor enemies offer little resistance, with basic pathfinding AI that several reviewers describe as barely engaging with the player on normal difficulty
  • A recurring complaint that the late-game spell system trivializes its own central mechanic, since stacking enough modifier runes removes any real incentive to experiment with weaker combinations
  • Confirmed thin on content at launch relative to a full-release price, with several reviewers reporting a complete playthrough in under three hours — partially, but not fully, addressed by the largest post-launch update adding one new boss and two new equipment types
  • Auto-save was added by a confirmed patch but shipped off by default, so the crash and progress-loss complaints that prompted it can still catch players who don't enable it themselves
  • A strict permadeath structure with no run-to-run meta-progression by default, which several reviewers frame as a mismatch with the term "roguelike" as commonly used elsewhere in the genre

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 7 / 10
  • Visuals 8 / 10
  • Progression 6 / 10
  • Originality 8.5 / 10
  • Interface 6.5 / 10