RuneClick layers RPG progression onto your desktop work—chop wood, mine ore, fish, and craft gear through real mouse and keyboard input, all while an overlay runs behind your main tasks. Every click advances your character, making it ideal for players who want idle advancement woven directly into their daily computer use rather than confined to a separate window.
About this game
A medieval desktop companion RPG that runs as an always-on-top overlay. Your real keyboard and mouse input drives your character's progress. Chop, mine, fish, smith, cook, and craft while you work. Every click counts.
Players, last 30 days
Peak 5 · Low 1
Daily peak concurrent players, sampled once a night from Steam.
What players are saying
▲ Recommended50 hrs
cool little game to have on the side while playing other things
Fixes On PCs with a single screen, or a laptop set to show on only one screen, the whole desktop could turn black the moment RuneClick opened, with only the character and menus showing, and stay that way until you alt-tabbed to another window. The see-through overlay window was exactly the size of the screen, and while it had focus some graphics drivers treated it as a fullscreen game and stopped blending it with the desktop. The window now sits one pixel short of the screen, which keeps it out of that fullscreen path. If you added the launch option from the bug report thread as a workaround, you can take it back out on 2.7.1. The six benches you build with Construction now finish on their carved final frame. The last build stopped one stage short and showed the plain bench twice. Under the hood The startup log now records the screen layout the game saw, so any black-screen report can be pinned down from the log.What's next This one was small enough to go out on its own rather than wait. The next update will be the big one, 3.0.0, and it has been in the works for a while. The last two skills on the roster, Hunter and Agility, which completes the skill list at twenty-three. Alongside them: character slots, so you can run a second character for experiments without touching your main character's leaderboard standing, and a feedback button inside the game so you can send me a note without leaving it. I hope to have this live by the end of the month! — Vosk
New skill: Construction Construction is the twentieth skill. You build furniture for your Holding, the plot of land beside your character, and the building itself is the reward: no item is minted, the experience is the product. It is also the first real use planks have ever had, alongside two new Smithing products, nails and gold leaf, Fifty repeatable pieces run from an oak chair at level 1 to an elder throne at 99, in six wood tiers, and each one assembles on screen stage by stage as you work. Bigger pieces take longer and cost more, but every piece in a tier earns at the same rate, so what you build is a matter of taste and pacing rather than efficiency. The Holding's permanent works Thirteen one-time builds are the reason to keep going. They are large projects, hundreds of inputs each, and they change how the rest of the game plays. Restoration Spring, four tiers: every kill restores a quarter, then half, then three quarters, then all of your health. The altar, three tiers: kills give back more prayer points, and buried bones earn more Prayer experience. Steadfast Ward, three tiers: stat-draining attacks sap you more slowly, then less deeply, then a kill clears the drain outright. Pantry: keep a second food equipped. Superior Garden, two tiers: opens a ninth and tenth farm patch. New skill: Slayer Slayer is the twenty-first skill. Three task masters, Brann, Vex and Karst, each hand out assignments matched to what you can handle, and you earn Slayer points for finishing them. Points buy the gear that makes the harder assignments possible. Six creatures arrive with it, and each one has a counter you are meant to bring: Banshee: without waxen earplugs its scream drains your stats far faster than you can fight through. Basilisk: meet its gaze without a mirror charm and it does the same. Dust devil: reinforced goggles, or you fight all but blind and it hits far harder. Ravager: only a marrow blade or staff marks it, or broadhead arrows if you fight at range. Anything...
FixesDuring Magic combat, equipped jewellery stuck on one pose for more than half of each idle loop, and the robe's sway visibly jumped partway through. Both animate smoothly again. Same root cause as the melee armour fix in the last update. The jewellery art was drawn against the shorter idle sway, and against the longer one it kept landing on the wrong frame. Magic goes back to the shorter sway too. Long hover text now wraps into a compact box instead of stretching across the screen in a single line. The settings rows and the leaderboard filter buttons were the worst offenders. During Farming's batch identify, the item names that fly off the table could be cut off at the top of the drawn area if the skill readout was collapsed. They now show in full. — Vosk
Posts come from Steam's official announcements feed.