
Roguelike caravan survival game about risk, loot, and smart trading. Every run is a journey of hard choices, clever upgrades, and the eternal question: Do I play it safe... or go for the BIG LOOT?
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About
BIG LOOT - is a roguelike caravan survival game about risk, loot, and smart trading.
Every run is a journey of hard choices, clever upgrades, and the eternal question:
Do I play it safe... or go for the BIG LOOT?
Upgrade your wagon by crafting parts from gathered resources. Add extra crates to carry more loot or reinforce wheels to ensure delivery.
Every journey is unique. Choose your route when leaving town: safe but modest, or dangerous but loot-rich.
Pockets aren’t stretchy, but your backpack is. It literally expands from loot. Better drop it before a fight... but be careful, unless you want your goods to roll away.
Loot and trade. Find valuable items, engage in trading, meet wandering traders, and improve relations with them to access rare goods.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
English, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Portugal, Russian, Simplified Chinese, Traditional Chinese +3 more
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
balance food water, dude eats like he has a black hole in his stomach. durability of item is half to fast. If the goal is not refund harvesting. good concept
Im oddly addicted to the game, and I think it has a lot of potential, but there are also way too many glariing issues right now. This is one of those instance where I dont really like Steams rating system because my thumbs down isnt really that I think its a bad game, but just because I dont really recommend it right now. Id give the game aroun a 7/10 What I like: Its a surprisingly original and fresh concept in the extraction genre, and feels fun...at times. What I dont like, or things need improvement: -Speed. You are way too slow. In a game with a wide open map, and a lot of traveling outside of your caravan. The amount of times you have to travel back and forth between the areas and your caravan is a LOT, and the speed at which you are traveling makes it feel more like a chore. Or maybe its just how wide open and big the maps are. Maybe if the maps were a tad bit more compact, it wouldnt feel like such a slog to travel around them and do the constant back and forths to your caravan. -Combat is bad. I dont necessarily hate the combat, and it feels okay for this type of game, but its everything else that involves the combat that feels bad. The way the arrows and bow work is horrible. Dodging doesnt help at all and feels pointless. When you just have boars, its fine because they spawn in moderation. But once you get to the point where wolves and whatever those other creatures are start spawning, they spawn way too much and are all over the map. Plus they hit super fast and super hard. I had level 14 armor in a recommended level 8 zone and was brought down to 22hp in second in the fight. You can barely outrun anything, even if you take your backpack off. -Inventory focuses on weight when the issue isnt the weight, its the number of slots. There are so many items that randomly have a stack size of 1, like bread for whatever reason, but I can carry 100+ rocks, logs, and sticks in a single stack. But bread, cactus, etc. all have a size of 1... -On top of that, Item management is all over the place. There are so many items that have no purpose, yet. And there are so many items implemented that I cannot use. Like Ive been holding a blue key forever, and all I get are ones that require green keys, and even when you do open something, its a bunch of nothing. I have so many items that have no use, and very little other places to store anything, and like in my reason above, its not weight thats the problem, its the number of storage spots. So Im gathering all these items and ultimately have to let so many go because I just dont have the space, and then you get to the point where you get an item, that you cant even use because its purpose just never comes up. As well as the crafting being all over the place, because some items just have way too high a crafting costs. Like I have to carry around 30lbs of rocks (10 rocks at 3lbs each) just so I can craft a 0.72lb stone tool kit. Why does a single stone tool kit that doesnt even weight a single pound, need 30lbs of rocks? Its a whole lot of back and forthing between tabs, with some stuff costing way more than it feels like they should in order to pad out the grind. Update: Recently the game received a new "major update" called the Big City update. Unfortunately I cannot change my review because of it. Instead some of the issues I had with the game prior to the update, have been increased egregiously. I cant even play the game anymore because of the new update, and thats barely an exaggeration. Before, one of my biggest complains was item management was a bit of a mess, and the emphasis on how much you can even carry in and out of a stage. One of the things changed in the newest update was that items now have a max stack size of 20. Before, item stack sizes varied. Some couldnt stack at all, while some items could stack to 100+. Since the update, you still have some items that cannot stack, but now items that could once stack 100+ can now only stack up to 20 at a time. How is this a problem, and how did it effectively brick my game? Because I had continued to play the game and farm a bunch of stuff prior to the update, I had loads of resources, some of which went in the 80s, some in the 100s, even one stack of items in the 300s. But now because the max limit has dropped down to 20, I cant even use those anymore. It requires me so much management time to try and empty space to break things down, but you cannot move anything if it would potentially overencumber you, but you cant even drop them if the weight would exceed 90lbs, so you are stuck in this limbo of having to much of something you cant move, but you cant drop it because it weighs to much (theres a new mechanic in the game where you literally cannot drop item stacks that weight 90 or more), and I cant break them down to make space because theres simply not enough inventory slots to fit everything because everything is weight based, not slot based. And since I had multiple stacks of items that exceeded 20 prior to the update, it effectively makes it so I can literally do nothing because of it. Best I can do is delete the save and start over, but after all that hard work, Im really not feeling like starting over. If I cant play this save, I effectively quit. I put in too much work to be locked out by a new mechanic that just makes things more tedious by decreasing stack limits.
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Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Игра про сплошное лутание. Идея игры интересная, но реализация пока слабая, как итог нудное и однообразное лутание. В игре нужно двигаться от одного города до другого обшаривая окрестности и борясь с местной живностью. В процессе исследования персонаж ест и пьет за десятерых, так что половина времени и внимания будет уделяться поиску пропитания. После одного небольшого путешествия до второго города становится понятными минусы игры: - боевка нудная и неинтересная; - вещи превращаются в хлам на глазах; - сохраниться во время путешествия нельзя!!. На данный момент не могу рекомендовать данную игру.
Игра прикольная, но есть нюанс... На данный момент это не игра про приключения, а менеджмент места. Его нереально мало хранилище вмещает жалкие 200 кг, а для адекватного геймплея надо хотя бы 2-4 тонны (про слоты вообще молчу). По сути нехватка места и фиговая оптимизация это единственные серьёзные проблемы, но из-за критической нехватки места особенно в хранилище играть весьма проблематично, я серьёзно там даже деньги вес имеют и их тоже негде положить... Как неплохое решение можно просто сделать бесконечное улучшение хранилища (а не 19 уровней) и играть станет в 2 раза приятней, ну а вообще игра пока слишком сырая там очень много геймплейных проблем которые можно долго перечислять, но они не столь существенны на фоне нехватки места. Кстати я забросил т.к. мне больше некуда ресы складывать))) жду обнову
Гра дуже медитативна. Вона підійде для неспішного геймплею під каву з пончиком)) І чим далі ви просуваєтесь по рівню складності, тим цікавіше лут/вороги/локації. Єдине, що мені ДУЖЕ НЕ сподобалось - це обмеження авторських прав на музику в пустельному біомі! На створення відео йде дуже багато часу і якби я знав про цей момент, грав би взагалі без ігрового музичного супровіду! Тому, хто збирається знімати проходження на своїх каналах - краще в налаштуваннях вимкнути музику.
I do not like the perma-death. I hate having to start over again and again.
To people who wonder if they should buy this game because of the negative reviews: The issues mentioned in reviews have all been fixed. Hunger and thirst are easy to handle. Cart does not get broken in one trip. Wolves do not pose actual threat, which makes healing herbs useless and that could actually be an issue lol. Flax is not a rare find, it's actually so common I throw it away because I dont have slots xd Same with iron ore. Idk if the issues even were issues in the first place, but I havent played the game half year ago so could be, but for sure they are all fixed. Try it for yourself. It's an interesting take, though repetitive. Wish there were more things to complete, like quests or sth, but the game development is still in progress so I guess we can expect things to come. What I didn't like is that I can't simply sell my loot, but have to carry it over and over on another trip until I find the right npc in a city that actually wants my wares and also then its rng if the npc will give u coins or some other item. I mean u can see what ure trading for, but u cant choose to trade for coins if npc wants to give u bananas. The trips also take very long, too long imo. The maps are pretty big in comparison to the run speed. It's also hard to stay aware of ur own position of the map since there is no compass and the in game item "compass" only shows where ur caravan is, theres also no map. But except for those 2 issues I really didn't encounter any of the issues from other reviews so I recommend anyone try it for yourself and see if u like it.
У игры большой потенциал. Очень надеюсь, что автор сделает упор не на гринд, а на добавление предметов с новыми механиками и улучшение исследования
Очень слабая игра сделанная на коленке, анимации дерганные, боёвка кривая и её по сути нет, ты просто стоишь и перекликиваешь врага, уклонение почти бесполезно, импакта от ударов нет. Идея у игры хорошая, но вот реализация подкачала. Может быть её поправят в дальнейшем, но пока рефанд.
BIG LOOT, developed and published by Reverie Clouds, is a roguelike adventure that revolves around a simple but compelling idea: the more you carry, the more you risk. It places players in control of a traveling caravan, pushing through unpredictable routes in search of valuables, with each journey shaped by choices that constantly test how far you are willing to go before turning back. What initially feels like a light and colorful exploration game gradually reveals itself as a system-driven experience where caution and ambition are always in conflict. The heart of the game lies in its risk-and-reward structure. At the beginning of each run, players choose their path, with safer routes offering modest gains and more dangerous ones promising greater rewards. This decision sets the tone for everything that follows. As you venture deeper, encounters become more frequent and more threatening, but the potential payoff grows alongside the danger. The game consistently pushes players to question their decisions, making every step forward feel like a gamble. Turning back too early may result in missed opportunities, while pushing too far can lead to losing everything collected along the way. A standout feature is how the game treats loot as a physical and strategic burden rather than just a numerical reward. Items take up space and add weight, affecting how efficiently you can move and react. As your haul grows, so does your vulnerability, creating a visible and mechanical representation of your increasing risk. This system forces players to make constant decisions about what to keep, what to discard, and when enough is enough. It adds a layer of tension that goes beyond simple accumulation, making inventory management a central part of the experience rather than a background task. Trading and progression introduce another dimension to the gameplay. Along your journey, you encounter opportunities to exchange goods, upgrade your caravan, and improve your chances in future runs. Deciding how to use your earnings becomes a strategic choice, as investing in better equipment or capacity can make a significant difference in how far you can push your next expedition. This creates a sense of continuity between runs, where each attempt contributes to a gradual improvement in efficiency and survivability. The roguelike structure ensures that no two journeys play out exactly the same. Routes, encounters, and loot distribution are procedurally generated, keeping the experience unpredictable and encouraging repeated play. While the core loop remains consistent, small variations in each run help maintain engagement, especially as players refine their strategies and learn how to manage risk more effectively. There is a steady sense of progression, even when individual runs end in failure, which keeps the experience from feeling punishing. Visually, BIG LOOT adopts a stylized and approachable aesthetic that contrasts with the tension of its mechanics. The environments are colorful and varied, giving each area a distinct identity without overwhelming the player with detail. This clarity supports the gameplay, ensuring that important elements are easy to read during moments of decision-making. The presentation may not aim for realism or complexity, but it effectively complements the game’s design and tone. However, the game’s current state shows signs of its limited scope. Over extended sessions, the core loop can begin to feel repetitive, as the structure of each run does not change significantly. While the procedural elements add variety, they do not fully mask the underlying similarity between journeys. Additionally, certain systems feel like they could benefit from further depth or refinement, particularly in how progression and long-term goals are handled. Despite these limitations, BIG LOOT succeeds in delivering a focused and engaging experience built around meaningful decisions. It captures the tension of balancing ambition with caution in a way that feels intuitive and rewarding. Each run becomes its own story, shaped by the choices you make and the risks you take, which gives the game a strong sense of identity even within a crowded genre. In the end, BIG LOOT stands out as a concept-driven roguelike that thrives on its central idea. It may not offer a wide range of mechanics or a deeply layered structure, but it delivers a consistent and satisfying loop for players who enjoy weighing risk against reward and pushing their luck just a little further each time. Rating: 7/10
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