
Lootbound is a tactical roguelite with turn-based combat, loot management and D&D elements set in a dark fantasy world. Fight dangerous enemies, collect epic loot, recruit allies and lead them on a path of adventure.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
About
Every run starts with you alone.
As you move across the map, choose a route that leads to valuable loot. Along the way, you will meet companions who will help you fight this difficult battle!
You need to collect a separate set of equipment for the hero and each companion.
Items do not have fixed slots. You can rotate them and place them in the inventory as long as there is free space.
Items become truly powerful when they start affecting one another. Some items have auras that strengthen weapons or armor in adjacent cells.
Sometimes moving an item by a single cell is enough to change the entire build.
In combat, you control only the main hero.
Companions act on their own. They already know what to do...
At the end of each biome, you choose one of two boss parts.
Each part changes the Guardian's appearance and power. After completing all biomes, you will have to face the final boss.
Some rewards in Lootbound cannot be obtained just like that.
In special rooms, you are offered several options with different difficulty levels. The more valuable the reward, the harder it is to obtain with a dice roll.
Genres
Sums Steam only; Xbox publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 1.3Kreviews | 77% | — | $706.8K |
| $14.99 | 41ratings | 90% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 728 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]Fantastisches Roguelike mit Pixel-Art Charme[/h1] Lootbound ist ein recht kreatives Roguelike, dass als Kern-Feature ein Inventar-Management-System in den Fokus stellt, bei dem die Anordnung von Waffen, Rüstungen und mehr, darüber entscheidet, wie stark oder schwach die eigenen Figuren sind. Obendrauf gibt es eine zunächst sehr vage Story, die sich mit jedem erfolgreichen Run weiter offenbart und die auch außerhalb der Runs in diversen Lore-Texten noch vertieft werden kann. Laut Roadmap der Entwickler soll es sogar noch mehr Lore und Content in den kommenden Monaten geben. Ich bin gespannt. [h1]Komplex aber spaßig[/h1] Persönlich fand ich das Spiel anfangs etwas undurchsichtig. Viele Dinge wie beispielsweise diverse Stats und deren Auswirkung werden nicht wirklich oder nur sehr schwammig beschrieben. Das führt zwangsweise zu ein wenig „learning by doing“ und, wie es sich für ein Roguelike gehört, sterben. Aber je mehr Runs man macht und je mehr man sich mit den Mechaniken, Stats, Fähigkeiten, Gegnern und sonstigen Gameplay-Features auseinandersetzt, desto spaßiger wird das Ganze und desto erfolgreicher wird man. Ich hab jetzt nach etwas mehr als 20 Stunden alle Achievements abgeschlossen, mit allen Charakteren alle Schwierigkeitsgrade abgeschlossen und (fast) alles freigeschaltet, das man freischalten kann. Trotzdem habe ich bisher nur knapp 50-60% aller Items gesehen, die das Spiel bereithält (laut Item-Katalog, den man ingame freischalten kann). [h1]Fazit:[/h1] Von mir eine klare Empfehlung. Der Art-Style und das Pixel-Art-Design sind grandios, gleiches gilt für die Animationen und auch die Musik und Sounds sind stimmig. Das Gameplay und alle Facetten davon sind anfangs teils undurchsichtig, und man muss im „Trial and Error“-Prinzip ein wenig lernen, aber ich schätze, das gehört auch irgendwie zu einem Roguelike, oder? ----- Alle Reviews von mir findest du unter folgendem Link: [url=steamcommunity.com/id/skorkwb/recommended/]<< Review Bereich >>[/url]
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, French, Italian, German, Hungarian, Indonesian, Spanish - Latin America, Simplified Chinese, Korean, Malay, Polish +8 more
Hours played at review time, across 730 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Got under the influence? Need some activity before you pass out? Don't worry, this thing got you. It is the loop you did a million times before. Just relax and click. Otherwise - avoid at all costs.
It’s fine nothing special. Very bland all round. It ends up feeling like a simple stats check paired with a lacklustre equipment management system that neither adds any fun or interactive elements. Overall, it’s all just fine or slightly below average. Unfortunately, there’s nothing unique or engaging enough to keep going.
Normally I would wait 20-40 hours for a review on a game but this one is extremely boring and can't force myself to start another run hoping it happens to be different which is crazy for a rougelike. My advice play the demo you will get the same experience as the full release which is a shame.
Shallow and repetitive. Looks awesome, really cool ideas, but the actual playing part (after 1 run) doesn't really offer anything.
Раздражает качество игр с упором на менеджмент инвентаря, вот разрабы которые это делают реально думают что кому-то интересно будет туда-сюда дpочить всякие шапки ради усиления "пердеж в воду наносит на 2 урона больше", или пытаться втиснуть какую-нибудь броню в форме коловрата которая даёт на 5% больше рандомных статов, но ради которой придется переставить весь инвентарь и по пути ещё что-нибудь выкинуть. Каждый новый предмет заставляет тебя тратить время на то чтобы пересобрать свой инвентарь, это основнаия механика и это РАЗДРАЖАЕТ. То что нельзя заполнить пустые слоты всякими ништячками на 1 ячейку это последний удар молотом (+5 к хаосу -2 к порядку) по яйцам и по крышке гроба этой игры. Хптьфу Самое обидное что во многом игра выглядит и играется хорошо, но некоторые решения (включая реиграбельность, вернее её отсутствие) эту игру закапывают
(won as part of a giveaway) I've enjoyed this game, however the game has not allowed me to unlock the second character. It sits at 1/1 and 2/1 critera for unlocking no matter what I try. No matter how much of the game I clear past it, it will still not unlock. It unlocked the *third* character when I kept playing to see if it would unlock the second, but it still didn't unlock the second. I've posted about the issue and waited a full two weeks but no response and no fix despite several patches having come out already, so I'm afraid I can't give it a positive at this time.
Every runs are the same, you get the same 3 dudes. Gameplay is so slow it gets boring fast. You do a 45min run where you one shot every ennemies for a boss where you either trivialized it or get one shoted. I also can't support the dev buying positive review for free game copies.
As much as the game looks quite good and have a decent gameplay loop, It just terribly terribly lacks content. After max 10 runs you realize there is not much to do. - There are only 4 heroes. Each run gives you 3 characters, so you are constantly running 3/4 roster. - There is very low customization of character skills you can get. Your main guy can have like 3 or 4 skills (don;t remember), ond companions only get 1 (out of 3). Also some of them seem vastly better than the others, so you quickly realize you are picking the same few spells every single run, since there is almost no combo potential to encourage you to experiment. - Only 3 biomes. Every time same order, same enemies with same attack patterns. Runs dry extremaly fast. - UI is really not great. You have no idea what scales with what, and what skills are impacted by which stats (like chaos and order). Also one of the features you get access to later is unlocking more powerfull "special" items in the HUB. But the game does not tell you what is the size and shape of the items! Which is the point of creating builds in this game. If the sword has decent damage you cant tell if it's good or not, because if it's tiny it may be really good, but if its big/awkwardly shaped it may be borderline useless. This should be patched. On the other hand there are some good stuff in here. - Game has decent art direction which is always great. Animations are simple but they do the job. - Music is good. Nothing groundbreaking but fits the scenery. - The "boss crafting" where you gradually select what stats and abilities will have the final boss you'll be facing at the end is a cool idea (although needs some polish, some options are not very distinct imo). - And finally, the main combat and gameplay loop of collecting items, placing them to get as much stats as possible, and make the best possible use of limited inventory space is simply great. It's just a shame the game lacks some more depth and build variety. To summarize, it's not a bad game. It just needs more, at least twice as much content (preferably more inspired than stacking armor and damage). Also some UI improvements would be a nice addition.
for some context, i: + play lots of roguelikes/roguelites + did not beat the game or a single run + requested a refund of the game please take this review with a grain of salt, as such. the game was very interesting and exciting for my first hour (basically, 1 slow run where I was reading everything). for full transparency, i did not "beat" a run in my 74 minutes of playtime. I just already got bored and was on the fence about playing another run after losing 1 run and then playing a few more battles in another run before alt+F4ing frame 1 of hearing a discord notification. it's basically a slay the spire meets backpack hero type of game. everything feels unique for the first time you see them. afterward, it's tedious. despite there being several roguelite aspects to unlock, i already feel like i have the game figured out and that there's nothing left to discover pros: + visuals are awesome and stylistic. love the idle animations of different units. + game runs well on pc and doesn't fight with my monitor resolution cons: - time between turns is way too long. there needs to be a "skip animation" or "fast forward between turns" option. it takes too long between each time i get to actually play and make a decision just to press 2 keystrokes and then wait another full, slow turn. you don't even make decisions outside of your turn so not sure why this wasn't already implemented. it's the same visuals over and over. - inventory management was interesting until i realized almost every early item is obnoxiously shaped or too large for the inventory space you get. not sure if there is any "build diversity" early game as a result - with only 4 types of damage, it does not feel like there's any real build diversity overall. slash, crush, crit, acid? not sure if i got those wrong, but i can't be bothered enough to re-launch the game to check - i haven't explored other characters' abilities, but from what i've seen so far of the first playable character, they're all a little bland. some form of damage or damage + buff allies. strategy feels shallow my thoughts on this game are regardless of the fact that the devs were outed for buying positive reviews. i do think that is dishonest, as they are buying positive reviews rather than honest reviews. some promo/marketing is to be expected, but i'm of the mind that a good product speaks for itself
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