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Posted on September 4, 2009

Runic Games unveils the official launch date for the highly anticipated ARPG Torchlight at PAX!

September 4, 2009 – Seattle, WA – Runic Games, Inc. (”Runic Games”), a specialized developer of PC-based entertainment software in the United States, today unveiled at the Penny Arcade Exposition that the highly-anticipated, action-RPG, Torchlight, will launch on October 27. Runic Games’ development team features the same talent that brought the bar-setting, action-RPGs, Diablo, Diablo II and Fate. Torchlight will be available as a fully downloadable game for US$19.99.

Gaming enthusiasts looking for a sneak peak at Torchlight before the official launch date can visit Runic Games at Booth 872 in the Expo Hall during the Penny Arcade Exposition, which runs from September 4-6. On hand will be Runic Games’ CEO, Max Schaefer, co-designer of Diablo; and President, Travis Baldree, designer of Fate, to demonstrate the game.

“We have always felt that gaming should first and foremost be about the players and by announcing the launch date of Torchlight to fans at PAX, we’re able to give them a sneak peak of the game before its official release” said Max Schaefer, CEO of Runic Games, Inc. “PAX is a unique venue geared towards video game enthusiast and we are excited to be showcasing Torchlight and look forward to seeing many of our dedicated fans at PAX.”

Torchlight sets itself apart from other action-RPGs with its intuitive, approachable interface, which enables gamers of all skill levels to quickly immerse themselves into the rich game play and varied world of Torchlight. The level randomizer will ensure that each adventure is unique with different monsters, treasures, puzzles and items for players to find, defeat, and unlock. Through a powerful suite of development tools, Runic Games will empower players and game enthusiasts alike to create and share their own content and levels.

For more information on Torchlight, gamers can visit the official website at to view additional game play details, trailers and screenshots.

About Runic Games, Inc.

Runic Games is a developer of PC-based entertainment software, designing games that focus on quality, approachability, and fun. Runic Games is staffed by team with experienced members, including leads on “Diablo,” “Diablo II,” “Diablo II: Lord of Destruction,” “Fate,” “Hellgate: London” and “Mythos.” Runic Games is located in Seattle, Washington, United States.

Posted on September 4, 2009

I’m Kyle Cornelius, one of the concept artists here at Runic. A little history about me… I graduated from Western Washington University with a BS in Industrial Design. I sort of fell into the gaming industry after college while beta-testing Mythos. I was hired on as a contract concept artist at Flagship Seattle, and worked on Mythos for several months before the studio shut down and we reformed as Runic.

My duties have bounced around a lot during the course of the project, concepting monsters, characters, props, armor, as well as a fair amount of UI design. The variety keeps things fresh, and helps me become more well-rounded as an artist. Working in a small studio with a flexible art director is awesome, and really allows for a lot of wild designs to come to fruition. It’s a pleasure to work on a game that you are really excited to play, as well as having coworkers that are as passionate about the project as you are. Seeing players’ reactions to our work at E3 was very rewarding, and I am excited to help show off a much more complete version of the game at PAX. That being said, we are all happy to be close to launching our first title, and beginning work on the MMO afterward.

Posted on September 2, 2009

Hi guys, I’m John Dunbar. No one knows what I actually do here, but my business card says Zombie Pyrotechnician.

For the last few weeks I’ve been working on getting the main quest line finalized, voice recorded, and plugged into the game. It’s been a lot of fun working with the actors and seeing the story come to life in the game, but I’m glad to be nearly done with it. Writing is hard, thinky work, and I can’t wait to get back to something mindless like particle explosions and flaming zombies. ^)

I also had time to create the boss room for the crypt this weekend. I built the original boss room way back in April, but Patrick and Leo have made such awesome levels since then that it was starting to look cramped and boring in comparison. No longer! The room now features an epic monster-filled hallway, spooky spirit wells, and a grandiose backdrop. See if you can spot the throne!

I had a hard time tearing myself away from playing Torchlight today, we have a great team and the game has come a long way in just the last month. I hope some of you will be at PAX to play it, be sure to say hi!