
Explore procedurally generated labyrinths in this challenging, narrative-rich roguelike. Master deep combat. Slide blocks of ancient ruins. Defeat bestial abominations. Loot, level up, strategize, fight, die and wake up anew. Unlock the secrets of the Loot River. Immortality is a bittersweet gift.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Arabic, Japanese, Korean, Polish, Portuguese - Portugal, Portuguese - Brazil, Russian +4 more
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
<3
I think I can't recommand it, very strange and a bit clunky. Not entirely bad, but kinda wierd.
This feels like it shouldn't even be a roguelike and was just a straightforward campaign game. Aside from the randomly generated maps and weapon drops, there's nothing that makes each run different from one another. The idea of moving platforms felt very novel at first, but it wears off very quickly when you have to keep repeating the game from the start, and without any substantial meta-progression to boot. It just felt like I was doing the same thing again and again. I was already bored with it on my 3rd run. If you at least kept your levels throughout the run, I could see it being fun to grind until I reach the end. The game just doesn't offer much reason to play once you've experienced the gimmick of moving platforms, especially when the combat is just so janky and not very fun to play.
прикольная игра, графика красивая как по мне, мне понравилась, единственное цена какая то большая, а так можно купить на распродаже за чуть меньше сотки
legal, bem loco, empolgante.
little bit laggy but its worth it if you like dead cells then this is for you dash a lot by the way
画面看着顶+华容道被骗进来买的,手感实际上是屎 难度曲线不合理,rogue要素占比不多,地图随机性太强了 并且这个定价这个游戏性,我不好评价,只能说一二折再买
It's a Soulslike with a unique twist: Tetris. You've got a strong pixel-art look, with some nice lighting details, painted with some wonderful particle effects for attacks and skills. Soundtrack is strong, but nothing to particularly write home about. But in practice, I found myself unable to really sink more than a few minutes at a time into it: 1) For many gamers, myself included, the combination of fast, frantic Souslike combat does not gel with the mechanic of rapidly moving platforms. It really did became a cognitive overload. In theory, you've got a unique way to isolate enemies, create distance and build artificial bottlenecks to route mobs and better deploy your skills -- but in practice, it becomes one or the other in the heat of battle. Unless your right brain and left brain have merged into a super brain, it's a complete headache. 2) The moving platforms routinely create run-breaking progress blockers. You'll have to replay certain maps, only to find that the platforms from your last attempt are now positioned to make it impossible to move forward. It happened in my last playthrough for three back-to-back runs and frankly I rage-quit. 3) The default Keyboard & Mouse mapping is really only Keyboard, yet the HUD still maintains UI prompts for D-pad inputs. Sure, you can use a respective keyboard shortcut, but it's very distracting. Having not memorised all the keys, I found myself keeping my Steam Deck close to hand when I needed healing... 4) Fire. It does a tonne of damage, quickly blocks your exits and turns your delicately placed tetris blocks into a baffling maze that will kill you or force you into a mob ambush. I excitedly got a weapon that dealt fire damage, only for my run to be ruined in seconds after swinging my sword once at the first enemy in my path. In completing every Dark Souls title, and myriad others, I've never experienced a weapon 'buff' that made me actively avoid picking up anything with a risky element. Take Black Myth for example, with a weapon set that slowly inflicted poison: complimentary items made it a risk-reward strategy where you could mitigate the risk with careful attacks and a clear net-positive effect; in LootRiver, Fire (at least in my playthrough) had no clear upside, and just became a franctic, unpredictable nightmare with every attack. To be clear: maybe there's something that makes you immune or heavily mitigates the damage, but the immediate risk of immediate death from attacking a typically straightforward enemy far outweighed my want to explore.
pretty good so far, combat feels kinda pointless as the only good drops are in chests (and enemies dont drop items enough to even bother + shops give garbage) and you can kinda overpower the entire first few areas just with a decent weapon and somewhat clever dodging, but it isnt unfun to play. ill revise when i play more
Eu particularmente não gosto de jogos rogue-like, mas esse em específico me ganhou com seu visual, ambientação sonora e o frenesi de sangue. mas acho o universo criado nesse jogo pouco explorado e com desafios pouco dinâmicos. você se acostuma rápido com a maioria dos inimigos e enfrenta-los fica desinteressante, você acaba mais interessado em subir de level e explorar armas do que preocupado com os monstros que está enfrentando. dito isso estou viciado e quero explorar configurações cada vez mais fortes pra explodir qualquer boss na pura habilidade e lapada seca.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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