
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 | 76% | — | $684.4K |
| $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 743 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
After the balance patches on the first week of the launch the game is pretty solid. The loot mechanic is fun, i just wished that we had more small items so that we could fill the hole inventory. I do think the game could had more bosses, the idea to build the final is cool but doesn’t replace a boss on the first and second areas.
I really liked it, but the first descents will be a bit tough. The main thing is not to rush and level up all the skills gradually, although you can try to level up as much as possible right away. It’s worth a try; have fun playing!
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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 745 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is a really fun game! The item management is interesting, and the gameplay loop is rewarding. For $10-15 it is an excellent deal and I recommend it! There are a few QOL issues though. I know this just launched, and I'm not sure if the developers are actively working on this game, but here are my thoughts: - There is no way to view the map when you're trying to make a decision - it would be nice to be able to make decisions based on the path you're on. - Same with your abilities and tooltips - they are only available during combat, and only on your turn. So no checking your character for synergies while organizing your items. - Build variety initially seems pretty open, but there does seem to be a "right" way to play, which is less exciting. For instance, building for Chaos is FAR superior than building for Acid Damage. - I'd also like to see a bit more variety in effects - all auras are either for Weapons, Armor, or the class specific version of those. One class of aura rotates. That's the end of the variety there. It would be cool to see more conditionals or unique effects (apply this debuff when you deal damage, remove debuffs on allies when casting buff, etc.) Just a few changes would take this from a 15 hour game to a 120 hour game for me!
Honestly, Lootbound is way more addictive than it has any right to be if you like inventory management. Fitting gear together like Tetris to trigger item synergies feels super satisfying, even if the difficulty drops off once you figure out a working build. It's a solid, casual roguelite to sink a few chill hours into.
Игра стоит своих денег. Одна из лучших стратегических игр, в которые я когда-либо играл. Рекомендую
Joguinho top pra jogar na daily
Definitiv ein "Ja, aber"! Das Spielsystem ist super, die Mechaniken klar, die Charaktere verständlich und es macht unfassbar viel Spaß. Ich konnte es nicht weglegen, bis ich jetzt bei 100% war, ABER... Das Spiel wird relativ schnell repetetiv. Da ich auch gerne Incrementals spiele, passte das für mich ganz gut, mehr als meine ~35h Spielzeit wären für mich jetzt aber nicht drin. Einige QoL Updates würden dem Spiel gut tun: - Mehr Kontrolle über die Begleiter - Ein einstellbares Amimations Tempo - Eine Markierung, welche Items man noch nicht mitgenommen hat wäre cool, damit das Sammelalbum irgendwie zu vervollständigen ist. - Ich würde gerne auf der Karte Dinge markieren können - Esc zum beenden von Detailansichten, Ablegen von Gegenständen, verlassen von Unter-Menüs und Co, statt damit direkt ins "möchtest du das Spiel verlassen"-Menü zu kommen - Viele der Unlockable Items sind schwächer, als man glaubt. Hier einstellen zu können, ob man die im Pool haben will, oder nicht wäre grandios Zusätzlich fehlt es dem Spiel an Informationen, die mehr als Lore sind: - Ich will im Kampf auf die Karte schauen können um abschätzen zu können, ob sich mein Trank gerade lohnt, oder ob ich ihn aufheben muss - Warum darf ich während der Gegner angreift meine Spells nicht lesen? - Warum darf ich die Spells nur im Kampf lesen? (Auch im Hub nicht) - Warum kann ich selbst im Hub außerhalb der Kämpfe die Consumables nicht mit genauen Werten lesen? (und grundsätzlich nur die, die ich freischalten muss/kann?) - Eine genauere Übersicht Und zu guterletzt fehlt einiges an Content um das Spiel langfristig spannend zu halten: - Mehr Schwierigskeitsgräde - Mehr Charaktere - Gegner mit unterschiedlichen Angriffsmustern - spannendere Items und Kombinationen - Ne Möglichkeit das Inventar zu vergrößern, oder die Form von Items anzupassen wäre spannend - Maybe beim Schmied? All in all ist es ein wirklich, wirklich gutes Grundspiel. In der Post-Release Roadmap wurden noch einige Dinge versprochen, die aktuell nicht da sind. Für 15€ finde ich persönlich das Spiel jetzt schon gut, aber definitiv ausbaufähig. Klare Empfehlung für alle, die backpack Heroes, Slay the Spire und/oder Pixelspiele mögen.
A fiasco. At release, this was a promising game: great art, an immersive setting, and challenging, albeit somewhat undercooked, gameplay. Then came an influx of negative reviews, and the developers responded by dumbing the game down dramatically, to the point that it became trivially easy. Since then, no meaningful updates. Truly a shame.
An excellent roguelike with an unusual loot mechanic, where you need to spend a lot of time in the inventory to perfectly arrange the looted equipment in order to achieve the character’s maximum stats. Otherwise, it’s a standard story: you choose branches that may contain mobs or bonuses, and after the run, you level up various improvements. If you’re a fan of this kind of thing, I recommend at least trying it out — especially since it’s on sale right now.
What seemed like a good concept fell apart when it came to execution. That’s exactly how I’d describe this game. A pleasant, though not entirely original, art style combined with an interesting mix of mechanics—that’s what this game is trying to sell itself on. But what’s really behind it all? In short, it’s a game that lacks depth in its game design. The gameplay loop involves facing, instead of a boss at the end of each level, a choice between two parts of the final boss—often very similar—which you might never even see in theory if you lose somewhere along the way. (Although they could have let you fight them, or some kind of guardian, to give you a sense of achievement and progress). There’s a lack of variety across all levels—character skills, enemy skills, items, and so on. You can read more details in other reviews. On a personal note, I’ll point out the “brilliant” system where items automatically shuffle after every battle, which means I either have to constantly manage my inventory (which isn’t always possible given the item shapes and the fact that there are bonuses for placing them on the edge), or just accept the randomness of my build. Another disappointment is the quality of the dialogue. No matter how the relationships between companions develop later in the story, it all starts with nothing more than ordinary insults and complete misunderstanding. And I’m not saying it’s a bad plot; I’m saying it wasn’t written by a screenwriter. It’s so dry, it feels like it was generated by simple AI algorithms. Although who knows how much of this game is actually handcrafted... And finally, the controversy over the review—that’s just the last straw. In conclusion, I’d like to say that I might play a future, more substantial and deeply thought-out version of this game, but for now, all I can do is warn people and tell the developers that it’s not enough to just borrow a bunch of great mechanics from different games and combine them with a layer of art design—you still need to work very hard to ensure that every part of your creation feels meaningful.
Selling now
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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.
Players also reviewed
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