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Regions of Ruin: Runegate on Steam

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Embark on an explorative RPG hack-and-slash adventure where you attempt to re-establish a haven for the lost dwarven civilization. Journey across varied lands, help those in need, gather resources and fight off goblins and monsters as you slowly rebuild a home for your people.

Regions of Ruin: Runegate is a action, dwarves and action rpg game developed by Gameclaw Studio and published by Raw Fury.
Released on April 14th 2026 is available on Windows, MacOS, Steam Deck and Steam Machine in 9 languages: English, French, German, Spanish - Spain, Polish, Portuguese - Brazil, Russian, Simplified Chinese and Spanish - Latin America.

It has received 398 reviews of which 334 were positive and 64 were negative resulting in a rating of 7.8 out of 10. 😊

The game is currently priced at 19.99€ on Steam, but you can find it for 12.47€ on G2A.


The Steam community has classified Regions of Ruin: Runegate into these genres:


Here is the detailed breakdown of supported languages for Regions of Ruin: Runegate:

UI Subtitle Audio
English
German
French
Spanish - Spain
Simplified Chinese
Russian
Polish
Portuguese - Brazil
Spanish - Latin America

Media & Screenshots

Get an in-depth look at Regions of Ruin: Runegate through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS: Windows 10
  • Processor: Intel Core i5-4400 or MD FX-8320
  • Memory: 8 GB RAM
  • Graphics: Nvidia GeForce GTX 650 or MD Radeon R7 250X
  • DirectX: Version 11
  • Network: Broadband Internet connection
  • Storage: 10 GB available space
  • Sound Card: Optional
MacOS
  • OS: MacOS 14.2
  • Processor: Apple Silicon M2 Pro
  • Memory: 16 GB RAM
  • Graphics: Apple Silicon M2 Pro 19 cores
  • Network: Broadband Internet connection
  • Storage: 10 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

19 hours played
Aug. 2026
After a promising start to a new series, this second entry decided that wide as an ocean and deep as a puddle was preferable to building on its world and charm and adding depth. While this title by itself is still laudable, it falls short of its predecessors brevity and focus on core aspects and balance. Which didn't create a "just one more location" gameplay loop, but a "not another run of the mill goblin camp" mentality. The beginning of Regions of Ruin: Runegate follows a common troope of many RPG series in which everything the player achieved, if they were inclined to play the first part, is erased and declared null. You failed, nearly everyone dies and your homeworld is lost. Thought you were the hero? While other games like Gothic would only weaken or reset the player, steal their gear etc. this game literally declares your entire first journey an absolute fail and disaster, killing all you ever build. In Gothic this does work, because you didn't build anything up and have no attachment. This is a kingdom/settlement builder... this leaves a bad taste. It wasn't even necessary, you could have let the former Dwarves fight to reclaim their mountainhome, a scout party (without endgame equipment) is cut-off and then stumbles upon the Runegate to flee to safety. The power reset would be the same, but not only wouldn't all you did be declared worthless, you'd also have the chance for an AddOn to fight back to the surface with your new Runegate settlement and reunite with the other Dwarves to show off the stuff you found and build. Instead Runegate decided all is lost and all but 3 people died. Thanks, I feel appreciated. The gameplay has gotten an overhaul with more modifiers, more gear and weapon sets and unless you play on the highest difficulty, this will seem fine. On the highest difficulty there is balance. Slimes which in the base game are a joke are life threatening on Whitebeard due to seemingly high HP and damage reduction buffs, while other enemies like Orcs are a joke with the right build. It's not the same visceral do or die balanced combat of the first game. A map often is pre-decided if you got the right gear or skills and if not, you jump and run around until you win with some strategy. For those in the know, Runegate is the equivalence of Hand of Fate 2 combat to Hand of Fate 1 combat. It looks prettier, you got more toys, but it is less rewarding in skill and more rewarding in equipment. There are too many locations with nothing of interest or value and some of those locations have some small bugs which remain unfixed and seemingly won't receive a fix either anymore. For the most part this doesn't matter, but regions can "clear" without being "clear" and that will be a major issue if you need to go back to do something you forgot a location had or want the achievements. Further many of those fluff locations are to give resources, resources you won't need and can't collect. Your quartermaster has a quest token each time a worker is in an overfilled job due to storage lack or finished. The issue is you will quickly drown in all resources and constantly have the annoying quest symbol. It will never go away, I hope you don't mind, because there are too many empty pure resource locations for a settlement system which is too shallow to need them. In the first game most resources were useful since you had things to do with them. Here you do not. You couldn't craft something out of stone even if you wanted to in the smithy anyway. You got a few special buildings in the settlement, the pharmacy to get more estus flasks, the smithy, the smelter, the enchantment room and some infinite resource generators. Otherwise a Great Hall to recruit companions and drink bear and a market. 2/3 of the locations and resources in the game are literally not needed. It's wide as an ocean and less deep than a puddle. Visiting locations isn't a chance for more of your base, in region 2 you already finished your entire base. It's just more busywork to look for collectibles at best or worthless resources at worst. You can't even sell excess stone etc. At the very least they could have added an unlimited resource to coin sink at ratios of 10 to 1. The background music is fine by the way, one or two tunes are good enough to not use Youtube music in the background. Overall it's nothing to write home about, but I didn't dislike it. Overall I give Regions of Ruin: Runegate a fair 73 point. The first game with its proper brevity, less resource and time waste and thrilling do or die combat system would be an 82. This game isn't that much worse than its predecessor, even though the combat is more dull, but it does waste your time a lot with meaningless deeds. It doesn't help that the Devs argument to fix something is "join Discord and get a tutorial on how to use -Dev mode to fix X"... that's your job to fix in the first place!
4 hours played
July 2026
Overall I like the game. The flow of building your settlement, exploring new areas, and going through the quests is fun and satisfying. That said, I also think the game has some real issues with the moment to moment gameplay and how it controls, especially in fights and when platforming. For platforming, there are a few problems: - it can be hard to tell what is background decoration vs a platform you can stand on. There are lots of cases of wooden platforms + wooden logs laid out horizontally, in a way which sure looks like it could be a platform until you fall through. - when you press the button to run, it starts you dashing/running even if you have not input a movement command. It would be better if this meant that when you did move, it would be a run. It makes it way too easy to fall off stuff, overshoot, or randomly jump off a platform right after climbing a ladder. - in general, you fall through platforms far too easily. I don’t know what logic makes this happen (maybe something around ladders), but it really needs fixing. This is exacerbated by platforming being a really common part of fights. For combat, I think it’s less clear exactly what the issues are, but it doesn’t feel great. The parry system feels like it breaks down almost instantly once you’re fighting multiple opponents, which you almost always are. It’s hard to read or space enemies when there are like 8 semi overlapping ones. It often feels like you’re getting hit randomly and the best move is to just spam heavy attacks (or at least that it’s not much worse than playing carefully). I don’t think this needs to hit the levels of a Dead Cells or anything, but the combat really needs improving. Some enemy design could be improved- eg the lightning shaman who hits you from offscreen while you fail to platform up to him due to the problems above is not super fun. It’s not that combat is super hard, it’s just not very rewarding. Altogether the character movement just doesn’t feel super fluid or responsive and it can make moving around frustrating. I think these are big issues for the game, since these are the two main activities you do in each area. Some small other things also grate a bit, eg you teleport on the map once to go to an area’s hub, which is empty. You then walk forward a bit to a wagon that teleports you to your base. It seems like the map could just send you straight to your base and nothing would be lost but extra clicks. All that said, I still do recommend it. I really enjoy the core loop in general and the basic mechanics of the game. It improves on the previous game in many ways, which is great. The lighting can get genuinely shockingly great for a game with this art style- one rune puzzle especially stood out. So don’t let the above stop you from trying it- you will be able to tell pretty quickly if the control issues stop you from enjoying the game itself imo.
31 hours played
May 2026
Regions of Ruin: Runegate is a great but also incomplete game - at least thats how I felt after beating the main story in under 30 hours. Now for the most important question: "Is this game fun?" - Yes. Yes it is. The majority of the fun is found in the exploration of levels scattered on one of the two world maps. These levels typically come with enemies to slaughter, ruins to explore and plenty of quests to solve. The Overworld is really fun to explore, as you can sometimes run into entertaining encounters, like a guy raising slimes on a secret farm, or a con artist wanting to blackmail some trader. Another absurd one was about a casanova trying to hit on my character cause he thought they were a female dwarf. Btw male and female models look 1 to 1 the same, which I find hilarious. The Gameplay can be described by looking at the Loop: unlocking a part of the Map -> setting out to explore it -> returning to the main camp -> sell/ craft/ enchant Loot -> manage the Dvergr settlement -> then repeat. It´s fun to cycle through this loop, especially with the unlocking of useful skills on the way. A powerful enemy you might have struggled to defeat 10 level-ups ago is now just another grunt. Playing with these skills and the roughly two dozen different enchantments you can put on your gear creates fun combinations to suit your playstyle. There are four playstyles I could fit all branches of the skill tree into: Melee Weapons, Armor & Shield, Ranged Weapons, Knife & Stealth. They feel different enough from one another and you could probably set up a couple of interesting characters. Regarding the management of the settlement I mentioned earlier, in my opinion it is one of the weaker parts of the game for various reasons. One of the these is the progression. In Regions of Ruin: Runegate you gather resources mainly by assigning workers to levels you have already cleared. These resources are harvested in real time and with base buildings harvesting these resources infinitely, I maxxed out everything I could build in the settlement before I reached the end of Map 1. This also makes it possible to craft the best possible gear; you can just reforge everything for the best version since all these resources are left around collecting dustnanyways. What else you gonna use em for? It´s also very disappointing that there is no progression based on how many citizens you collected throughout your journey. At the start the Dverger Keep was pretty much deserted (aside from that one crazy old guy) and you are chilling with roughly 4 Bros. At the end I had picked up almost every NPC I could and It looked a lot more busy, but also boring as these citizens just walk around doing nothing, not even talking to each other. Still, I have to admit it is pretty fun looking at an settlement NPC and thinking "oh you are that one guy from that one questline/ encounter" as everyone looks unique and by map 2 it actually feels like you gathered people from different worlds and cultures. Especially with the different companions you can recruit. Now to the other important part: "why does this game feel incomplete?" There are three big reasons. The different bugs are the first. There are very obvious bugs that actually can hinder the fun in this game. My personal example would be a goblin invasion questline I started with an encounter. When I died, I could revisit this location, but not complete the quest as it was stuck. This also happens at other instances where you give somebody an item for a quest and they accept/ receive it with dialog and reward, but it will still show up on the Overworld as open. Also some of the Ui seems not to be working properly, you will see when you go to the enchantment building and half your fookin' inventory is blocked by the enchantment menu. Accessing enchantment is generally bugged. But at least the enchantments work once successfully applied without any problems. The second reason was already explained by my section about the settlement but I want to also mention that it feels to me, that there could be much much more. Like building houses or animations for citizens, or having them at least pretend to be busy. Maybe also let me customize the place a bit, as in changing colors or having me find loot I could place around. It just feels lackluster and by the end of the game, I had rather mixed feelings about that place, despite it having looked really cool upon the first impression. The third reason is the content. Mostly however the story. It does not feel concluded. Maybe the reason for that are little custom campaigns that the community can build per editor, but there are two mainstory bossfights and then the story is over, without the Villain being properly defeated. I really feel that a third world would have fleshed out everything more. Especially for the amount of content. You don´t even find out how your great ancestor or their friends met their ends. Maybe the devs plan to make mini campaigns about this? I don´t know. At the moment of this review there are few campaigns built by players and practically none that work, though I would not fault the developer for it, as they have shown with their recent mini campaign,"tyranny of the Al'Batash", building a cohesive mini campaign with the editor is feasible. Overall I would still recommend the game, but also advise to know some of the flaws mentioned above if you are thinking about making a purchase. It is a fun and beautiful game (the pixel art is dope) and when everything works, you can have a great time. I plan to check it out again in a couple of months. Cheers kin.
16 hours played
April 2026
So the game starts great, you rebuild the town, save dwarven race from extinction, lvl up and gear up and when you are ready to have some fun...you find out you have just won and that is it... ...all that "runegate theme" and all you get is two worlds... If it had another 2-3 worlds, even some of them being assigned randomly from a longer list Id give it at least 9/10 but the fact that game is so short I honestly struggle to even give it a thumbs up and leave it at overall 6/10
19 hours played
April 2026
While I liked it. It does have some flaws. You can complete the city way too quickly. Overflow resources go to waste. The crafting is a little dull. Just spam your prefered high rate tool until you get it master crafted. The story isnt bad. I do feel its missing a third act. And I didnt get enough XP after basically clearing the map to get to level 50. So maybe there is something Im missing post credits? Still a wonderful experience with great points, and interesting worlds to explore.

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Frequently Asked Questions

Regions of Ruin: Runegate is currently priced at 19.99€ on Steam.

No, Regions of Ruin: Runegate is currently not on sale. You can purchase it for 19.99€ on Steam.

Yes, Regions of Ruin: Runegate received 334 positive votes out of a total of 398 achieving a rating of 7.83.
😊

Regions of Ruin: Runegate was developed by Gameclaw Studio and published by Raw Fury.

Yes, Regions of Ruin: Runegate is playable and fully supported on Windows.

Yes, Regions of Ruin: Runegate is playable and fully supported on MacOS.

No, Regions of Ruin: Runegate is not playable on Linux.

Yes, Regions of Ruin: Runegate is playable and fully supported on Steam Deck.

Yes, Regions of Ruin: Runegate is playable and fully supported on Steam Machine.

No, Regions of Ruin: Runegate does not support VR.

Regions of Ruin: Runegate is a single-player game.

Yes, there are 2 DLCs available for Regions of Ruin: Runegate. Explore additional content available for Regions of Ruin: Runegate on Steam.

No, Regions of Ruin: Runegate does not support mods via Steam Workshop.

No, Regions of Ruin: Runegate does not support Steam Remote Play.

Yes, Regions of Ruin: Runegate is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Regions of Ruin: Runegate.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 05 October 2026 05:17 UTC
SteamSpy data 03 October 2026 10:42 UTC
Steam price 11 October 2026 02:49 UTC
Steam reviews 10 October 2026 17:45 UTC

If you'd like to dive deeper into the details about Regions of Ruin: Runegate, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Regions of Ruin: Runegate
  • SteamCharts - Analysis of Regions of Ruin: Runegate concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Regions of Ruin: Runegate compatibility
Regions of Ruin: Runegate
Rating
7.8
334
64
Game modes
Features
Online players
7
Developer
Gameclaw Studio
Publisher
Raw Fury
Release 14 Apr 2026
Platforms
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