
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 | 78% | — | $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 722 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
---- The full game feels like a demo Upgrading characters doesn't feel rewarding The Win/loose run reward doesn't make sense when increasing difficulty The base stats of the character are okayish but once again it lacks the something, either not enough spells, mana or "auto play" options for the companions. you feel like you've seen everything after 4 hours ++++ Audio Visual style 5/10
"This Indie Dev is Scamming You" youtube video
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 724 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's a shame, I WANT to like this game, but I just can't recommend it. Mechanics are fairly simple, which is not a bad thing. Run based, so easy to hop in and out of. Item selection seems ok, it's a shame there aren't more dice rolls. The real problem is, it feels boring. "Strategy" is lacking, and you just bash monsters really. Doing a second run felt like a chore. It's hard to explain, the mechanics on paper seem good. Maybe it needs more love to get there, but for now I cannot recommend.
Game needs an overhaul, the loot is boring, simple stat changes mostly. Could do with some additional effects, ie basic attack gains lifestyle, or fire element. And some more interaction between different loot types, so you don't just get locked into hats or something. Look at Sephiria for some examples, don't have to be as crazy as those effects, but the way they interact is much better. Plus a larger inventory would benefit this game a lot. Perhaps it could be behind an upgrade. To improve the dice roll for loot mechanic, rather than getting nothing if you fail, you should be able to choose 1 of 3 stacks of loot, and based on the roll would give better loot, ie 1-6 common item, 7-12 uncommon, 12+ rare. The meta progression is mostly just base stat upgrades, Im not a big fan of those in turn based style rougelikes, the game should be more focused on skill and making good choices, rather than keep grinding to win.
Inventory management as the keystone for an RPG? Certainly fun, and this game does that part well at first glance... ...but there's little to no depth. Compared to a game like Backpack Hero, Lootbound offers nothing beyond the initial challenge. It feels like each type of "solution" you give to your backpack has no real "personality". The fights mostly play out the same. The powers that you pick are bland and the way you build your "loadout" has little impact on what you do. It becomes tedious after a while. Upgrades and "purchases" that make this a roguelite are boring and uninspiring. The different "rooms" with events are basically all gambles of different probabilities. The graphics are very nice, but there's not much game in this. Feels like an early alpha.
It's fun for an hour or two.. then it's just more of the same with some RNG sprinkled in to differentiate good runs from bad ones. There's no real strategy or depth outside of hoping to get some quality items and finding ways to make them fit - it may as well be an auto-battler. The dev's seem active at least, maybe it will get better over time. For now it feels pretty basic, but well polished.
That moment when a messy inventory suddenly becomes a working build is extremely satisfying.
Unfortunately between the bought reviews and boring repetitive gameplay, I have to give it a thumbs down.
decent bones, but runs feel slow and dry after a while. not much content
bad
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
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