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Name

 Rune Teller 

 

Developer

 CODELIFE Studio 

 

Publisher

 CODELIFE Studio 

 

Tags

 Indie 

 

RPG 

 

Adventure 

 

Singleplayer 

 

Multiplayer 

 

 Co-op 

 

 Early Access 

Release

 2022 3Q 

 

Steam

News

 67 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 n/a 

 

Steam Rating

 n/a 

Steam store

 https://store.steampowered.com/app/1944360 

 
Public Linux depots

  [3.17 G] 




LINUX STREAMERS (0)




[NOTICE] Rune Teller has officially been released

Hello, Early Access users.
We're CODELIFE Studio.

Two ordinary developers quit their jobs in March last year and they are now officially releasing Rune Teller, which they have been developing.
During this period, we were able to make many advances such as convenience patches and translation with the help of the Early Access users.
It was a precious time to achieve our dreams with the help of many users around the world.

Now our development team has decided to go back to our daily lives.
Mokyok2 will go to Canada and Taeng will stay in Korea, and we will try for another challenge.

We'd like to thank the Early Access users because we've been really happy and enjoyed their journey.


CODELIFE Studio


[ 2023-02-09 20:39:25 CET ] [ Original post ]

[UPDATE] 2023.02.06 Update Notes

Hello, We're CODELIFE Studio.

Everyone needs to get an update to enjoy multi-play with this version.
If you want to get an update right away, you can restart the steam after the game is over.


Today's update history.

[h3]# What has been modified in this update[/h3]

# Fixed bugs


  • Fixed an issue that Johnsonville found the bait.
  • Fixed an issue that some translations were unnatural.


[ 2023-02-06 02:36:37 CET ] [ Original post ]

[UPDATE] 2022.12.26 Update Notes

Hello, We're CODELIFE Studio.

Everyone needs to get an update to enjoy multi-play with this version.
If you want to get an update right away, you can restart the steam after the game is over.

Today's update history.

# What has been modified in this update
- Fixed bug : Central Mountain - Luminous Dungeon cannot enter.


[ 2022-12-26 04:04:25 CET ] [ Original post ]

[UPDATE] 2022.12.16 Update Notes

Hello, We're CODELIFE Studio.

Everyone needs to get an update to enjoy multi-play with this version.
If you want to get an update right away, you can restart the steam after the game is over.



Today's update history.

[h3]# What has been modified in this update[/h3]

# New Languages Support


  • Japanese has been added.


[ 2022-12-16 05:08:04 CET ] [ Original post ]

[UPDATE] The Dwarf Kingdom Update Notes

Hello, We're CODELIFE Studio.

Everyone needs to get an update to enjoy multi-play with this version.
If you want to get an update right away, you can restart the steam after the game is over.



Today's update history.

[h3]# What has been modified in this update[/h3]

# [End Content] The Dwarf Kingdom


  • The Dwarf Kingdom region and various stories have been added.
  • Exchange system has been added.
  • New NPCs have been added.
  • New quests have been added.
  • New dungeon has been added.
  • New boss/named/normal monsters have been added.
  • New weapons/armors/accessories have been added.
  • New skills have been added.
  • New achievements have been added.
  • ...


# [End Content] Colosseum

  • New content to fight various monsters of type A, B, and C and to update records has been added.
  • New achievements have been added.


# New Languages Support

  • Spanish has been added.
  • Simplified Chinese has been added.
  • Japanese will be added. (on Dec 2022)


# Improve existing content/system

  • BGMs and sound effects have been improved.
  • Fishing system have been improved. You can make fishing rods, and fish anywhere near the water.
  • Food mastery have been added.
  • New skill and system mastery have been added.
  • The final version of the Early Access users list has been updated.
  • Ending credit content have been revised to the latest content.


# Balance

  • Cooldown Reduction of 'Legendary Sushi' has been changed : 20 -> 10
  • Cooldown Reduction of 'Ancient Ring' has been changed : 15 -> 10
  • Physical/Magical Defense of 'Shield of Luminous Knights' have been changed : 60/60 + 5/5(%) -> 50/40 + 3/3(%)
  • Cooldown Reduction of 'Thunder Storm Mastery' has been changed : 1.5s -> 1.0s (per level)
  • Physical/Magical Defense of 'Roar of Taunt' have been changed : 100 -> target count x 10


# Optimization

  • Frame rate has been improved.
  • Memory usage has been reduced.
  • Shadow quality has been improved.


# Fixed bugs and improvements

  • Fixed an issue that other people's location was seen as the sea.
  • ...


[ 2022-11-24 00:24:43 CET ] [ Original post ]

[PREVIEW] Dwarf Kingdom Update

Hello, We're CODELIFE Studio.

Finally, tomorrow! (2022.11.23 PST)
The new region, the Dwarf Kingdom, will be updated.

[h3]# Key Changes[/h3]


  • Added the Dwarf Kingdom
  • New language support: Spanish, Chinese (Simplified)
  • Optimization and bug fixes
  • Reflect improvements
  • End the event for Early Access users (It ends immediately with this notice)


Thank you for waiting a long time to add contents of official release.

See you at the Dwarf Kingdom!

https://youtu.be/Tnxd1RNus0g


[ 2022-11-23 09:48:51 CET ] [ Original post ]

[UPDATE] 2022.10.10 Update Notes

Hello, We're CODELIFE Studio.

Everyone needs to get an update to enjoy multi-play with this version.
If you want to get an update right away, you can restart the steam after the game is over.



Today's update history.

[h3]# What has been modified in this update[/h3]

# Updated bulletin board in town


  • The early access user list has been updated. (Current Num of Users : 255)
  • If you want to add your name to the bulletin board, please apply through the official Discord channel.



# Fixed bugs

  • Fixed an issue that 'Find the statues in each area' quest was not performed in certain situations.
  • Fixed an issue that map markers were not synchronized between users in certain situations.
  • Fixed an issue that some translations were unnatural.


[ 2022-10-10 04:36:51 CET ] [ Original post ]

[UPDATE] 2022.10.07 Update Notes

Hello, We're CODELIFE Studio.

Everyone needs to get an update to enjoy multi-play with this version.
If you want to get an update right away, you can restart the steam after the game is over.



Today's update history.

[h3]# What has been modified in this update[/h3]

# Added Graphic Settings


  • Graphic quality can be set to three levels: High, Medium, Low


# Title improvement

  • You can check your new game plus title on the game scene.


[ 2022-10-07 04:19:17 CET ] [ Original post ]

[UPDATE] 2022.10.06 Update Notes

Hello, We're CODELIFE Studio.

Everyone needs to get an update to enjoy multi-play with this version.
If you want to get an update right away, you can restart the steam after the game is over.



Today's update history.

[h3]# What has been modified in this update[/h3]

# Endgame Contents Update (1st round)


  • When new game plus is in progress, you can receive a title which contains the number of times.
  • Users who finished the game will be able to find item quality when acquiring equipment items.
  • There are 5 grades of quality, and there are differences in status even in the same grade.
  • The probability of a quality grant depends on the level of difficulty.
    1) The higher the level of difficulty, the higher the probability of acquiring high quality items.
    2) Crafted items have a lower chance of receiving a higher quality and chance is unaffected by game difficulty.
    3) It has been modified to prevent difficulty change during the game.


# Announcement for Endgame Contents Update (1st round)

  • Item quality is a preparation step for the new dwarf area and Colosseum, which will be added as a content for those who have seen the ending.
  • Because the game is in Early Access period, the status value or probability of acquisition by quality can be modified according to feedback.
    (Caution! Therefore, the grade or status of the item acquired during the Early Access period may change later.)
  • Users who have not yet seen the ending will be used as normal items even if someone deliver quality items.
  • The development team is not involved in the droping/trading of the item.


    # Added Gesture System

    • The sitting function is incorporated into the gesture.
    • Greeting gestures are acquired by default.
    • Additional gestures are acquired when you greet a new person and your mastery level increases.


    # UI Improvements

    • When you mark on a map, you can see the remaining distances and icons on the game scene.
    • For the smooth use of the game controller, all slide bars in the options have been set to step 11.


    # BGM Improvements

    • We improved the music to repeat naturally for all the BGM in the game.
    • We optimized all the BGM in the game.


  • [ 2022-10-06 02:46:39 CET ] [ Original post ]

    [UPDATE] 2022.10.03 Update Notes

    Hello, We're CODELIFE Studio.

    Everyone needs to get an update to enjoy multi-play with this version.
    If you want to get an update right away, you can restart the steam after the game is over.



    Today's update history.

    [h3]# What has been modified in this update[/h3]

    # See Guide Messages Again


    • Added the function to see past guide messages again.


    # Updated bulletin board in town

    • The early access user list has been updated. (5th round)
    • If you want to add your name to the bulletin board, please apply through the official Discord channel.



    [ 2022-10-03 04:43:11 CET ] [ Original post ]

    [UPDATE] 2022.09.30 Update Notes

    Hello, We're CODELIFE Studio.

    Everyone needs to get an update to enjoy multi-play with this version.
    If you want to get an update right away, you can restart the steam after the game is over.



    Today's update history.

    [h3]# What has been modified in this update[/h3]

    # Dungeon Improvements


    • If you clear the dungeon, a portal is created to allow you to exit immediately.
    • You can check the name of the dungeon next to the remaining time.


    # Game Controller Improvements

    • Drop-down boxes can also be canceled with key B (Xbox).


    # Fixed Terrain

    • Fixed the terrain where the legs are often caught such as Tutorial area, King's Mountain, Chaplonia, Eastern Port, Desert Ruins Dungeon, and the entrance of King's Mountain Archives.
    • Some terrain has been modified to prevent characters from getting stuck at the Neutral Goblin Village.


    # Fixed bugs

    • Fixed a situation that sometimes becomes inoperable during the tutorial.


    [ 2022-09-30 09:54:24 CET ] [ Original post ]

    [UPDATE] 2022.09.29 Update Notes

    Hello, We're CODELIFE Studio.

    Everyone needs to get an update to enjoy multi-play with this version.
    If you want to get an update right away, you can restart the steam after the game is over.



    Today's update history.

    [h3]# What has been modified in this update[/h3]

    # Updated bulletin board in town


    • The early access user list has been updated. (4th round)
    • If you want to add your name to the bulletin board, please apply through the official Discord channel.



    # Improvements

    • Added a notification sound if another user enters the room.
    • Field Bosses have been modified to drop Preservative Scrolls and more Golds.


    # Fixed Bugs

    • Fixed an issue that the quest list scroll bar did not operate normally when using the controller.
    • Fixed an issue that some translations were unnatural.


    [ 2022-09-29 04:31:29 CET ] [ Original post ]

    [UPDATE] 2022.09.28 Update Notes

    Hello, We're CODELIFE Studio.

    Everyone needs to get an update to enjoy multi-play with this version.
    If you want to get an update right away, you can restart the steam after the game is over.



    Today's update history.

    [h3]# What has been modified in this update[/h3]

    # The game controller has been officially supported.


    • All functions except room title setting, key mapping, and chatting are available on the game controller.
    • You can check the game controller key guide by pressing the SELECT button.


    # Fixed Bugs

    • During the tutorial, the problem that the quest difficulty recommendation message was incorrect is fixed.
    • When exiting during resurrection, the problem of saving the character position to the nearest tower is fixed.



    +) The list of Early Access participants will be updated tomorrow!


    [ 2022-09-28 13:44:31 CET ] [ Original post ]

    [UPDATE] 2022.09.23 Update Notes

    Hello, We're CODELIFE Studio.

    Everyone needs to get an update to enjoy multi-play with this version.
    If you want to get an update right away, you can restart the steam after the game is over.



    Today's update history.

    [h3]# What has been modified in this update[/h3]

    # Improvements


    • Often the problem of not being able to use Johnsonville's bags is fixed.
    • If you are in the back during the boar and deer attack animation, you will not be hit.
    • The player makes a sound when the fish bites the bait.


    # Updated bulletin board in town

    • The early access user list has been updated. (3rd round)
    • If you want to add your name to the bulletin board, please apply through the official Discord channel.


    [ 2022-09-23 06:11:04 CET ] [ Original post ]

    [UPDATE] 2022.09.21 Update Notes

    Hello, We're CODELIFE Studio.

    Everyone needs to get an update to enjoy multi-play with this version.
    If you want to get an update right away, you can restart the steam after the game is over.


    Today's update history.

    [h3]# What has been modified in this update[/h3]

    # Added shortcuts for Combat Quick Slot


    • You can set a shortcut to all slots in the combat quick slot.
    • There is no default value other than Q/E/R, and you can use it after you set the key you want on the settings tab.
    • The quick slot structure will no longer be changed to deliver a control experience that is not much different from game controller users (under development).


    # Updated bulletin board in town

    • The early access user list has been updated. (2nd round)
    • If you want to add your name to the bulletin board, please apply through the official Discord channel.
      Official Discord Channel Shortcut


    [ 2022-09-21 08:13:06 CET ] [ Original post ]

    [NOTICE] Official Release Contents Preview (Vol. 1)

    Hello!
    We're CODELIFE Studio.

    Thank you to all the players who participated in the Early Access.
    Thank you for your help in improving Rune Teller.

    Today, we're sending you the official release content plan.
    Before working on officially released content, we are currently listening to and accepting many opinions from users.

    Therefore, among the contents you sent, we are developing it with priority on the work that corresponds to the following.
    1. Work that can maintain the original concept of Rune Teller.
    2. Contents to give a lot of opinions.
    3. Work that can be developed by two-person development.

    We are collecting all the suggestions you have given us internally.
    Even if the continuous suggestions are not reflected quickly, we would appreciate it if you could understand that we are still managing them, but we have been pushed back to priority for a while.


    The contents that will be released together on the official release are as follows.

    1. The Story of Dwarves


    • New Region
      - 7 NPCs
      - 5 quests

    • New Raid Dungeon (Boss Battle)
      - 6 regular monsters
      - 2 named monsters
      - 3 boss monsters

    • New Skill
      - 2 skills for each weapon-type (6 skills in total)

    • New Equipment
      - 2 weapons for each weapon-type (6 weapons in total)
      - 2 shields
      - 1 armor set for each armor-type (3 armor sets in total)

    • New System
      - A new purchase system related to the Dwarf story



    2. Reward for New Game +

    • Collecing Elements : Gesture function
    • Under discussion for additional rewards


    3. Colosseum

    • Under designing


    4. New Language Support

    • Under discussion


    5. Game Controller (To be applied first when development is completed)


    Please look forward to the main new content, the story of Dwarves.
    We will continue to share the details of the official release content because it can be changed from time to time.

    Once again, thank you to everyone who played the indie game, Rune Teller.


    [ 2022-09-20 06:56:55 CET ] [ Original post ]

    [UPDATE] 2022.09.19 Update Notes

    Hello, We're CODELIFE Studio.

    Everyone needs to get an update to enjoy multi-play with this version.
    If you want to get an update right away, you can restart the steam after the game is over.



    Today's update history.

    [h3]# What has been modified in this update[/h3]

    # Bulletin board in the town


    • Features are added to the bulletin board in Darkess Village, King's Mountain Castle.
    • You can check out the names of those who participated in the early access.
    • If you want to add your name to the bulletin board, please apply through the official Discord channel.
    • We will continue to receive applications before the official release, so please pay a lot of attention.



    # improvement

    • The character has been modified to climb the stairs better.
    • Depending on the current main quest situation, the recommended quest difficulty level has been displayed.
    • The ambiguous part of the Fairy's words has been fixed.
    • Added setting to prevent listening to Johnsonville's sound.



    # Balance

    • The effect of Spare Ribs has been increased from 10% to 15% at Move Speed.
    • The effect of Steak has been increased from 10% to 15% at Attack/Casting Speed.
    • Exp of mastery requirement of Frozen Shard has been reduced.



    # Fixed bugs

    • Fixed an issue that the main camera penetrated some objects.
    • Fixed an issue that the skill camera penetrated the terrain.
    • Fixed an issue of re-entry at a specific location in some dungeon.
    • Fixed an issue that aggro values were not applied in dungeons.
    • Fixed an issue of showing the wrong region in the ending cut scene.



    [ 2022-09-19 13:56:05 CET ] [ Original post ]

    [UPDATE] 2022.09.17 Update Notes

    Hello, We're CODELIFE Studio.

    Everyone needs to get an update to enjoy multi-play with this version.
    If you want to get an update right away, you can restart the steam after the game is over.



    Today's update history.

    [h3]# What has been modified in this update[/h3]

    # Improvement in controls


    • If a character hits a wall while moving, it slides along the wall.
    • The frequency of falling animation due to being stuck between objects has decreased.



    # improvement in play

    • At the time of receiving High Priest Crow's first quest, a notification of the future direction of the story has been added.
    • Merchant Ledolg sells the bait.
    • Modified to expose NPC markers higher than player markers on the map.



    # Fixed a bug

    • Tips for not being able to attack animals using spells have been removed.


    [ 2022-09-17 02:57:01 CET ] [ Original post ]

    [UPDATE] 2022.09.15 Update Notes

    Hello, We're CODELIFE Studio.

    Everyone needs to get an update to enjoy multi-play with this version.
    If you want to get an update right away, you can restart the steam after the game is over.



    Today's update history.

    [h3]# What has been modified in this update[/h3]

    # Improvements


    • The location of the Runas Ruins(Tutorial) exit is changed to the east as much as possible.
      (The unnamed tower comes right into view.)
    • Trolls are moved to Abandoned House areas.
    • The terrain on which the troll was located will be deleted.
    • The Fairy trees are modified to make it a little bit more visible.
    • Naked Traveler and bandits are repositioned.
    • Fast movement guidance using Deadly Potion is added.
    • Demand for Goblin hunting quests is lowered.
    • Jenkins is repositioned inside the town of Darkess.
    • Johnsonville acquisition location has been changed to a location closer to the Darkess Village.
    • The price of the Heirloom increases.
    • Other terrain is modified (ex: The back door of Darkess Freddiya's store, etc...)


    # Fixed bugs

    • The problem of incorrect voice when attacking with a pickax has been fixed.


    [h3]Caution![/h3]
    Please note that the characters saved in the Eastern Valley may start at their own resurrection locations due to the change in the terrain of the eastern valley.

    [h3]Caution2![/h3]
    If the existing campfire has entered the terrain, please revive it from the unknown tower and install the campfire in a new location.


    [ 2022-09-15 13:23:15 CET ] [ Original post ]

    [NOTICE] Eastern Valley Design Improvements

    Hello! We're CODELIFE Studio.

    We are informing you in advance about the design improvement of Eastern Valley, which is scheduled for the next update.


    # User feedback for the beginning part

  • After completing the tutorial, the east side of the guide is the left side of the character's progress direction, causing confusion.
  • You can meet a bandit too quickly, which is hard to deal with in the beginning.
  • You have to start in the west, finish all quests in the east, and run back to the west to move on to the next area.
  • There are some repetitive quests in the early part of the Darkess region.
  • As the battle for Goblin decreases, so does the quest requirements.


    As the game begins in earnest from King's Mountain, the eastern valley level design will be improved by reflecting user feedback to reduce the boredom of the early wealth.


    # Improvements

  • The location of the Runas Ruins(Tutorial) exit is changed to the east as much as possible.
    (The unnamed tower comes right into view.)
  • Trolls are moved to Abandoned House areas.
  • The terrain on which the troll was located will be deleted.
  • The Fairy trees are modified to make it a little bit more visible.
  • Naked Traveler's quest phase is reduced and the NPC and bandits are repositioned.
  • Demand for Goblin hunting quests is lowered.
  • Jenkins is repositioned inside the town of Darkess.
  • The price of the Heirloom increases.
  • Other terrain is modified (ex: The back door of Darkess Freddiya's store, etc...)


    [h3]Caution![/h3]
    Please note in advance that characters stored in the Darkess area can start at their respective revival locations due to changes in the terrain after the next update.


  • [ 2022-09-14 06:49:21 CET ] [ Original post ]

    [UPDATE] 2022.09.13 Update Notes

    Hello, We're CODELIFE Studio.

    Everyone needs to get an update to enjoy multi-play with this version.
    If you want to get an update right away, you can restart the steam after the game is over.



    Today's update history.

    [h3]# What has been modified in this update[/h3]

    # UI


    • In the room list UI, the nickname of the user who created the game is displayed.
    • Displays the room creation user's ongoing main quest.
    • Completed quests are classified separately under the Quest window.


    # Sailing

    • The speed of the ship increases.
    • Stairs are installed inside the ship to facilitate descent.
    • If the ship is sailing without anyone on board, it's faster.
    • The ship anchored in Eastern Port is deleted.


    # Animal

    • Hunting mastery is added.
    • Skills are applied to animals step by step, depending on the mastery level.


    # Action

    • Improved mining motion.
    • The time to pick up the dropped items is faster from 1 second to 0.5 seconds.


    # Fixed bugs

    • Fixed an issue that Hex of Confusion skill was not applied normally.
    • The problem of the camera entering the rock near the Guild Master is fixed.


    +) We are going to add an improved sense of operation, controller support, and detailed graphic setting functions, so please wait for us.


    [ 2022-09-13 11:01:12 CET ] [ Original post ]

    [UPDATE] 2022.09.08 Update Notes

    Hello, We're CODELIFE Studio.

    Everyone needs to get an update to enjoy multi-play with this version.
    If you want to get an update right away, you can restart the steam after the game is over.



    Today's update history.

    [h3]# What has been modified in this update[/h3]

    # Convenience


    • After completing '[Main] Help the Eastern Valley' quest, Johnsonville does not advise.
    • The timing of success of fishing is extended and catching opportunities are provided constantly.
    • When calculating the range of the Revival skill, the height difference is not be reflected.


    # Fixed bugs

    • When the game moves to the background, the bug that kept the keystroke is fixed.
    • The problem of increasing the range of attack in certain situations is fixed.
    • Fixed an issue that Absolute Evasion was not invoked in certain situations.
    • The problem that the text of Elves' Secret Tunnel did not come out is fixed.



    +) Starting tomorrow, it's Chuseok( = Korean Thanksgiving Day), the biggest holiday in Korea.
    +) In order to recover from fatigue from the updates so far and visit our hometown, the updates during Chuseok are off. XD (about 4 days)


    [ 2022-09-08 08:05:34 CET ] [ Original post ]

    [UPDATE] 2022.09.07 Update Notes

    Hello, We're CODELIFE Studio.

    Everyone needs to get an update to enjoy multi-play with this version.
    If you want to get an update right away, you can restart the steam after the game is over.



    Today's update history.

    [h3]# What has been modified in this update[/h3]

    # Custom Key Binding


    • You can freely switch to the key settings you want.
    • A sprint-only key has been added, which can be used as a combination key as well as a double tap of the moving key.
    • Added camera Y-axis inversion function.
    • Settings UI has been subdivided.


    # Convenience

    • The bed provides a rest bonus buff.



    +) We will update controller support and detailed graphic setting function, so please wait for us.


    [ 2022-09-07 12:48:17 CET ] [ Original post ]

    [UPDATE] 2022.09.06 Update Notes

    Hello, We're CODELIFE Studio.

    You can update the patch as soon as you shut down and restart the steam.


    Today's update history.

    [h3]# What has been modified in this update[/h3]

    # Convenience
    - Added category classification by region in quest list.
    - Lowered the interaction priority of the Johnsonville's bag.


    [ 2022-09-06 03:40:16 CET ] [ Original post ]

    [UPDATE] 2022.09.05 Update Notes

    Hello, We're CODELIFE Studio.

    Everyone needs to get an update to enjoy multi-play with this version.
    If you want to get an update right away, you can restart the steam after the game is over.


    Today's update history.

    [h3]# What has been modified in this update[/h3]


    # Add the Cowardly Johnsonville


    • Johnsonville, a coward who follows users, has been added.
    • You can meet him for the first time at the 3-way Intersection east of Guild Master of East Valley.
    • He gives necessary advice for beginners.
    • You can use a storage box for etc items linked to your home.
    • He often find an item that player needs.
    • Teleport around you when you are away from him.
    • He can't swim and fight, and he doesn't follow the dungeon.
    • You can't see the other user's Johnsonville.


    # House Improvement

    • The size of all storage boxes has been expanded from 20 to 40.
    • The price of the etc item storage has been lowered.
    • The cost of buying a house in Darkess Village has been lowered.
    • The structure of the King's Mountain house has been changed.


    # Fixed bugs

    • We fixed the problem that item comparison information appeared in the mastery tooltip.
    • The charging laser launch position of the Ancient Golem has been adjusted.
    • Fixed an issue that the dungeon was reset when moving specific location of the Goblin Mine dungeon.


    +) We are preparing 'custom key mapping' function for the next update.
    +) We will do our best to update it by next week, so please look forward to it!


    [ 2022-09-05 08:04:20 CET ] [ Original post ]

    [HOTFIX] 2022.09.02 Hotfix Notes

    Hello, We're CODELIFE Studio.

    There was an urgent fix, so we proceeded with the hotfix update.
    You can update the patch as soon as you shut down and restart the steam.



    Today's hotfix history.

    # What has been modified in this hotfix

    - In the multi-play room, we have fixed the problem that the user could not exit normally when the dungeon was cleared by the user alone, not the host.


    [ 2022-09-02 10:11:00 CET ] [ Original post ]

    [NOTICE] New Companion Johnsonville Update Announcement

    Hello, We're CODELIFE Studio.

    Multiple long-term update operations are reducing the frequency of updates.
    Cowardly dog Johnsonville will be added as a travel companion sometime next week.

    Key features include:

    1. Travel companion for you only (other users don't see your own Johnsonville)
    2. Role of moving etc item bag (The function is the same as that of the storage box at home)
    3. Search and deliver random items
    4. Guidance message for beginners

    Johnsonville is a content that has been added to serve as a guide for beginners, so we plans to not apply combat or convenience functions (such as automatic pick-up) to maintain the essential fun of the game.


    The following will be sequentially updated after the initial update:

    1. Continuous guidance message will be added if necessary
    2. Notification of dungeon location (We're thinking about how to guide this part without hurting the fun of adventure.)

    Thank you to everyone who plays Rune Teller,
    and we'll be back with the Cowardly Johnsonville update soon.


    We are still working on custom key mapping, controller support, and additional translation, so please wait!


    [ 2022-09-02 08:49:00 CET ] [ Original post ]

    [UPDATE] 2022.09.01 Update Notes

    Hello, We're CODELIFE Studio.

    Everyone needs to get an update to enjoy multi-play with this version.
    If you want to get an update right away, you can restart the steam after the game is over.


    Today's update history.

    [h3]# What has been modified in this update[/h3]

    # Convenience

    - Simplifies the acquisition of Deadly Potion.


    • Available to buy from NPCs after the Central Mountains.
    • The material required for craft is changed to the Rune of Revival.


    - The Charging Laser launch position of the Ancient Golem is adjusted.

    • Now, you can block the laser with an Unbreakable Barrier even at close range.



    # Fixed bugs

    - The problem that Cooldown Reduction Rate status was not applied is fixed.

    - Fixed problems that may not have been successfully obtained the achievements in new game +.

    - Fixed an issue that the Thunder Storm skill did not collide with the terrain and stuffs.


    [ 2022-09-01 08:57:03 CET ] [ Original post ]

    [UPDATE] 2022.08.31 Update Notes

    Hello, We're CODELIFE Studio.

    Everyone needs to get an update to enjoy multi-play with this version.
    If you want to get an update right away, you can restart the steam after the game is over.


    Today's update history.

    [h3]# What has been modified in this update[/h3]

    # Convenience

    - The difficulty mark is added to the quest.

    - Added function to skip story-related cut scenes.


    • Only the host can skip it and all of you skip it.

    - The interaction priority of items that could not be acquired has been lowered.

    - Items dropped by Field Boss/Story Boss have also been modified to be able to be acquired individually.

    - Some of the terrain in the Darkess region has been modified.

    • We've lowered the frequency of combat that's been set a bit too much.


    # Balance

    - AP consumption of the blocking action has decreased.

    - The aggro accumulation of the Roar of Protection has increased.

    - The pickaxe always has a whetstone effect.


    # Etc

    - Supplemented some of the item descriptions.

    - Fixed some parts of the translation that were awkward.

    - Fixed a problem that didn't die with 0 HP.


    [ 2022-08-31 13:58:59 CET ] [ Original post ]

    [UPDATE] 2022.08.30 Patch Notes

    Hello, We're CODELIFE Studio.

    Everyone needs to get an update to enjoy multi-play with this version.
    If you want to get an update right away, you can restart the steam after the game is over.


    Today's update history.

    # What has been modified in this update

  • Added item status comparison function in the store
  • Added stone statue for directional hints to the snow mountain maze
  • Modified to make distance ship at the port to solve the problem of getting stuck between ship and the port.
  • Fixed an issue that item crafting UI does not appear when using the workbench before using the campfire for the first time.


  • [ 2022-08-30 07:54:28 CET ] [ Original post ]

    [UPDATE] 2022.08.29 Patch Notes

    Hello, We're CODELIFE Studio.

    [h3]Everyone needs to get an update to enjoy multi-play with this version.
    If you want to get an update right away, you can restart the steam after the game is over.[/h3]


    Today's update history.

    [h3]# What has been modified in this update [/h3]

    # Item

  • The durability of the equipped weapon is marked on the bottom right.
  • Fixed the problem that the reward of Non-fighting Hired Soldier quest is marked 300.
  • I corrected the typo of Kihi's warranty.


    # Sound

  • The size of the horse's cry was adjusted to half.


    # Map

  • We modified the terrain that can fall out of the map in King's Mountain.
  • The outer side of the Goblin Chieftain dungeon has been modified.
  • The abnormal entry position was removed from the Elf Queen dungeon.
  • The unobstructed space inside the White Dragon's Nest dungeon has been modified.


  • [ 2022-08-29 06:37:59 CET ] [ Original post ]

    [HOTFIX] 2022.08.27 Hotfix Notes

    Hello, We're CODELIFE Studio.

    [h3]There was an urgent fix, so we proceeded with the hotfix update.
    You can update the patch as soon as you shut down and restart the steam.
    [/h3]


    Today's hotfix history.

    [h3]# What has been modified in this hotfix[/h3]

    - After updating the Unity network module, many network errors have occurred, so rollback is proceeding.


    • Character size issues, skill issues, etc


    - Fixed the problem that 3 copper ingots were displayed in the Sincerity Itself (1) quest description.


    [ 2022-08-27 10:16:41 CET ] [ Original post ]

    [HOTFIX] 2022.08.26 Hotfix Notes (2)

    Hello, We're CODELIFE Studio.

    [h3]There was an urgent fix, so we proceeded with the hotfix update.
    You can update the patch as soon as you shut down and restart the steam.
    [/h3]


    Today's hotfix history.

    [h3]# What has been modified in this hotfix[/h3]

    - Fixed an issue that HP was able to recover from a dead state.

    - The campfire remains after reconnecting.


    [ 2022-08-26 12:52:51 CET ] [ Original post ]

    [NOTICE] Update Announcement Until Official Release of Rune Teller

    Hello, We're CODELIFE, indie game studio.

    Early Access was released on August 19, 2022 and you played and gave us a lot of feedback for about a week. We also collected the opinions of the users as much as possible and improved and fixed the bugs without destroying the essentials of the game.

    We would like to say thank you to many users who have played like an advance team from the beginning to the present.

    The direction of improvement was to keep the game's combat difficulty as much as possible, but to resolve the inconvenience of other contents.

    However, in order to reduce the minimum hurdle, we have improved visibility, added a potion quick slot, reduced damaged action time, increased movement/attack speed, and improved shield manipulation.
    (We think the difficulty of the game that we originally planned has decreased a lot through this part.)

    The bug, which is a big obstacle to seeing the ending, is considered to have been fixed, and about three days after its release, there is a person who saw the first ending, so we are planning to start developing additional content that was scheduled after Korean Thanksgiving Day.
    (Bugs and improvements are always high priority, of course.)

    We are currently working on the following tasks:

    [h3]# Live Issue Response[/h3]
    - Fixing bugs

    [h3]# improvement[/h3]
    - Custom Key Mapping
    - Controller Support
    - Improvement of the Quest Guide UI
    - Add screen options: Full screen, window mode, and full window mode
    - Optimization
    - Improve manipulation
    -

    [h3]# New Language Translation[/h3]
    - We're going to expand to multiple languages.
    - Details are under discussion.
    - We will notify you when the language translation is started and completed, and we will apply it to the game in the order of the language being translated first.

    [h3]# New Contents For Official Release[/h3]
    In the initial plan, we planned only the Colosseum, but we will also develop content related to NG+ because we believe there is a demand for NG+. We will continue to develop it with the aim of official release in October, and we will share updates with the Steam community.

    1. New Game Plus and Extreme Difficulty Content
    After watching the ending, you can play the episode through the High Priest. However, there is only a difference in the damage of monsters from the existing game. If the character in progress of NG+ sets the extreme difficulty level, the following differences will be added:

    - Basic gestures and additional gestures (you can get additional gestures in NG+ regardless of difficulty)
    - New Accessories for Extreme difficulty
    - Monster status for Extreme difficulty : Move Speed, Attack Speed, HP
    - New boss battle dungeon for Extreme difficulty

    2. Colosseum
    It is a content that kills monsters and records them with 1 to 3 people as a personal time reduction PVE content. In order to shorten the time of the Colosseum, the key is to get items from Extreme difficulty :)


    However, the direction can be continuously changed during development and will be shared through the developer.

    Even though Rune Teller is in the Early Access stage, I would like to thank the users for their fun play and improvement.

    P.S. We updated every day for a week, so we'll take a break for two days :)
    We are running an official discode where a lot of content is shared.

    https://discord.gg/TT7vX4Mw32


    [ 2022-08-26 12:02:02 CET ] [ Original post ]

    [HOTFIX] 2022.08.26 Hotfix Notes

    Hello, We're CODELIFE Studio.

    [h3]There was an urgent fix, so we proceeded with the hotfix update.
    You can update the patch as soon as you shut down and restart the steam.
    [/h3]


    Today's hotfix history.

    [h3]# What has been modified in this hotfix[/h3]

    - The problem of not being able to ring the bell even with a hammer in front of Castle of Dayne is fixed.

    - Fixed an issue that the user's location information on the map was not synchronized correctly.

    - Fixed an issue that the reset distance to the goblins near the Entrance of the Mine was too short.


    [ 2022-08-26 08:33:31 CET ] [ Original post ]

    [UPDATE] 2022.08.26 Patch Notes

    Hello, We're CODELIFE Studio.

    [h3]Everyone needs to get an update to enjoy multi-play with this version.
    If you want to get an update right away, you can restart the steam after the game is over.
    [/h3]


    Today's update history.

    [h3]# What has been modified in this update[/h3]

    - Action


    • Improves the user's damaged motion to release quickly.
    • The normal mode movement speed and combat mode attack speed have been increased.
    • Fixed an issue where non-host users would not be stunned.
    • Fixed an issue where other users' directions were not synchronized properly in certain situations.


    - Craft and Item

    • The function to produce 10 pcs for stackable items will be added.
    • The number of copper ore required as a material for copper ingots is reduced from 10 to 5.
    • In the Sincerity itself (1) quest, the number of copper ingots required is reduced from 3 to 2.
    • Fixed an issue that monsters could drop items twice.


    - Improve convenience

    • In the Map and Game UI, the current location of party members is displayed.
      (An issue has been identified that the information displayed on the current map is not synchronized normally. It will be modified to hotfix today.)
    • The default value for the room list search criteria is set to World Wide.
    • Expand the number of chat characters from 30 to 60.
    • Modified to enable/disable the Chat UI with the Enter key.
    • Fixed the problem that the English guide overflow the text box when the resurrection UI appears in the dungeon.


    - Sound

    • The BGM for the final boss battle will be changed.


    [ 2022-08-26 06:40:57 CET ] [ Original post ]

    For those who have a dark screen after the update,

    Hello, We're CODELIFE Studio.

    If you clear the tutorial after today's update, the screen will be darkened and you will not be able to save it normally.

    Currently, a modified version is applied, and save data may be lost if you have already done so.
    If you have any problems, please proceed with the tutorial again.

    I'm very sorry for the inconvenience.

    - CODELIFE Studio.


    [ 2022-08-25 15:37:11 CET ] [ Original post ]

    [UPDATE] 2022.08.25 Patch Notes

    Hello, We're CODELIFE Studio.

    Everyone needs to get an update to enjoy multi-play with this version.
    If you want to get an update right away, you can restart the steam after the game is over.




    Today's update history.

    [h3]# What has been modified in this update[/h3]

    - The magic aiming viewpoint changes slightly further than before.


    • You can now see a wider range of vision when you aim at magic.


    Dungeon reward items changed individually for acquisition.

    • Reward items are dropped according to the number of people, and items assigned to other users cannot be acquired.


    - A notificaion message is added.

    • If you visit The Nameless Tower for the first time, you can see the information about the tower.
    • If you arrive at the dock for the first time, you can see the ship's instructions.



    - Fire duration time in Desert Ruins dungeons increases.

    - The item will be modified to float on the water so that you can get the item by swimming.

    - The recently equipped shield information will be changed to remain after reconnecting.

    - Position of Serious Cook NPC in Darkess area is adjusted.

    - The spawning position of the Troll is adjusted.

    - Some terrain has been modified.

    - The stone-throwing skill used by the Rock Golem and Forest Guardian slightly lowers the explosion range.

    - Fixed bugs

    • We fixed the problem that the achievement of the Darkess area was not 100% during the multiple rounds.
    • Fixed an issue where the image of the necklace and ring was reversed in the inventory UI.
    • We have fixed the problem of re-entry processing when moving to a specific location in the Elf Queen battle.
    • The problem that the skeleton portal did not disappear in multi-play is fixed.


    [ 2022-08-25 12:52:24 CET ] [ Original post ]

    [UPDATE] 2022.08.24 Patch Notes

    Hello, We're CODELIFE Studio.

    [h3]Everyone needs to get an update to enjoy multi-play with this version.
    If you want to get an update right away, you can restart the steam after the game is over.
    [/h3]


    Today's update history.

    [h3]# What has been modified in this update[/h3]

    - A entire world map has been added.


    • You can check it by pressing the bottom right button in the map UI.


    - The map shows the last death location.

    - If you have a 'Pocket Watch' item, you can know the time even if you don't open inventory.

    • You can find it in the lower right corner.


    - Improved staff base attack.

    • Attack motion has been modified.
    • Attack speed increased slightly.


    - Improved shield usability.

    • While equipping a sword and shield, if you equip a dagger or staff and then equip a sword again,
    • it has been modified to automatically equip the last shield you equipped.



    - Improved jump motion.

    • You can go up to the railing if you jump right in front of the railing.



    - 'Wooden Torch' has been modified as an item that can be sold/thrown away.

    • 'Wooden Torch' has been modified so that it can be purchased at the NPC store.


    - We modified it so that you can check the number of potions in the quick slot registration window.

    - Fixed bugs

    • The problem of not being able to select the extreme difficulty level at the time of room creation has been fixed, even though the extreme difficulty level has been lifted.


    [ 2022-08-24 09:36:58 CET ] [ Original post ]

    [HOTFIX] 2022.08.24 Patch Notes

    Hello, We're CODELIFE Studio.

    [h3]There was an urgent fix, so we proceeded with the hotfix update.
    You can update the patch as soon as you shut down and restart the steam.
    [/h3]


    Today's hotfix history.

    [h3]# What has been modified in this hotfix[/h3]

    - We have fixed the problem of not being able to select the Extreme difficulty level during the second play.


    • The issue of not being able to get torch items during the second play will be fixed in today's update.


    [ 2022-08-24 02:42:41 CET ] [ Original post ]

    For those who can't proceed with the statue quest

    Hello, We're CODELIFE Studio.

    After talking with the statue before receiving the statue quest, the problem of the statue quest not proceeding has been fixed by today's update.

    However, if the phenomenon has already occurred, it is necessary to modify the save file, so if you send the auto.save file to codelife.game@gmail.com, we will revise it and reply to you.

    File Location


    • (Installation Path)\Rune Teller\Save\(Unique ID)\auto.save
    • ex) C:\Program Files (x86)\Steam\steamapps\common\Rune Teller\Save\(Unique ID)\auto.save


    We are sorry for the inconvenience.


    [ 2022-08-23 13:12:03 CET ] [ Original post ]

    [HOTFIX] 2022.08.23 Patch Notes (2)

    Hello, We're CODELIFE Studio.

    [h3]There was an urgent fix, so we proceeded with the hotfix update.
    You can update the patch as soon as you shut down and restart the steam.
    [/h3]


    Today's hotfix history.

    [h3]# What has been modified in this hotfix[/h3]

    - The problem of not being able to enter the key properly due to the remaining chat window has been fixed.

    - The problem of initializing the monsters' aggro in the dungeon has been fixed.


    [ 2022-08-23 11:55:27 CET ] [ Original post ]

    [UPDATE] 2022.08.23 Patch Notes

    Hello, We're CODELIFE Studio.

    Everyone needs to get an update to enjoy multi-play with this version.
    If you want to get an update right away, you can restart the steam after the game is over.




    Today's update history.

    [h3]# What has been modified in this update[/h3]

    - Potion Quick Slot is added.


    • As with existing quick slots, you can assign them from the menu window.
    • You can register potions for numeric keys 1, 2, 3, and 4.
    • This slot allows you to register only the items of the red/blue potion series.
    • Can be used regardless of combat/normal mode.


    - Improves shield performance.

    • If you take a blocking action with a shield on, you can always move facing forward.
    • The speed of movement increased slightly during defense with the shield on.


    - Fixed an issue that could have been attacked excessively quickly by repeating attack and defense actions.

    • The defense action was modified to last at least 0.5 seconds.


    - The difficulty level of the Blackbeard dungeon has been adjusted.

    • Blackbeard's rifle shot projectile speed has been lowered.
    • Blackbeard's rifle shot attack has been lowered.
    • The number of monsters appearing in Hideout of Blackbeard has been lowered.


    - The speed of the Elf Scout and the Elf Queen's arrow speed has been lowered.

    - Fixed bugs

    • Fixed a problem that could not be operated when you were in a groggy action during the skill casting with staff.
    • Fixed an issue that did not change the color of the monster name to non-host users.


    [ 2022-08-23 09:50:32 CET ] [ Original post ]

    [HOTFIX] 2022.08.23 Patch Notes

    Hello, We're CODELIFE Studio.

    [h3]There was an urgent fix, so we proceeded with the hotfix update.
    You can update the patch as soon as you shut down and restart the steam.
    [/h3]


    Today's hotfix history.

    [h3]# What has been modified in this hotfix[/h3]

    - When selling with the 'Sell All' button, the issue of earning only 10 sales has been fixed.


    [ 2022-08-23 05:19:48 CET ] [ Original post ]

    [UPDATE] 2022.08.22 Patch Notes

    Hello, We're CODELIFE Studio.

    [h3]Everyone needs to get an update to enjoy multi-play with this version.
    If you want to get an update right away, you can restart the steam after the game is over.
    [/h3]


    Today's update history.

    [h3]# What has been modified in this update[/h3]

    - Added Gathering/Mining/Fishing mastery.


    • The concept of great success has been added to the Gathering/Mining/Fishing.
    • You can get twice as many items as you get with a 10% chance.
    • Increased mastery increases the probability of great success.


    - We modified the color of the monster's name to change depending on the remaining HP of the monster.

    • The less HP a monster has, the more its name changes to black.
    • You can infer the remaining HP by looking at the name.
    • A problem has been identified that the feature only applies to the current host user.
    • Please understand that it will be modified so that all users can see it in the update tomorrow.


    - The warning message for the broken weapon has been modified to occur only at the moment the weapon is broken.

    • Instead, we modified the effect to be printed at the moment the weapon was broken.


    - Some improvements have been made to Quick Slot usability.

    • We modified the quick slot to output faster.
    • We modified the icon to be bigger when mouse over in the quick slot.
    • The improvement in the use of potions during the combat mode will be updated within this week, so we would appreciate it if you could wait a little longer.


    - Added to switch combat mode from normal mode to Q/E/R key.

    - The Jenkins NPC has been modified to appear near the early Darkies cabin, too.

    - The duration of the 'Brave Jenkins!' skill has increased.

    - We modified the craft recipe so that you can see the tooltip of the item in case of mouse over.

    - The right top quest tracker has been modified to remain even after reconnecting.

    - We modified it so that the direction the player is looking at on the map appears.

    - The item has been modified to float on the water.

    • This patch is rollbacked because of some problems. Sorry for inconvenience.


    - The 'Buy 10 pcs' and 'Sell All' features have been added.

    - We modified it to prevent the Spector from appearing in the skeleton attack event.

    - We modified it so that you can check the version of the game on the room list.

    - We have added the whetstone item description.

    - We've lowered the number of monsters that appear on the way up to the unnamed tower in the Darkess area.

    - Some terrain has been modified.


    [ 2022-08-22 10:52:21 CET ] [ Original post ]

    [HOTFIX] 2022.08.21 Patch Notes

    Hello, We're CODELIFE Studio.

    There was an urgent fix, so we proceeded with the hotfix update.
    You can update the patch as soon as you shut down and restart the steam.

    Today's hotfix history.

    [h3]# What has been modified in this hotfix[/h3]

    - If the monster cannot keep up with the user, the monster's aggro is initialized.

    - Some terrain has been modified.

    - Exception handling has been added to prevent skeleton attack events from appearing in strange places.


    [ 2022-08-21 15:46:23 CET ] [ Original post ]

    [UPDATE] 2022.08.21 Patch Notes

    Hello, We're CODELIFE Studio.

    [h3]Everyone needs to get an update to enjoy multi-play with this version.
    If you want to get an update right away, you can restart the steam after the game is over.
    [/h3]

    Today's update history.

    [h3]# What has been modified in this update[/h3]



    - The NPC location has been modified to be displayed on the map.

  • 'The Nameless Tower' position was displayed until the map was activated.
  • If you mouse over the map icon, the name of which NPC is printed.
  • Except for some hidden NPCs, even moving NPCs are displayed.


    - Added guidance on durability systems.

    • For the first time, we added a message to inform you when the durability of the weapon falls below 50%.


    - Added warning guidance for field bosses.

    • We added a message to inform you when you first feel the vibration of a boss monster.
    • Added [Field Boss] tag to field boss quest.


    - Improved fishing visibility.

    • The size of the bait has increased.
    • We added the red exclamation mark to be printed as soon as the bait go down into the water.


    - Modified to attack the scarecrow with magic.

    • Debuff does not apply.


    - If you revive a user who dropped out of the dungeon, the dead user revive from the location of the user who used the Resurrection skill.

    - The speed of boars and deers has decreased slightly.

    - Modified to defend against wild boar and deer attacks.

    - We added the text of Magic Immunity when attacking boars and deers with magic.

    - The terrain near the Forest Guardian in the Eastern Valley has been modified.


    - Fixed bugs

    • Fixed an issue where game settings were not saved.
    • Fixed an issue where the door of Dane Castle could pass without being fully opened.
    • Fixed an issue where the Blink skill could not cross the AoE skill and the dungeon trap.
    • Fixed an issue where the magic line hit the AoE skill and dungeon trap.
    • Fixed an issue where a skeleton attack event occurred in a strange location.


  • [ 2022-08-21 10:02:33 CET ] [ Original post ]

    !!!READ ME!!! For those who suffer from Chaplonia lightning

    Hello, We're CODELIFE Studio.

    [h3]There is a problem with some versions of the Chaplonia Quest information with the Eastern/Western description reversed.[/h3]

    As a result, it seems that users enter the west contrary to our intentions and die after being struck by lightning.

    [h3]In the current version, the issue has been fixed and the quest description has been corrected normally if you receive the latest update.
    You can update to the latest version by restarting to Steam after the game is over.
    [/h3]

    We're very sorry for the inconvenience.
    We will continue to work hard to become a enjoyable Rune Teller.


    [ 2022-08-20 15:59:57 CET ] [ Original post ]

    [HOTFIX] 2022.08.20 Hotfix Notes

    Hello, We're CODELIFE Studio.

    There was an urgent fix, so we proceeded with the hotfix update.
    You can update the patch as soon as you shut down and restart the steam.

    Today's hotfix history.

    [h3]# What has been modified in this hotfix[/h3]

    - The Chaplonia quest description incorrectly stated western/eastern has been corrected.

    - Improved visibility when aiming projectile skills.


    • We improved the fact that the UI that appears when aiming the projectile skill has an error with the actual launch position.


    - The clear time limit of some dungeons has been modified sufficiently.

    • Graveyard Basement
    • Luminous Temple of Valley
    • Goblin Mine
    • The habitat of Corrupted Elf
    • The Depth of Corrupted Elf


    - After clearing the dungeon, the waiting time from 30 seconds to 50 seconds has been modified.

    - Added Rune Core supply.

    • We revised to pay 5 each for activating maps of each region.
    • We have raised the number of run cores that can be obtained if you destroy a portal during a skeleton attack event.


    - The range of recovery skills of the Goblin Fortune-teller and the Goblin Shaman has been lowered.

    - The effect was added on the Jenkins NPC of Kings Mountain to improve visibility.

    - Fixing bugs

    • We solved the problem that the character was in an inoperable situation when moving to some terrain while the wizard was in progress.
    • Correcting the issue of a skeleton attack event on the Kings Mountain Castle.


    [ 2022-08-20 08:39:49 CET ] [ Original post ]

    [UPDATE] 2022.08.20 Patch Notes

    Hello, We're CODELIFE Studio.

    These are today's patch notes.

    [h3]# What has been modified in this update[/h3]

    - Modifications have been made to allow immediate defensive action during an attack.


    • You can now defend yourself immediately if you are in danger while attempting to attack.


    - The Fire Ball has been buffed.

    • The damage has been increased.
    • The casting time has been decreased.
    • The cooldown has been decreased.
    • MP consumption has been decreased.


    - Rolling action buffed.

    • Immortal duration increased.


    - Gathering has been improved

    • If you press the F key, it will pop out immediately without a mini game.
    • After listening to the opinions of various users through the Steam community, we decided,
    • Number 1 and 2 were neck and neck, but from the viewpoint of improving the experience of users who feel uncomfortable,
    • We decided on the first option because we thought it was right to proceed with the first option.
    • If you continue to leave comments afterwards, we will continue to supplement it in a better way.


    - An announcement message has been added.

    • When purchasing a house for the first time, a message has been added to guide you through house-related information.
    • Added compensation guidance for skeleton portal events


    - Increased the bandit monster reset distance near the Darkess Village.

    - The lake in the Darkess Village has been modified to catch more fish.

    - Additional arrangements have been made for more tin in the Central

    - Guild Master has revised to provide a additional pickaxe with campfires.

    - The impact of the hit screen has been mitigated.

    - Fixed Bug

    • We have fixed an issue where the quest did not proceed, if you are talking to a Darkis priest without using a campfire.
    • Tutorial adventurer NPC fixed the problem of pushing users.


    [h3]# What will be modified in the next update (can be added in real time)[/h3]

    - The last dead location will be displayed on the map.

    - We are planning to modify it so that up to three more markers can be displayed on the map.

    ...


    [ 2022-08-20 04:23:44 CET ] [ Original post ]

    I'd like to take recommendations for improving the collection.

    Hello, We're CODELIFE Studio

    Many users have left various feedbacks for a short time, so we are reviewing and modifying them!
    You've also given us a lot of opinions on the collection.
    I wrote this because I wanted to hear from the users about the modification direction.

    Many people seem to feel uncomfortable about collecting herbs, so I brought some amendments.
    [h3]1. If you press F, it will just be pulled out.

    2. Play the game as before, but if you succeed, you will get 2 ea. if you fail, only 1 will be pulled out.

    3. Leave it as it is.[/h3]

    If you leave comments about which direction you want,
    I think it will be very helpful to set the update direction.

    Please feel free to let us know if you have any other good ideas other than the one written above!


    [ 2022-08-19 17:18:22 CET ] [ Original post ]

    [Notice] Urgent improvement applied

    Hello, We're CODELIFE Studio.

    Among the parts that caused inconvenience to users in the beginning, we revised the parts that can be corrected urgently.

    # What has been modified in this update
    - Some of the terrain that could fall below the ground has been modified.
    - After the first conversation with the guild master, we modified it to receive all three kinds of weapons/skillbooks.
    - We modified it so that you can set the difficulty level before starting the game.
    - The basic difficulty level of the game has been modified from 'Challenging' to 'Fun'.

    # What will be modified in the next update
    - After purchasing the house for the first time, a UI on how to use the house will be added.
    - The last dead location will be displayed on the map.
    - The reset distance of the bandits near the Darkess Village will be increased.
    - We will modify it to avoid collision with the adventurer NPC we meet in the tutorial.
    - We will modify it so that up to 3 markers can be displayed on the map.
    - We will buff the immortal judgment of rolling a little more.
    - We will reduce the red effect that will be caused by the shooting effect a little by little.
    - It will increase the probability of fish coming out of the lake in the Dakess Village.
    - We will buff Fire Ball skill.

    Thank you.


    [ 2022-08-19 15:39:56 CET ] [ Original post ]

    GIGDC 2022 Grand Prix!

    Hello, We're CODELIFE Studio.

    Rune Teller won the grand prix at GIGDC 2022, Korean indie game contest. Wow~~~
    Luckily, the announcement date overlaps with the release date, so we're sharing good news!

    The other award-winning games are all fun and cool games, so please visit and take a look.



    [ 2022-08-19 07:02:04 CET ] [ Original post ]

    [NOTICE] Schedule After Early Access Launch of Rune Teller

    Hello, We're CODELIFE Studio.

    Many people were curious about when the official release will be and what changes will be made when it is officially released. So I'll share you the roadmap of what we have planned, what are the priorities, and what is the approximate schedule.


    -----------------------------------------------------------------------------------------

    [h3]# Early Access Release ~ Before Korean Thanksgiving Day (About 3 weeks)[/h3]

    During this period, I think it will be a period to see how the users react. We will focus on whether there are any fatal bugs or balance problems, and we will focus on responding to them.

    Since it is our first release, we are worried that there will be problem after the release, so we set it as a feedback check period for about 3 weeks. Of course, we will continue to fix bugs and balances in the future, but I think we should focus on fixing bugs and balances rather than new work during this period.


    -----------------------------------------------------------------------------------------

    [h3]# After Korean Thanksgiving Day ~ [/h3]

    From this point on, we're going to start working on what we've informed you that we'll add to the official release. It's written briefly on the Steam store page, but here I'll tell you in detail what we intend to add the features below.

    It consists of tasks to improve the user's play experience.
    The following tasks are added to this period:

    1. Controller Compatibility


    • We plan to work on this so that you can enjoy the Run Teller even with the controller like the Xbox controller.
    • I think we need UI/UX that fits the controller, not just the controller button, so I will make it with care.
    • If the Rune Teller is loved by all of you and is able to do a console platform release, it would be a great help then.

    2. Custom Key Mapping

    • I'm sure there are some keyboard users who are uncomfortable with the basic key setting we set.
    • So we'll add a function that you can use by changing it directly to the key you want.

    3. Add Text Module

    • Rune Teller is an action game, so it's hard to chat in urgent situations.
    • If you play with your friends, you can use Discord, but it's not easy to chat with strangers.
    • We'll add the function to send essential phrases for these situations with a button.
    • Since Rune Teller is aiming for a global game, it will be printed according to its own language so that the game with overseas users will be smooth.

    4. Add Colosseum

    • We're going to add challenging content for those who want to do something after the ending because they enjoyed Rune Teller so much.
    • We will deal with a combination of monsters that you have never met before, so that you can enjoy a different battle.
    • In the process, we are also considering a plan that allows them to record based on clear time. (The details of the plan may vary at the time of release.)

    5. New Translation

    • We plan to provide additional translations to various languages so that Rune Teller users can experience multi-play with more diverse overseas users.
    • Actually, this part can vary greatly depending on the sales volume of the early access, so it's hard to promise, but I wanted to tell you that we have a need.


    -----------------------------------------------------------------------------------------

    [h3]# Official Release[/h3]

    We will consider the schedule of 2 to 3 months for the work we promised above and then officially release it after that. However, it is difficult to confirm the schedule for this part at the moment.

    As I mentioned above, it is not easy for us to predict the situation after the release of Rune Teller because it is our first release... If there are many bug/balance issues or if there are additional work to be done before the official release, it may be delayed a little more.

    However, please note that you can enjoy all the contents we designed including the ending even if it's the early access version!




    [ 2022-08-18 09:01:33 CET ] [ Original post ]

    Development Notes #5 - What Happens While We Are Developing One Content

    Game design changes frequently even in the midst of development.
    The design can change for a variety of reasons, such as lack of fun, low volume, or technical difficulties.

    Like any game, Rune Teller has many new contents added during the development process, too.
    Today, I will summarize what happens to both of us in the process!


    --------------------------------------------------------------------------------------

    [h3]# What should we make?[/h3]

    Usually, we start by feeling something empty while playing a test.

    [h3]It's kind of boring... What's the problem?[/h3]


    When you need an idea, you two go to the cafe in front of the office and drink a cup of iced Americano, and when you charge caffeine like that, ideas start to come to mind. (Taeng is much better than I am.)


    The Effects of Caffeine, Google Recognized

    If you throw any ideas, it takes about one good design, and from this point on, you will increase the scale of the design by adding idea. Since we are both developers, we also come up with how to implement them, so we may be discarded immediately if we do not have an implementation plan.

    Anyway, through such an idea meeting(?), we decide on the content for Rune Teller to be fun.


    --------------------------------------------------------------------------------------

    [h3]# Selection of person in charge[/h3]

    After the content is decided, we select the person in charge in a very democratic and efficient way.
    In particular, the similarity with the existing work of the person in charge is very important, which is a part that must be considered because it has a very significant effect on the work speed.

    [h3]"You've done something similar all this whole time."
    - Exactly same meaning
    [/h3]


    Even if the selected person in charge complains, most of us proceed as we are because we cannot refute the saying, "It takes a long time if I do it." Of course, Taeng is in charge of UI work entirely, and I am in charge of sound work entirely, so when related work is needed, we respond to each other.

    Once the person in charge is selected, the person in charge can develop everything, including the work method and detailed planning, at his discretion!


    Please respect me,

    However, feedback from upcoming test plays should be reflected.

    [h3]"Develop whatever you want. But my opinion needs to go in."
    - Develop it at your discretion
    [/h3]



    --------------------------------------------------------------------------------------

    [h3]# Test play[/h3]

    When content development is completed through a democratic method, the content is tested again.
    First, simply check the difficulty, balance, and bugs, and immediately reflect them if necessary.

    And the most important part, the verification of fun, is included.
    In the first place, it is confirmed whether the purpose of adding this content has been achieved.
    (Is it fun? Has the content become rich? etc.)


    So, did you become funny?
    (If you're familiar with this image, it's a misunderstanding.)


    Here, the content that the two unanimously passed will immediately join as official content.
    However, if the newly added content is still problematic, it will go back to the beginning.

    I bought Americano... I'm just gonna throw anything idea.


    Have no idea.


    --------------------------------------------------------------------------------------

    [h3]# Summary[/h3]

    I thought it would be difficult to summarize the three lines, so I drew it in flowchart.
    I can see what I've been talking about from above at a glance. (Laughing.)


    Content Development Process


    --------------------------------------------------------------------------------------

    [h3]# So is this process good?[/h3]

    In fact, I think this kind of development method was possible because we were two friends of the same age.
    This is because I was able to freely express and work in an equal position, not in a position to instruct and receive work.


    Fortunately, it wasn't like a family

    I think horizontal culture in the company is actually a culture that is hard to achieve without real friends. However, if possible, I think the efficiency in terms of work speed and creativity will be tremendously improved, so if there are people who start a business with friends, it would be good to develop it like us!

    However, it should be noted that all decision-making is based on both tastes, so you can be trapped in it! After making it, we are having fun, but there are many concerns about whether other people will have fun.
    (But when else would you make a game for us?)


    --------------------------------------------------------------------------------------

    Today, we talked about relatively light topics. I'm sure it's the same for you, but the topic is light, so it's less burdensome.

    I think the next upload will be the release date of early access.
    I think it would be better to organize and share the plan after the release.

    Thank you for reading until the end!
    If you enjoyed it, please like it/please leave comments.


    [ 2022-08-16 11:28:58 CET ] [ Original post ]

    Development Notes #4 - Why is it possible to multi-play up to 3 people?

    This topic was written because many people were curious about the limitation of the number of multi-players to three.

    Actually, I've never designed a game before I started Runteller, so I'm careful if I can write something like this... I thought it was right to share our thoughts about what many people were curious about, so I took the courage to write it.

    If anyone who is well-versed in game design sees this article, I would appreciate it if you could share your opinions on the wrong contents or problems.


    -------------------------------------------------------------------------------------------

    [h3]# the aesthetics of 3[/h3]

    In the game world, I think people started to like the number 3.
    The boss of the Super Mario series collapses under 3 attacks, and there are 3 races in Starcraft. There are 3 role groups in Overwatch, and there are numerous 3-stroke champions in League of Legends.


    3 is the national rule?

    If I think about why, there seems to be a sense of stability given by the number 3.

    [h3]"It's not too much, but not too little." - Too... subjective..?[/h3]


    But this isn't the only reason we've concluded that there are up to three players...
    (If so, this article would not exist.)
    As other designs were taken based on 3, such a conclusion was finally reached.

    So let's first look at the other effects of the number 3 on Rune Teller.


    -------------------------------------------------------------------------------------------

    [h3]# Runteller and 3[/h3]

    In the RPG game, the role consists largely of three types of Tank/Damage/Heal.
    These days, roles are often subdivided or hybridized, but most of them seem to be derived from Tank/Damage/Heal.

    You can play Rune Teller alone, but since Rune Teller is an RPG that has multi-play as its strength, we really wanted to give it fun from the division of roles.
    Therefore, considering the single play, the distinction between Tank/Damage/Heal is not clear,
    but we tried to create synergy of the party by playing a role that friends cannot play in multi-play.

    That's how we made 3 weapons types.

    [table]
    [tr]
    [th]Weapon Type[/th]
    [th]Features[/th]
    [/tr]
    [tr]
    [td]Sword[/td]
    [td]Shield available, ally protection/buff skills[/td]
    [/tr]
    [tr]
    [td]Dagger[/td]
    [td]Single target specialized, dash/dodge skills[/td]
    [/tr]
    [tr]
    [td]Staff[/td]
    [td]Multi target specilized, support/heal skills[/td]
    [/tr]
    [/table]


    The first time you select a weapon,

    After making three types of weapons, we also need armor type for each type of weapon.
    Although armor type is not enforced depending on the weapon, the ability required by each weapon was given as the main effect.

    [table]
    [tr]
    [th]Armor Type[/th]
    [th]Features[/th]
    [/tr]
    [tr]
    [td]Heavy Armor[/td]
    [td]HP specialized, high defense, low move speed[/td]
    [/tr]
    [tr]
    [td]Light Armor[/td]
    [td]AP specialized, mid defense, mid move speed[/td]
    [/tr]
    [tr]
    [td]Clothes[/td]
    [td]MP specialized, low defense, high move speed[/td]
    [/tr]
    [/table]

    Two key systems of the game have already been made up of three.
    However, this is not the only 3 that exists in Rune Teller.

    Gathering and crafting in open world games is a great system that makes a reason to explore the world. However, we didn't want the process to be too complicated because there are many users who feel tired of such gathering and crafting.

    Therefore, we limited the production system to only three types,
    because we felt that two types were too small to be called systems,
    and more than four types were judged to be able to give users fatigue.

    [table]
    [tr]
    [th]Craft Type[/th]
    [th]Manufacturable Goods[/th]
    [/tr]
    [tr]
    [td]Alchemy[/td]
    [td]Healing potion, debuff cure potion, repair kit[/td]
    [/tr]
    [tr]
    [td]Blacksmithing[/td]
    [td]Ingot, weapons[/td]
    [/tr]
    [tr]
    [td]Cooking[/td]
    [td]Buff dishes[/td]
    [/tr]
    [/table]


    For Runteller, the number 3 was becoming an inseparable design system.

    The process of designing the world will also include content such as setting rewards, such as "giving key materials for weapons production" or "increasing proficiency in production" as rewards for each region. As a result, the areas encountered from the middle of the game were also divided into a total of 3 core areas.

    [table]
    [tr]
    [th]Core Area[/th]
    [th]Features[/th]
    [/tr]
    [tr]
    [td]Desert[/td]
    [td]Heat debuff, heat resistance heavy armor available[/td]
    [/tr]
    [tr]
    [td]Snow Mountain[/td]
    [td]Cold debuff, cold resistance light armor available[/td]
    [/tr]
    [tr]
    [td]Swamp[/td]
    [td]Poison debuff, poison resistance clothes available[/td]
    [/tr]
    [/table]


    -------------------------------------------------------------------------------------------

    [h3]# What if there's a 4-member multiplayer in this situation?[/h3]

    In fact, until the middle of the project, we were not able to decide on the number of multi-players.
    There are many 4-man co-op games, so we wanted to support Rune Teller even 4-man multi-play.

    However, in a world of three, including weapons, defenses, production and world,
    [h3]"We imagined four players running around
    and we began to see problems."
    [/h3]


    First, a situation in which roles overlap occurs.
    There is no problem if users who use the same weapon in multi-play,
    but we think that people couldn't feel the fun from the role-distribution we intended.

    Second, as the equipment used overlaps, there is a need to clear the same dungeon several times for item farming. It results in that goes against our design policy, because Rune Teller tried to exclude repetitive play as much as possible to provide the experience of playing package games.

    Third, problems also begin to arise with balance.
    Due to the nature of action games, sophisticated judgments or damaged action are very important, and as the number of players increases, it is often crowded and chaotic.
    In addition, if four players took turns and put in a groggy action, the monster could die without doing anything. This was a problem that could not be solved by spawning many/strong monsters depending on the player.


    Rune Teller has no limit on the number of targets in non-targeting,
    so when there are more monsters, it has become a Warriors Series game.



    -------------------------------------------------------------------------------------------

    [h3]# Conclusion[/h3]

    Due to the above-mentioned problems, we had no choice but to limit the number of users to three in order to provide the maximum fun we intended.
    (Sorry for those who want more than 4 people)

    In addition, users with four or more people can be divided into two or three combinations.
    For example, if it is a four-member composition, it can be divided into two people and two people, and if it is a five-member composition, it can be divided into two people and three people.

    Therefore, it was concluded that even if the friends together were composed of more than four people, everyone could enjoy multi-play with at least two people, so they would not be left alone among friends.

    If there is a situation that the limit on the number of people has to be changed for some reason, the current goal is to come up with solutions to the aforementioned problems so that they do not provide unintended discomfort to users.


    -------------------------------------------------------------------------------------------

    In addition to the above-mentioned reasons, there were systematic problems with network costs, but they were too technical to include in the article.
    In the next episode, I'll write a story about what happens while we're developing a content!

    Thank you for reading until the end, and if you enjoyed reading it, please like/comment!


    [ 2022-08-14 09:27:31 CET ] [ Original post ]

    Development Notes #3 - How Rune Teller Project Started (Vol.3)

    [h3]# Role Distribution[/h3]

    After leaving the company and becoming a full-time worker, it was clear what to do.
    "We develop all the content we have piled up."

    As the number of repetitive tasks increased, each role began to become clearer.

    [table]
    [tr]
    [th][/b][/th]
    [th][b]To Do (This week)
    [/th]
    [/tr]
    [tr]
    [td]Mokyok2[/td]
    [td]Action, Skill, Animation, FX, Monster, Sound, Mastery, Numerical Balance[/td]
    [/tr]
    [tr]
    [td]Taeng[/td]
    [td]World Design, Quest, UI, NPC, Monster AI, Cutscene, Gathering, Crafting, Map[/td]
    [/tr]
    [/table]

    At the beginning of the work, we looked at each other's work and read the source code,
    but there was a constant pile of content to develop, so we couldn't afford to look at that at the end...

    We trusted each other and did our best in our work. (I had no choice but to do so.)


    If something comes out that we don't know while working on it,
    we didn't know each other, so we just googled on our own.



    ---------------------------------------------------------------------------------------------------

    [h3]# Fun Verification[/h3]

    In this period, the last week of each month was used as a period to test the works so far.
    We focused on "Is the content fun? Is this enough?"

    [h3]"Is the content fun? Is this enough?"
    - The second most important concern after today's lunch menu
    [/h3]


    And in this process, if we were not satisfied, it disappeared boldly or was replaced with other content.
    On the contrary, new content was added in sections that seemed insufficient or empty.

    [table]
    [tr]
    [td]The one that wasn't in the original plan, but was gradually added[/td]
    [td]Swimming, Fairy Tree, Ship, Gold Box[/td]
    [/tr]
    [tr]
    [td]The one that disappeared while developing[/td]
    [td]Climbing, Horse Riding[/td]
    [/tr]
    [tr]
    [td]The one that we wanted to add but gave up[/td]
    [td]World Event, Battle with NPC (like Skyrim), PVP[/td]
    [/tr]
    [/table]



    Things that weren't in the original plan

    In particular, horse riding was studied for two to three weeks, but the quality of the horse riding did not come out.
    Taeng said this was enough when he saw what I worked on,
    but I couldn't accept it because I rode Torrent in Elden Ring after work at the time.

    In addition, it was concluded that the inclusion of horse riding, which was not planned, would affect the level design of the world, so unfortunately, it was decided to discard it.


    Instead, we let the horse ride on the NPC.


    ---------------------------------------------------------------------------------------------------

    [h3]# The story of watching the ending for the first time[/h3]

    After many twists and turns, we developed everything we planned and began to test play in earnest.
    [h3]"We fixed it when we met the bug, and if the balance was a problem, we fixed it. And kept playing."[/h3]


    Taeng was suffered happy to experience the elaborate skill shot of the monster I made, and I was fooled by the NPC by choosing options from the map and quest made by Taeng.


    What if I don't get the quiz right?

    Like that, we finally had only the final boss left for a few days in the test play, and after several attempts, we were finally able to face ending credits.
    (But our names were the only names on that ending credit. lol.)


    Please let everyone in the world watch the Rune Teller's ending.

    Watching the ending credits of our own game was more touching than we thought.
    We left work so pleasantly that day.


    ---------------------------------------------------------------------------------------------------

    [h3]# War on bugs[/h3]

    Of course, watching the ending didn't mean that the work was over.
    The impression was only brief, and all bugs that occurred in the process had to be fixed.

    Among them, there was a bug in which an animal kept floating in the air while running.
    At first, a wild boar that hit me and ran away flew into the sky, which made me speechless and annoying. (Laughing)

    So we let it fly away and put an FX that cross the wind under its feet, and it was very cool.
    Rather, it was decided to leave it as it was, judging that users could happily accept it.


    A wild boar preparing to fly

    On the contrary, there were bugs that required a lot of fix.
    Rune Teller is a P2P-type multi-play, so a server user exists and an attack/hit decision occurs based on the server user's screen.
    As a result, from the client user's point of view, there are cases where they are attacked even though they obviously avoided it.

    This bug gave the client user such an unpleasant experience that we modified it to make their own judgment.


    I avoid it! (I couldn't)


    ---------------------------------------------------------------------------------------------------

    [h3]# War on balance[/h3]

    It wasn't just the bug that had to be corrected.

    We tested it with two people, but many people would play alone, so we had to verify that people could see the ending alone with normal difficulty.
    If there was anything too easy or too difficult in the process, it had to be fixed.

    We watched the one-person ending three times for each weapon,
    and we watched the two-person ending three times for each combination.


    We killed, killed and killed the last boss.

    In the process, we realized that the game was too difficult to play alone.
    So, we have created a system like a simple mercenary(?) for users who play alone.

    When we added a scarecrow that could protect me in front of me, we felt balanced.


    A friend of a single-play user

    It was also necessary to verify the three-person play, but it was not easy to check the balance because there were only two of us, so we had no choice but to test based on functions.


    ---------------------------------------------------------------------------------------------------

    [h3]# Development is done! Test is done! And now..?[/h3]

    The development is over and we have tested it several times. Then what should we do from now on?
    From here on, it seems that the story of a different topic will begin.

    However, the only thing we did wrong was that we thought naively,
    "We're done developing it, so we'll have to market it from now on."

    That's not how you do marketing~.


    ---------------------------------------------------------------------------------------------------

    I think I can write about marketing if I have a chance.
    I'm done with three episodes of how the Rune Teller project started.

    In the next episode, I'll talk about why the number of multi-players is up to three.

    If you enjoyed reading it, please leave a comment.
    We always welcome your questions.


    [ 2022-08-12 14:34:11 CET ] [ Original post ]

    [NOTICE] Early Access Release Date Has Been Released!

    Hello, We're CODELIFE Studio.

    The release date of Rune Teller's early access has been confirmed at 00:00 on August 19th (PDT)!
    In addition to the release date, the Early Access teaser video was also released,
    so please show a lot of interest!

    https://youtu.be/VPdenwgzrm4

    +) Wish/Follow authentication event is underway at Naver Game Lounge.
    +) Everyone, please participate in the event and get Naver Pay.
    +) Link :


    [ 2022-08-12 04:12:59 CET ] [ Original post ]

    Development Notes #2 - How Rune Teller Project Started (Vol.2)

    [h3]# Office setting[/h3]

    We didn't know what our future would be like day by day, so we decided to develop with a laptop.

    I had to buy a laptop, a monitor, a stand, a keyboard, and a mouse.
    Taeng had a laptop, monitor, and cradle that he had already used, but I didn't. (Crying.)

    We went to Daiso to buy small office supplies and household goods,
    and also brought a development server made by mixing various parts.

    In addition, Taeng's sister gave us a small refrigerator to celebrate our start!


    Hyperbolic time office

    This is how much development equipment has been set up, and work has begun in earnest.


    ------------------------------------------------------------------------------------------

    [h3]# Developing a tutorial[/h3]

    However, we didn't know where to start the development.
    Only if we've ever developed a new one.

    First of all, we thought about the system that should exist if it was an RPG game.
    Based on the movement and action system in Taeng's prototype,
    we summarized other contents to be developed.

    Items, inventory, quests, NPC conversations, status, attacks, skills, monsters... So much was needed.


    Early Rune Teller's appearance ( Low Resolution)

    Eventually, we decided to create a tutorial section of the game.
    In order to create a tutorial, we had no choice but to create all the essential infrastructure functions.

    For two months like that, we only built a system.
    UI was needed when the system was created, and sample data was required when the UI was created.
    (Of course, there are not many systems that have preserved their appearance so far... lol)


    Tutorial screenshot

    By the time we can clear the tutorial, we can finally say that the form of the game is in place.

    [h3]"At last, we have the form of the game." - CODELIFE[/h3]



    ------------------------------------------------------------------------------------------

    [h3]# Open World Design[/h3]

    Thinking that we finished developing the tutorial, I think we were really excited to make an open world.

    At that time, we bought and used a geographic design asset called Gaia, and a large-scale geography was created in just a few clicks! We began to create terrain, imagining the themes we each wanted to create.


    The world we originally planned

    When we finished building the terrain, we placed our characters in the world once, and something was wrong.

    It's like we zoomed the Earth in Google Earth to find our neighborhood.
    After zooming in several times, our characters began to look like ants.

    We should have realised what was wrong at this time.


    The terrain that was created as planned. The character is smaller than 1 pixel.
    ( Much of it has now been submerged.)


    However, at that time, we were full of greed and full of unfounded confidence, so we passed it on lightly.

    [h3]"f it's an open world, it should be this big!" - Words we'll regret later[/h3]



    ------------------------------------------------------------------------------------------

    [h3]# Developing the play for up to 2 hours[/h3]

    We didn't know that the size of the world was ridiculous, so we started to design by dividing sections.
    We designed the initial area and developed it to have about two hours of play time.

    Since then, content work has been needed on an already created system.

    After the tutorial, we needed a village where the user would arrive.
    The village needed NPCs.
    The NPCs needed a quest.
    A monster was needed for the quest.
    And for compensation, items too...


    A panoramic view of the town of Darkess, where users first arrive

    Somehow, it was December when the village and the surrounding area were completed.
    We couldn't take a day off for six months, worked fully on weekdays, and developed a runteller for 12 hours on weekends, and we were very tired.

    And now a decision was needed.

    [h3]"Is it really okay to stay full-time?" - CODELIFE[/h3]



    ------------------------------------------------------------------------------------------

    [h3]# Friend test[/h3]

    We decided to find someone to help us with the decision.
    We decided to call in acquaintances around us to play the game and get feedback.

    [h3]"If there's a lot of negative feedback, let's stop here and go back to our daily lives. However, if there is a lot of positive feedback, let's quit and start in earnest."
    - Our conclusion at the time
    [/h3]


    We called our friends who like games and colleagues who worked together in the game industry to conduct tests and listen to feedback.


    How it looked when it was tested

    When we tested it, people's tastes were really diverse and feedback varied widely.
    There was good feedback, and there was a lot of stinging feedback too.

    [h3]Among them, there was no reason to quit our project.[/h3]


    We have concluded that it is not bad to try once in our lives.
    That's how we left the company.


    That's how we left the company.


    ------------------------------------------------------------------------------------------

    This story is also too long, so I think I have to divide it into three parts...
    I'll be back with the last episode after leaving the company.

    Please ask us questions in the comments,
    and if you enjoyed reading them, please like/comment!


    [ 2022-08-11 12:03:51 CET ] [ Original post ]

    Development Notes #1 - How Rune Teller Project Started (Vol. 1)


    [h3]# Viewpoint of Mokyok2[/h3]

    It was in the summer of 2021.
    Almost two years since I moved to a new company, I'm getting used to working at a large company.
    As I did when I moved from N company to another N company in the past, I was living my life wondering if there was any new motivation in my life.


    No Jam

    Then, Taeng had an opportunity to show the game, he had been working on alone, to the startup CEO and I heard that he heard good feedback from him.

    It's amazing to meet the CEO of a startup, but there's a game he was developing alone, too!
    Even when he heard good feedback from the game, I couldn't help but visit it out of curiosity.
    It was the start of the Rune Teller project, Friday, July 23, 2021.

    [h3]It was the start of the Rune Teller project, Friday, July 23, 2021.[/h3]


    I made an appointment right away and ran to Taeng's house.
    It's past dinner time, but I was more curious than hungry so far, so I begged him to watch the game first.

    Until then, I thought that single-person development games were only possible with 2D pixel dot graphics.
    It's a craftsmanship game made by a dot-skilled person who even studies programming.


    Korean single-person developped indie game UNSOULED ( It has nothing to do with Rune Teller.)

    But in Taeng's monitor, cute 3D characters move around and attack among monsters! Although there is no function, the UI was implemented in its own way, so the scene looked better than I thought.
    (Now that I think about it, I think I was fooled by that scene...)

    Anyway, there seemed to be no shortage of the game to kick the warm blankets of large companies and raise it like my own child.
    I had no reason to hesitate in the face of such a great choice to fulfill the bucket list of 'Making My Game' which I gave up because I thought it would not be possible while satisfying the new motivation I was looking for.

    So I immediately suggested to Taeng that "Shall we quit and do this from tomorrow?"

    [h3]"Shall we quit and do this from tomorrow?" - Mokyok2[/h3]


    --------------------------------------------------------------------------------------------------------------


    [h3]# Viewpoint of Taeng[/h3]

    2021 was a year of many things.
    This is because it was my fourth year as a game server developer.
    It's a time when junior developers are worried a lot, and it's been a year where I have a lot of worries as well.
    It was a moment when I was worried about my skills and how to develop my career as a game developer in the future.


    I am a junior developer...

    For this reason, most developers start toy projects.
    To explore skills that I don't use and measure my skills through results.
    When I was working on the toy project in passion, I happened to see the CEO of the game startup and received good reviews. And when Mokyok2 heard the news, he came to my house.

    Mokyok2 suggested completing my toy project and even launching it.
    I wondered if my project looked that good, but my heart was pounding.

    [h3]"I wondered if my project looked that good,
    but my heart was pounding." - Taeng
    [/h3]


    However, on reflection, neither of us has conducted any new development or undertaken any business.
    I wondered if we could really make and release this game to the end.
    In particular, thinking that we were buying both art and sound resources and proceeding, I had a vague fear of what would happen if we were stuck in something we couldn't do.


    We discussed our future plans.

    We calmed down and began to think together about what we needed.
    We talked about survival-related problems about home loans, family members, and income disconnection, and game-related problems about whether the game we want to create is the same or different.

    --------------------------------------------------------------------------------------------------------------


    [h3]# We promised to do it... What do we do now?[/h3]

    Anyway, we decided to develop a game!
    After that, two questions naturally followed.

    [h3]Which game will we create?
    From when/where will the game be made?
    [/h3]


    --------------------------------------------------------------------------------------------------------------


    [h3]# Which game will we create?[/h3]

    'The game we play fun!' was the most important thing.
    It had to be our favorite genre because users could never enjoy it unless it was even fun for us.

    Then I had to know what game I like and what game Taeng likes first.

    [table]
    [tr]
    [th][/b][/th]
    [th][b]Favorite Game
    [/th]
    [/tr]
    [tr]
    [td]Mokyok2[/td]
    [td]Action RPG like Legend of Zelda, Dark Souls, Monster Hunter[/td]
    [/tr]
    [tr]
    [td]Taeng[/td]
    [td]Nonlinearity and story-based RPG like Legend of Zelda, Skyrim, Witcher[/td]
    [/tr]
    [/table]

    At the same time, we hoped it would be a game that we could play with our friends.

    After thinking that way, it eventually became the genre of Open World Multiplayer Action RPG.
    We felt like the drawing paper would be torn while drawing a big picture, but we couldn't be satisfied ourselves without this.


    How fun would it be to enjoy BOTW in multi-player..?

    The final target feature was concluded as follows.
    1. Create a seamless world so that there is no waiting for each other after the first connection.
    2. Guarantees the same content as single play even when playing multi-play. (Without any restrictions.)
    3. Various actions are provided through multiple weapons with different concepts.


    However, as this happened, the size of the game became so large that it had to be clear what to take and throw away.
    For example, it seemed impossible to implement deep interactions with NPCs like Skyrim.

    Instead, we decided to proceed with three features without compromise.

    --------------------------------------------------------------------------------------------------------------


    [h3]# From when/where will the game be made?[/h3]

    The two men's ideas were very different here.
    I was in the position to quit our job and make it from tomorrow (I've never even done Unity.. haha), Taeng was in a position to study more and make plans before deciding.

    He also gave me an assignment using Unity and suggested that we develop it using a shared office only on weekends first.
    Recalling when I last received the assignment, I thought that his intention was as follows.

    1. Is this a tough guy?
    2. Are you passionate about learning enough to trust and quit?
    3. Do we two get along well?


    Now that I think about it, it was very reckless.

    Anyway, from my point of view of not knowing any of Unity, I had no choice but to trust and follow him, so I agreed with his proposal and promised to go to work at the shared office every weekend.

    The first office we rented was a small room of about 3.3 sqm without a window, but we consoled each other that this was enough, recalling the first start of Amazon.


    How the office looked when we first moved in

    --------------------------------------------------------------------------------------------------------------


    The amount is longer than I thought, so I think I need to divide it into two pieces.
    In the next episode, we will talk about various changes and events from the beginning of the project to becoming the current Rune Teller.

    If you ask me anything else you're curious about in the comments or how we felt at the time,
    I can answer you as much as you want, so you can ask me comfortably.


    [ 2022-08-10 13:04:33 CET ] [ Original post ]

    Development Notes #0 - What kind of story should I write?

    Hello.
    This is the Rune Teller developer Mokyok2.

    I'm going to write on a variety of topics, including various episodes during the development of Rune Teller, various concerns and decisions I encountered during the development, or the costs I needed during the development period.

    I am writing this to provide a small reading for many people waiting for Rune Teller, so I would appreciate it if you could read it freely when you have time!

    Here are some of the topics that I've been thinking about beforehand.
    1. How did the Rune Teller project start?
    2. From the formation of CODELIFE Team to now, the story of office moving.
    3. Why Steam Platform? Why Unity Engine?
    4. Thinking about the number of multi-players
    (designing/systematic reasons why there are up to 3 people.)
    5. What happens while two developers are making one content
    6. Concerns about giving fun to users in the open world
    7. A story of the costs incurred during a one-year development period
    8. Administrative procedures that must go through before indie games are released in Korea
    9. ...

    In addition to these, if you let me know what you are curious about in the comments, I will think about whether there is a story to tell and I will try to solve the story.
    (In fact, the topics listed above may also be discarded if they are not available or are not interesting. lol.)

    First of all, I am aiming to write one per day from today to the release date of Early Access.
    Even after the release, I will try to tell you fun stories as irregular contents.
    Please show a lot of interest!


    [ 2022-08-09 11:23:14 CET ] [ Original post ]

    Naver Game Lounge has been opened.

    Hello, We're CODELIFE Studio.

    We're informing you that Naver Game Lounge has been opened.
    In the future, information such as announcements and development stories
    will be shared with the Steam community and Naver Game Lounge.
    Please show a lot of interest!

    Naver Game Lounge : https://game.naver.com/lounge/runeteller/home


    [ 2022-08-09 10:32:16 CET ] [ Original post ]

    Rune Teller is also available on Mac and Linux!

    Hello, We're CODELIFE Studio.

    You can now enjoy Rune Teller on Mac and Linux along with Windows!
    Of course, it is possible to multi-play with other OS users.

    Enjoy 3-player play on Windows/Mac/Linux!



    [ 2022-08-05 01:43:25 CET ] [ Original post ]

    Uploaded on G's YouTube Channel

    Hello, we're CODELIFE Studio!

    Our interview video has been uploaded to YouTuber G' channel.
    Please watch it, leave comments, and like it!

    https://youtu.be/cL7FfS_bfVw



    [ 2022-08-02 08:55:43 CET ] [ Original post ]

    The English translation has arrived!

    The English translation we requested from the translation company recently arrived!
    We're testing whether there are any weird sentences while applying it to the game~.


    [ 2022-08-01 11:34:14 CET ] [ Original post ]

    Rune Teller Developer Interview

    Thankfully, Inventory wrote an interview article.
    There are various stories related to Rune Teller, so please read them while waiting for the game!

    https://www.inven.co.kr/webzine/news/?news=274265


    [ 2022-07-20 03:14:23 CET ] [ Original post ]

    NOTICE! "Official SNS Channel"

    If necessary, please feel free to contact us through the communication window below :)
    In addition to Rune Teller, we also deliver news from CODELIFE Studio.

    Twitter : https://twitter.com/rune_teller
    Facebook : https://www.facebook.com/dev.taeng
    Instagram : https://www.instagram.com/runeteller.official/
    Youtube : https://www.youtube.com/channel/UC0GZ49w8HdG0897DASsrdwA
    E-mail : codelife.game@gmail.com
    Discord : To be opened later
    Homepage : http://codelife.kr


    [ 2022-07-14 08:47:44 CET ] [ Original post ]