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RuneCipher is a tactics RPG that combines turn-based strategy with active combat – and it’s coming soon on GOG!

Recruit unlikely allies, explore long-forgotten ruins, and uncover the secrets of an ancient magic to save your guild in this Strategy RPG inspired by genre classics.

Wishlist it now!
Into the forum.
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GOG.com: Coming soon: RuneCipher
You play as Noni, a young member of an adventurer's guild that seeks an ancient relic to save one of their own.
After watching the trailer, I can say: I like Noni. She's my kind of girl.
high rated

Skill-based active combat - parry and evade enemy attacks with precise timing
I'm so sick of this mechanism infecting and polluting everything. It's *not* fun. It's exclusionary. It turns every game into a "for sweaty core gamers only" game. And then especially in genres like this where it makes no sense.

Constant QTEs for everything constantly. It sucks. Gaming has its eras -- the QTE era, the zombies-everywhere era, the crafting system era, etc. I can't wait for the precise evade timing era to pass.
Post edited June 16, 2026 by mqstout
Thanks for releasing the game here.

Though with my slower reactions (due to age), it's likely not for me. I'm sure people with better hands and fingers than me will enjoy the game. :)
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QTE's kill immersion, especially when you have to develop characters around them to gain "skill mastery". No thanks.
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richlind33: QTE's kill immersion, especially when you have to develop characters around them to gain "skill mastery". No thanks.
I, sadly, have to agree. This is another game that looks like it was *almost* made for me, but I just can;t do twitchy anymore. I want to relax, possibly think, but not sit jittery trying to time counters and parries.

Skill-based active combat - parry and evade enemy attacks with precise timing
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mqstout: I'm so sick of this mechanism infecting and polluting everything. It's *not* fun. It's exclusionary. It turns every game into a "for sweaty core gamers only" game. And then especially in genres like this where it makes no sense.

Constant QTEs for everything constantly. It sucks. Gaming has its eras -- the QTE era, the zombies-everywhere era, the crafting system era, etc. I can't wait for the precise evade timing era to pass.
The problem is not that it is exclusionary. I'm okay with the idea that some games are meant for relaxation and others demanding player effort. I can enjoy both for what it's worth. The problem is that we have yet another RPG that has that same tired and meme-ified system. The thing is, you CAN make a hard and skill demanding RPG without them, even turn based ones. Divinity: Original Sin and Underrail are just two examples of that. But that requires good design. Implementing a parry/block/QTE system is the easy solution.
Post edited June 17, 2026 by seeker91
high rated
I'm not buying this. - The game has uses the "turn-based" tag but uses active timing combat.

The lying here isn't even on GOG.
Over on Steam, this game has the following tags: turn-based strategy, turn-based tactics, turn-based combat.

I flat out refuse to purchase any game that claims to be turn-based that uses active timing. It doesn't matter if characters take turns hitting each other, there's a certain expectation that people have with turn-based - one of them is that combat isn't going to be real time and will therefore be easier on people with accessibility issues that can't do real-time combat or just don't want it. For that reason, I find the use of "turn-based" tags to be far more dishonest than the visual novels claiming to be RPGs because at least in those cases, you can tell right off the bat from the screenshots and trailers that they are visual novels.
QTEs in RPGs also have the issue of being very, very repetitive, and feeling tacked on, even if they are permissible for your reflexes. I remember dropping a series of Flash RPGs precisely for this reason.
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turnbasedfan: QTEs in RPGs also have the issue of being very, very repetitive, and feeling tacked on, even if they are permissible for your reflexes. I remember dropping a series of Flash RPGs precisely for this reason.
What, you don't want to button mash to charge up your summon every time? (FF8)

What do you mean you don't want the boss fight to be a rhythm game? (FF13-2, and others)

Hope you like your result you got from the unexpected and sudden QTE sequence, you can't go back unless you reload and there was a ton before your last saving opportunity! (Blue Dragon)

How dare you want your RPG to let you relax your body and instead flex your brain! (this, Expedition 33, Sea of Stars...)

Fighting game inputs are fun! Why select from a menu? (FF6, others...)

How can you get bored of it? Stop crafting so much! (DQ 11)
Post edited June 18, 2026 by mqstout

Skill-based active combat - parry and evade enemy attacks with precise timing
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mqstout: I'm so sick of this mechanism infecting and polluting everything. It's *not* fun. It's exclusionary. It turns every game into a "for sweaty core gamers only" game. And then especially in genres like this where it makes no sense.

Constant QTEs for everything constantly. It sucks. Gaming has its eras -- the QTE era, the zombies-everywhere era, the crafting system era, etc. I can't wait for the precise evade timing era to pass.
It's like Final Fantasy VIII limits are now all the rage :D
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mqstout: What, you don't want to button mash to charge up your summon every time? (FF8)
When playing FF8, there['s some self-imposed limitations I used, in order to keep the game from being too easy (though I wasn't successful until I took more drastic measures, and I didn't take them until too late).

One of the rules was that I did not learn the Boost ability on any GFs. They're still useful without doing so, and this rule removes one instance of this.

(Unfortunately, another Square game, Chrono Trigger, has a mandatory button mashing sequence that makes me dread replaying what is otherwise a well designed game.)

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marcob: It's like Final Fantasy VIII limits are now all the rage :D
Another self-imposed rule: I set Squall's and Zell's limits to auto, and even set Squall's gunblade trigger to auto. (I tend not to use Irvine.) This makes those limits less likely to break the game, and has the added benefit of removing thoss QTEs from the game.

Then again, it's reasonable to go further and simply not use the limit breaks of male characters at all. I even restrict Rinoa's limit break, so only Selphie and Quistis use them. Quistis's limits are the most tame (but there's interesting effects there, like White Wind and Mighty Guard), while Selphie's limits are only a problem if you happen to get The End, which is rare (and won't outright kill the final buss, as it turns out).
Post edited June 19, 2026 by dtgreene
Wishlisted.
Interesting idea we don't see too often.