
Luck & Loot is a dice-building roguelike where you’ll craft and customize powerful dice, collect game-changing relics, and battle corrupted foes in brutal, turn-based combat across procedurally generated dungeons. Victory is earned in this unforgiving fight for survival.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Sep 3 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Luck & Loot is a fast-paced dice-builder roguelike where strategy and chaos collide. Forge custom dice, harness wild loot synergies, and dive into the cursed realms of Eldralith; each run a new roll of fate.
Outsmart brutal foes in turn-based combat, embrace high-risk modifiers, and uncover dark secrets in a world trapped in cycle. Victory changes you. So does failure.
Dialogue hits as hard as the dice in this pixel-powered showdown.
Play as one of three heroes, each haunted, each hunting meaning. Customize your dice with powerful, swappable faces as you forge the perfect build through each high-stakes run. Every choice counts. Every roll is a risk.
Every face is a choice—build your dice, shape your fate.
Forge your strategy with interchangeable, upgradeable dice faces that define your power—and your fate. Sacrifice weaker sides to unlock potent traits, and adapt your build on the fly as the dangers of Eldralith deepen. But choose carefully: each die holds only so much power, and every decision edges you closer to mastery… or ruin.
Choose your curse in color—each palette a new shade of doom.
Descend into a dark fantasy where every pixel drips with dread and every chiptune echoes with myth. Luck & Loot blends retro style with eldritch horror, inviting you to brave haunted forests, corrupted keeps, and cursed melodies alike.
Will you break the cycle, or become one more echo in the void? The dice are cast. The fate is yours.
3 Heroes with their own unique sets of dice faces
4 Ever customizable dice
6 Unique dungeons, each dominated by a formidable foe
20+ Powerful dice upgrades
18+ Difficulty modifiers
40+ Random events
50+ Unique relics
45+ Creature types and Bosses
90+ Interchangeable and upgradeable dice faces
Endlessly Replayable
Engagement
Reviews
Themes across 51 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I WANT to like it. I really do. The pixel art is good, the gameplay itself is fun. And there's a lot of different attacks and effects to add to your dice. But there are so many baffling choices that turn an enjoyable game into something just...not good. The First: Every enemy after the first fight has some way to ignore your Armor and harm your Health directly. Not 'past the first dungeon'. I mean as early as the second fight in the dungeon you start every run in, mobs start having one or more of the following, all of which ignore Armor: * Pierce is damage that just ignores armor. * Poison is a damage over time effect where the stacks = damage. IE: 4 stacks of Poison means you take 4 damage at the start of your turn, and then it lowers by 1. * Bleeding is the same as Poison, only it does not decrease after damaging you. It's just on you for the entire fight, and enemies can apply more stacks. * Burning, again, damages your HP. * There is an attack BASIC MOBS can have, called 'Punch', that applies 1 stack of Bleed...unless you attack on the same turn it's queued; Then it gets +2 stacks of Bleed per attack you use. Now this would not be THAT bad...Except I never saw any skills that reduce status effects until I unlocked the Ranger. Meaning the starting Warrior class has no way to mitigate all this health damage. Because there's no potions. No equipment (Technically, your equipment is what you add to a Die's face so it's rolled in combat). No Trinkets that bestow immunities that I found. And all these effects are applied REGARDLESS of the attack applying it being blocked or not. So no, blocking the Vampire Boss's attack that does 4 damage & applies 5 stacks of Bleed WILL NOT negate the application of Bleed. There IS, however, two attacks that apply Stun that I found. But they, too, have drawbacks: * They can only be used once per battle. So after stunning a monster once, that face on the die is a blank until you finish combat. * The stunned monster DOES NOT reroll his die after being stunned. meaning you did not AVOID the attack. You just pushed it back a turn. * All bosses roll 2 attacks. And they are activated from left to right. And so is Stun. So if a Boss' rightmost attack is going to apply 5 stacks of Bleed, you need two stun that round to stop it...Sorry, to push it back a round. Oh, and let's do some math here: You have, maybe, around 27 health when you first start. A decent run can get you into the 40's if you're lucky. But many mobs can apply 5 stacks of Bleed, or Poison. Or a fight will have 2-3 mobs all applying different damage over time effects. So 5 stacks of Poison, reducing each around, is an unavoidable 5, 4, 3, 2, 1 damage. That's 15 damage. That's a large amount of your HP. ----------------------------------------- And the second utterly baffling decision is that you become 'Fatigued' if a combat goes into Round 8 and above. In a game where you CAN and WILL have bad rolls where you either roll blanks; roll armor when you don't need it; roll healing when you (rarely) don't need it; or just roll a lot of healing and armor you need. And each combat round from 8 and up will damage you, then apply vulnerability, then damage you for a larger amount, etc. Basically, the devs want you to win every combat in under 8 rounds. When there can be up to 3 opponents. And I've only seen ONE skill that hits everyone, and it applies a status effect, not damage. And enemies can replenish their armor. And heal. And one can rez fallen enemies at 50% HP. Oh! And as I said above; There are attacks, like Punch (But it's not the only one), that hit harder if you use certain skills when it's queued. Meaning you may have to skip attacking to avoid high damage or 6+ DoT stacks. Or skip healing when every mob is going to paste you because Healing will inflate an attack, or skip regaining Armor for the same reason. Oh! And there's the Turtle enemy that starts with a whopping 30 Armor. And can replenish it. And if you play a defensive/armor skill while his armor skill is queued, he will get stacks of damage reduction. So you're expected to win in under 8 turns while the game does it's absolute best to ensure that does not happen. ---------------------------------------------------- And the thing that absolutely floored me about it? Both the Fighter and the Ranger have sub-classes that are described as being methodical or careful in combat, with starting dice that are geared towards a slower play style. ...When the game outright punishes you for playing too slow. The Fighter's second subclass unlock is really silly, because it's all about replenishing Armor and being a tank. See the start of this review for the line 'Every enemy after the first fight has some way to ignore your Armor and harm your Health directly' as to why that is silly. ------------------------------------------------------ I mean, I got the game on sale, so I'm not upset over the $4 I paid. I'm just sad that the foundations of the game are so enjoyable, while some really baffling design choices completely destroy that enjoyment. Other folks may enjoy it. No shade on them. But for me, everything I said above just makes the game unenjoyable. It probably should be a little telling that you don't unlock characters by WINNING a run, but by making it to the final dungeon. At least, that's how Ranger was unlocked for me; I died in the final dungeon and was rewarded with him being unlocked.
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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, French, Spanish - Spain, Korean, Polish, Simplified Chinese, German, Portuguese - Brazil, Portuguese - Portugal, Russian, Turkish, Spanish - Latin America +3 more
Hours played at review time, across 51 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[quote] Please consider following my [url=https://store.steampowered.com/curator/41005226/]Curation page[/url]. I cover a wide range of genres both paid and unpaid, providing unbiased opinions as well as regular giveaway events. [/quote] [b]Video Review TBD[/b] https://youtu.be/ktUAzq81d8k [h2]I Don't Agree With a Lot[/h2] For a game called Luck and Loot, there isn’t much of either. The loot consists of dice faces you can add to your dice to create a deck of dice. You might call that luck, but it’s not really. Each encounter gives you a bunch of rerolls, letting you build dice with a 50–75% chance of landing the face you want. I built a dice that would always land on a critical, and that critical was an arena-wide slash. It made the entire run trivial. After trying other classes, nothing came close to the power of that one-shot build, so I quickly lost interest. Each stage is set in a biome and filled with similar enemies. By Stage 3 or 4, difficulty spikes sharply, but it’s not something you can patiently work around. That’s why the massive AoE slash became essential. Every time I reached this point, I lost interest. The game isn’t about RNG or luck in a meaningful way, and there’s no real system to build up your hero. I expected gear drops to deck out my character, different swords, staffs, bows, helmets, kind of like Loot Hero or something like that, but instead you get relics that grant passives or bonus effects. It’s underwhelming. [h2]Conclusion[/h2] I wanted more gamble elements, more RNG, more variety and replay value. Instead, I found myself forced into repeating the same builds every run to succeed. That’s not what I want from a game called Luck and Loot.
I find this very boring when compared with the excellent [b]Slice & Dice[/b] and it's hard not to draw comparisons. Meh.
I played around three or four runs, and I lost every single one. I couldn't win even one run. I only managed to get my character to around level 3. I think the main problem here is that the game is a roguelike rather than a roguelite. In other words, your character doesn't permanently get stronger after you die. Yes, you unlock new items and other things, but game depends on how well you play and how lucky you are. Simply playing more doesn't make you stronger. For example, I get poisoned, I get bleed, and I need a way to deal with these effects. I need to heal, but there isn't really a reliable way to do that. Let's say I lose ten times with the same character. I'm a bad player. I'm not someone who is extremely strategic or particularly good at tactical decision making. So what happens then? Am I just not supposed to play this game? The idea is genuinely great and the game is fun. But should a game like this really only be playable by people who are good at this level of strategy? I also don't want to start every run with the exact same character and the exact same items. Because I've leveled up, I can choose another option, but that option is harder and requires a more complex playstyle. Instead, what if we were given 8-9 random dice faces at the start? For example, 4 attack, 4 defense, and 2 special ones. That could make each run feel a little more different from the beginning. And I can't even properly fill my dice with abilities. Why? Because the dice have energy limits, and increasing that energy requires me to sacrifice two abilities. Those abilities aren't easy to find either. Even if I find them and sacrifice them, the dice don't gain that much extra energy, so my dice still end up with empty faces. In short, the difficulty is extremely high in my opinion. I really think the game needs a more accessible version. For example, instead of calling it “Easy Mode,” you could add something like a “Normal Mode.” The current version of the game is already very difficult, so this new mode could actually feel like the normal experience. For example, in Normal Mode, the dice could start with 25 or 26 energy instead of the current 20, they could have a higher amount in Normal Mode. Likewise, players could receive more loot after each fight: more gold, more abilities, and even more relics. The difficulty of this game is genuinely very high. And don't get me wrong, it's not because I don't like the game. I was actually having a lot of fun with it. My first run was by far the one where I survived the longest. After that, I started dying much faster in every run. And it's not like I was being reckless or making stupid moves because I got overconfident. Quite the opposite even when I tried to play more carefully, I die I really like the core idea and gameplay. I just think the player needs a little more room to breathe, recover, and actually get back into the run.
Solid dicebuilder.
Yanda filmimi, dizimi izleyimciler için iyi bir seçenek olabilir. 3. kahraman özelinde artık rogue-lite temelindeki tekrar mekaniği eşya çeşitliliği ile çıkmaza girerek 15. saat sınırlarında doyurdu. Demosunu 7,6 saat oynamıştım. Son dönemde bu tip oyunların demo dengelerini çok başarılı buluyorum. [spoiler]2026 ilkbahar indirimlerinde; kitchen wars - luck & loot paketi ile ek %25 indirimli satın aldım. (kitchen wars adlı oyunu bir dönem sınırlı süreliğine ücretsiz yapmışlardı) -50% + -25% = 3,37 -> 2,24 -> $1,68 ödedim. [/spoiler]
Du tour par tour avec des dés fun, pixellisés et suffisamment addictif pour se faire plusieurs parties à la suite.
Hadn't Realised this wasn't popular tbh, def worth 4-5 euros on sale, kept my attention enjoyably for my 1 euro an hour rule
✔ simple, although effective dice gameplay ? punished for playing slowly/methodically (not just the standard 'less runs per hour', but also making each combat progressively more difficult as it goes on) ✘ useless rewind button, which doesn't help when you mistakenly used an ability instead of re-rolling ✘ unlocks per character (your first 1-2 runs with any new character are significantly weakened) ✘ RNG-heavy It lacks long-term depth and the unlock system is annoyingly slow, hurting replayability. But overall I had fun for it for a few runs.
Brilliant. This and "he is coming" are the only roguelikes ive really enjoyed in the past year or so. This game will be very popular when ppl catch on
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