
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
Great turn-based roguelite with a unique inventory-as-build system! Lootbound blends dark fantasy, D&D-style mechanics, and tactical combat into short, addictive runs. The core loop—loot, fit gear into your backpack, fight, repeat—is simple but deep, with companions, synergies, and wild item effects keeping every run fresh. Visuals and atmosphere are strong, and the game respects your time with quick sessions. Some RNG and repetition exist, but the clever inventory puzzles and build variety more than make up for it. Highly recommended for fans of roguelites and tactical RPGs!
Отличный арт, отличный не напряжный геймплей, ламповая атмосфера и крутой вайб. Куча шмоток, разные билды и тд, - так что советую.
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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
ゲーム性としてはバックパックバトルを簡単にして、ターン性バトルに昇華したローグライトゲーム。 初プレイは、敵のHPも高くターンを追う毎にHP吸収や棘、純粋化力アップ等々、ゲームシステムを理解する前に敵のスケーリングに追いつけず、なにこれ...無理ゲー? ただ、2,3回プレイするとキャラ特性やアイテムの知識が付き、このアイテムが入手出来たらこのビルドが強いから、こっちのキャラはこのビルドに寄せて...みたいな柔軟なプレイができて、クリアに一歩近づけます。 何より自分のビルドだけでなく、ボス特性を道中選択できるおかげで知識とキャラを成長させれば、運に左右されずに安定クリアができる点は、良いバランスのゲームと言えると思います。 ただ、現状は解放要素が色々あるものの一回クリアするだけであれば、上振れを引ければクリアできるのでボリューム不足かもしれません。(安定クリアのためには、解放後のOn/Off機能が無い?ので余計な武器やアイテムは解放しない方が良さそうなのも、周回意欲を削いでる要素かも?) ロードマップも公開されているので、今後に期待を込めて購入しても損はないと思います!
Play the demo, it's literally the same game, nothing changes in the full release except a bunch of boring stats to upgrade between runs. I'd refund if I could.
Just finished all characters on difficulty 3. It was a fairly enjoyable experience! After the latest patch, I felt the game became a bit too easy -- as I was able to go through most if not all new difficulty levels on first try. Besides the mana recovery change (thank gods for that, and I woudn't even mind Second Wind to scale with biomes on top of that), I gotta say I miss the old brutal difficulty a little haha. Hopefully devs have plans for some end game contents, would love to dive back in if there to be new contents coming out.
Great concept, far for finalized… Unbalanced, lack of content, rng is ♥♥♥♥♥♥♥♥. Whatever the run you had, the boss can always one shot your character and end your run.
Love this game and love the devs. Especially after the new 🍑 update
not a lot going on past the first few runs. The inventory system is a fun idea done better elsewhere. You just end up with so many options with too little space to make any sort of meaningful build that goes beyond "this run, this number shall be the highest". The RNG feels contradictory to the rest of the game. I don't think the dice rolling system really works or makes any sense. The other dice options you can buy don't even really make sense math-wise, when you think about the moments you'll need the dice and how often you roll it. Why would I lower my odds with a die that auto fails 50% of the time? Why would I ever want a die that only adds 1? I just think it maybe worked in an old iteration of the game and didn't work here. Combat feels like the first level of a system. It's a very very basic turn based system where you only focus on your main hero. I get that the purpose was so your inventory management is more important. But then just lean into that and make that the game. right now, you grab skills, they scale with certain items, that's it. It just lacks depth beyond the surface. I see the intention, but it just feels like the beginning of a system rather than a system that is re-playable over and over in a roguelike. I don't really see the point of replaying it, it's very similar each time. Roguelikes need some sort of variance beyond dice RNG to keep it fresh. Bosses come in two flavors: "oh wow, I guess I'm just dead" and "oh wow, I guess it's just dead". They have a cool system for "choosing" your final boss. It's a fun idea. But the boss tuning just runs up against the simplicity of the combat. So either you have the stats in the right spots to bulldoze it, or you don't and you die. Beautiful art though. And it has the bones of something I'd be super down to sink my teeth into. But this version isn't it.
Really enjoying the game so far. It's a typical roguelike with challenging gameplay where your build and loot decisions can greatly affect each run. Which keeps things interesting and gives you plenty reasons to experiment. I like the turn based combat aspect and the dark fantasy feel of the art style too. Lootbound is definitely worth checking out if you're a fan of roguelikes. I'm looking forward to seeing more content updates and improvements!
Absolute class little indie game, highly recommend
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Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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