
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
Es war sehr frustrieren das bei einem so langsam entwickelnden Spiel fast alles beim Tod verloren geht. Ich war in der Erwartung das man seine Sachen zurückholen kann, geht aber nicht. Sowohl Sachen als auch der Wagen mit der kompletten Ausrüstung geht verloren. Das kommt gerade am Anfang mit einer kleinen Bank einem Permadeath nahe. Ich fange auf jeden Fall nicht neu an.
11월 13일 업데이트 후 소감 1.거지같은 무게/가방 시스템이 더욱 더 쓰레기같아짐 되도않는 전품목 최대 20스택 고정 일부 품목은 여전히 1스택 그와중에 스택너프에 따른 칸수버프 완화는 없음 제작자는 크래프팅/수집의 중요한 요소인 무게/가방 밸런스에 대해서 개념이 없음을 알 수 있음 2.여전히 종잡을 수 없는 게임의 본질 이 게임 주요소는 행상과 수집/크래프팅인데 이를 지지해주는 시스템적인 요소의 미비함 마을마다 거래가능한 행상들이 존재하지만 당신은 대부분의 거래를 손가락만 빨고있어야함 무너진 거래교환비 호감도있는 상인과의 손해만 보는 거래에서 망해버린 행상(거래)시스템, 필드에서 수집/크래프팅을 통한 가치 창출로 타게임과의 차별점을 부각시키려했지만 위 1번에서의 가방/무게 개념조차없는 업데이트 덕분에 다양성없는 물건에 그마저도 감당하지 못하는 내 가방칸과 짐칸을 마주하게됨 게임을 해봤다면 이런걸 개선이라고 내놓을 수가 없음 3.신규 주택 시스템 일개 행상으로 시작해서 나만의 가게를 가지는 낭만을 기대했나? 실상은 재료가 나올때까지 무한뺑뺑이를 돌고 그와중에 마차까지 꾸준히 보수해야함 그냥 노가다임 크래프팅 게임에서 제작대가 소모품인 신박함도 있음 정말... 새로운 관점의 접근이라고 볼수있다 그리고 그 주거지는 대도시에서만 접근가능하다 소모품(장비)이 3~5구간 내내 사용할수 있는것도 아니니 예비 장비가 필요하고 위의 1번에서 말한것처럼 만성적인 가방부족에 마주하게됨 진짜 제발 부탁인데 게임좀 해보고 게임을 만들자 게임을 플레이하면서 어떤 지점에서 불쾌한지를 모르는 모자란 개발자가 되지말고
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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
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
It's an interesting idea and rather unique, but does need a fair bit of work. Though the dev reads feedback and has already written up a little roadmap. That includes things like crafting from storage. So i think give it some time, and it could absolutely be an enjoyable game.
oyunun daha çok eksikleri var ama geliştirilirse oynanır
Fun game
Juego totalmente desequilibrado. Tiendas aleatorias en cada pueblo que te encuentras, con lo que tienes que arrastrar una gran cantidad de cosas que no te caben en ningún sitio y que, si mueres, pierdes automáticamente. Puedes pagar una "caja" en los pueblos a los que llegas que, por un excesivo precio, te deja guardar un poquitito de lo que llevas. Fallos frecuentes, poco mantenimiento y poco cariño a la comunidad que lo juegan, hace que no recomiende en absoluto este juego. Y mucho menos por el excesivo precio que pide por un juego a medio hacer.
successor to the Oregon trail, some trading but mostly about maintenance and survival, will get you hooked for hours
Leider muss man wenn man stirbt immer wieder komplett von vorne anfangen da alles weg ist. Selbst der gebaute Karren vom Gaul ist einfach futsch -.- wenn man über eine halbe stunde gefarmt hat macht das kein Spass und frustriert einfach nur. Durchrasen will man net da man ja loot suchen soll und erkunden muss... also sorry aber so absolut nicht zu empfehlen...
I recommend this game, especially for those who like collecting things. 10 Big Loot out of 10.
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