Runic Games
Two ex-Blizzard designers who lit a torch and built their own world.
Runic Games is an independent video game developer founded in Seattle, Washington by Max Schaefer and Eric Wolpaw, both of whom spent years as designers at Blizzard Entertainment. The studio is best known for creating the Torchlight action-RPG franchise, a series that carved out a distinct identity in the Diablo-inspired ARPG space while introducing its own characters, humor, and companion mechanics.
Beyond Torchlight, Runic attempted a foray into the MOBA genre with Infinite, and the studio's later years saw significant internal changes, leadership transitions, and a long development stretch before Torchlight III finally reached players in 2023. The franchise remains a touchstone for fans who value accessible, character-driven hack-and-slash design.
- Founders
- Max Schaefer, Eric Wolpaw
- Founded
- 2006
- Headquarters
- Seattle, Washington, USA
- Former affiliation of founders
- Blizzard Entertainment
- Flagship franchise
- Torchlight (2009, 2012, 2023)
- Other notable title
- Infinite (MOBA, 2015)
Lore & Background
In the world of Torchlight, the land is a patchwork of ruined kingdoms, overgrown forests, and underground warrens where ancient magic still hums beneath the soil. The player is a wandering adventurer, unbound by a single class, who can swap between the heavy-hitting Warrior, the arcane Sorceress, and the nimble Rogue at the drop of a hat. A loyal companion—part pet, part sidekick—travels alongside, barking, leaping, and occasionally stealing the spotlight in cutscenes that drip with affection.
The tone is deliberately warmer than the grimdark of its contemporaries. Villains are colorful, NPCs quip, and the world feels lived-in rather than merely hostile. The Torchlight itself is a narrative device: a source of power that draws adventurers into danger and, in the third entry, becomes the central mystery of a world slowly unraveling.
Runic Games built this world as a love letter to the ARPG genre while insisting on its own voice. The result is a series that fans describe as feeling like a friend's house—familiar, slightly messy, and always welcoming.
In Their Own Story
The campfire crackled in a way that felt rehearsed, like the world had been waiting for you to sit down. Your companion—mud-caked, ears twitching—pressed its head against your knee and sighed a sound that was half contentment, half complaint about the quality of the roasted rabbit. Above, the Torchlight pulsed in a slow amber rhythm, casting long shadows across the tent canvas. Somewhere in the dark beyond the treeline, something large and patient shifted its weight. You checked your weapon. You checked your companion's health bar. You both knew the night was not over. It never was, not in Torchlight. But for this one breath, the fire was warm, the rabbit was good, and the world outside could wait until morning.
Reader's Guide
Two designers walked out of Blizzard with a shared itch: they wanted to build the ARPG they loved, but with their own fingerprints on every corner. In the mid-2000s, Max Schaefer and Eric Wolpaw founded Runic Games in Seattle, and the studio's first project became Torchlight.
When Torchlight launched in 2009, it arrived as something of a breath of fresh air. It was unmistakably in the Diablo lineage, yet the class-swapping system, the bumbling companion, and the lighter narrative tone gave it a personality players latched onto. The game became a cult favorite, a "Diablo-like" that felt like it had a sense of humor.
Torchlight II in 2012 doubled down on co-op play and expanded the world, cementing the series as a standalone identity rather than a footnote. Then came a pivot: Runic developed Infinite, a MOBA released in 2015, which received mixed reception and marked a departure from the studio's ARPG roots.
The years that followed were marked by leadership changes, the departure of key figures including Schaefer, and a long, uncertain development period for Torchlight III. Fans waited. The community kept the flame alive through fan art, modding, and forum threads that never quite went quiet.
When Torchlight III finally shipped in 2023, it carried the weight of that decade-long gap. It was a different game in many ways—more narrative-driven, more ambitious—and the reception was mixed, but for the fans who had held the torch all that time, its arrival was an event. The studio that lit it in 2009 had, against the odds, kept the flame from going out entirely.
Did You Know?
- Max Schaefer served as lead designer on both Diablo II and Diablo III at Blizzard before co-founding Runic Games.
- Torchlight's class-switching system lets players swap between Warrior, Sorceress, and Rogue in real time, a design choice that set it apart from fixed-class ARPGs of the era.
- The companion character in Torchlight has its own dialogue, reactions, and small animations, and many players report forming a stronger attachment to it than to the player character.
- The gap between Torchlight II (2012) and Torchlight III (2023) spanned over a decade, making it one of the longest waits between major entries in an ARPG franchise.
More in Development & Legacy
Elsewhere in the Torchlight universe
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