
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 723 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I finished all three difficulties for all four characters in about 10 hours. The enemy variety is very low, and most runs feel exactly the same. Building the boss isn't interesting because the choices are either A. more tanky and more damage or B. **** you up so you always end up building the same boss. There are some interesting/good items that are so annoying to use its better to just take something else (item rotates by itself and vanishes after 5 battles). But then again, all items are just stat sticks so its just a matter of unga bunga big number is better. Higher difficulties just makes mobs harder, and there is no changes in the story. Fully clearing a character doesn't mean anything. After finishing everything its just a grind to unlock every item, which you don't really need to do because you already finished the game, so what's the point - especially potions which all have worse effects than what you get by default so you will just be diluting your own pool of good potions. And then there is the matter of Chaos - a stat only used by one character. It literally doesn't do anything for anyone else. I don't know, I played it because I was bored and hoping there was some interesting end game that unlocks but alas, I would not recommend this game in its current state. If you have time to kill and already played other games like slay the spire, binding of isaac, backpack battles etc. then I guess for the price its okay.
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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 725 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The start is fun, you play for an hour thinking it's good and has things to experience... then you realize it's just that first hour on repeat.....
Feels like a mashup between "Backpack Hero" mechanics and "Slay the Spire" type progression. However, as other mentioned, it feels really shallow (as did backpack hero, to a lesser degree so far). There's not much to think about except the inventory mechanic ; after that, spam attack and bravo, you won. Also, the lore so far feels very vague and meh, which doesn't help the case for the game. I hope the dev can find ways to make this game fun for more than 2-3 runs.
Good ideas, bad execution. Build diversity is basically zero. Fight are boring, barely any strategy involve; just stack one type of item and give it a go.
this game is super shallow as a roguelike. the stats are all basic number tweaks, there's only four characters and three types of damage, and none of the systems hooked me. None of the loot was all that interesting. Everything is so oddly shaped as well that there weren't a lot of satisfying "man im glad i got that to click" moments either like you have in other backpack games, and no "if i build around that, that could be super fun!" moments either like you find in StS, across the obelisk or any other roguelike. Very basic and shallow. I do like the art though, I'll give it that I guess. I am writing this review as it has come to my attention that the dev has purchased positive reviews. I'm not one to usually write reviews, but I DID have a negative experience with this game so I thought it only fair to share that. My review and opinion of the game is standalone and separate from that information.
ビジュアルとゲーム性は好みですが、ゲームバランスがゴミすぎるため現状はBAD評価です。 他人には絶対お勧めできない。体験版で十分です。 一番ストレスだったのは、最大HPを盛って1000程度にして最終戦挑んだ際にボスのクリティカルヒットで1150ダメージを食らって即敗北したこと。戦術とか編成とか色々時間をかけて練ってもワンパン(しかもクリティカル)で終わるのは正直全く面白くない。クソ運ゲーです。 あと、難易度Ⅱ以降の難易度設定雑すぎ。クリティカルヒット率とかバフで上がってないのに敵のクリティカル率とクリティカルダメージ高すぎでは? 開発者はボスの棘強化ありで勝ったことある?テストプレイした?と感じるほど理不尽でストレスがマッハ過ぎて初見以外は棘強化を選んだことがありません。敵の棘は一回のみにするとかターンごとに半分ずつ減少とか改善希望、そもそも棘ダメージがHPに比べて高すぎるのが良くない。 現状クソな点 ・マナの消費量/自動回復のバランスが悪い(通常敵にスキルを使っている余裕がない) ・アイテムでかすぎ、変な形多い(デッドスペースが多すぎてインベントリ管理の楽しさ半減、このまま進めるならもう一回りスペースが欲しいところ) ・聖騎士のAIバカすぎ(仕様上仕方がないが、HPミリの敵がいるのに味方キャラを微量に回復し続ける行動を最優先してジリ貧になるケースが多発) ・ボス強すぎ(あまりにもクソボス過ぎてリプレイ性が低すぎ) 素材は悪くないため、今後の修正に期待。
Español - Spanish: Lootbound es un roguelite táctico que engancha con su sistema de loot y combate por turnos, pero también tiene sus tropiezos. Lo mejor: el combate es intenso y cada decisión pesa, el inventario tipo Tetris es adictivo, las builds y compañeros le dan variedad, la atmósfera oscura y el arte llaman la atención, y la progresión hace que cada run tenga sentido. Lo peor: la historia brilla por su ausencia, el azar puede arruinarte una partida, el grindeo inicial se siente repetitivo, y algunos jugadores notan que las mecánicas no evolucionan lo suficiente. Jugué poco más de dos horas y ya me siento como un mercader medieval con síndrome de diógenes, cada pedazo de loot parece la clave de la victoria hasta que un hongo mutante me recuerda que la suerte manda, el combate es un ajedrez oscuro con dados invisibles, la narrativa ni aparece pero la tensión de cada run te mantiene pegado, si no te gusta perder por culpa del RNG mejor buscá otro juego, pero si te gusta sufrir con estilo Lootbound es un buffet de frustración y gloria en partes iguales. 8/10. -------------------------------------------------------------------------------------------------------------------- English - Inglés: Lootbound is a tactical roguelite that hooks you with its loot system and turn-based combat, but it also stumbles along the way. The good: combat is intense and every decision matters, the Tetris-style inventory is addictive, builds and companions add variety, the dark atmosphere and art are striking, and progression makes each run feel meaningful. The bad: the story is practically nonexistent, luck can ruin a run, the early grind feels repetitive, and some players notice the mechanics don’t evolve enough. I played just over two hours and already feel like a medieval merchant with hoarder’s syndrome—every piece of loot seems like the key to victory until a mutant mushroom reminds me that luck rules. Combat is a dark chess match with invisible dice, the narrative doesn’t even show up, but the tension of each run keeps you glued. If you hate losing because of RNG, look elsewhere; but if you enjoy suffering in style, Lootbound is a buffet of frustration and glory in equal measure. 8/10.
アートスタイルも好みだし、面白いとはおもうけど、結構引っかかるところがある。 戦利品管理で装備品の形がやたら突起しているものが多いのに裏返せなかったり、味方AIがバカだったり。 運要素が強いせいで構築の幅が少なくなっている。 それに何で戦闘画面でキャラクターが敵の方向じゃなくて私たちの方向を向いているの? スレスパのように何百時間も溶かされるのかと思ったけれど、今のところその心配はないかも。 まだリリースして間もないので、今後のアプデに期待する。
Lootbound ist im Kern kein Rundentaktik-Spiel, sondern ein Packpuzzle. Alles, was ins Raster passt, ist ausgerüstet, und die Gegenstandsauren machen aus der Anordnung den eigentlichen Build. Ein Item ein Feld weiter, und der ganze Charakter fühlt sich anders an. Dafür bin ich geblieben. Der Kampf hält da nicht mit: eine Fähigkeit pro Runde, die Begleiter handeln allein und verballern Mana an fast toten Gegnern, ein Schnellvorlauf für die Animationen fehlt komplett. Der Zufall war zum Start mein größtes Problem, verpatzter Wurf gleich leere Hände. Mit 1.1.5 und 1.1.7 hat ArtDock genau das entschärft, jetzt gibt es garantierte Belohnung oder bewusst würfeln. Wer das Spiel frustriert weggelegt hat, sollte nochmal reinschauen. Für 14,99 Euro bekommt man ein süchtig machendes Inventar-Puzzle mit toller Pixel-Art, aber wenig Abwechslung bei Biomen und Gegnern. Nach rund zehn Stunden hat man das Grundgerüst gesehen. + Auren-Raster, Pixel-Art, kurze Runs, sehr schnelle Patches - simpler Kampf, kein Speed-up, Begleiter nicht steuerbar, dünner Content
This game is not as hard or as RNG heavy as many of the reviews make it out to be. I will offer some tips of what I have ended up doing and, at this point, have not lost a run for the past 10 tries; Buy a dice that gives bonuses on something that you prefer. I would recommend collectors as strong chest items can breeze you through portions of the game but blacksmith or training can be a good option too. Learn to throw things away. Items you get from the subsequent zones will always be more powerful than ones from the previous. Either being smaller or better stat buffs. That golden hammer you got in area 1? Probably not as good as a white item in area 3. In a similar theme- Learn to take lesser loot. The gold items are cool and powerful sure, but if you have nothing to combo off them or need to toss things to make it work the value drops. Sometimes a blue staff that gives 100 vamp is better than a mantle twice the size that you struggle to fit. Use consumables. I personally always pick dust or mushroom and use them on elites, they end up being easier than normal fights. Which leads me on to- Do elites as much as you can. It is a guarantee of 2 items of blue or higher quality, very often being gold. This is where the consistency of your power gain will come from. However the huge spikes will be- Shrines. I overlooked them at the start because "Ew I need to pay 1/4 of all my mana?" but then you look at the stuff you get. +40 chaos, +90 on both crush and slash, +30 Order, -4 acid and -4 initiative. They are immensely powerful when you stack up their auras, even more on items with double aura gain. A source of fury and/or corruption. You will always end up with either the Jester or the Witch, both of these are capable of applying one or the other. They infinitely scale. Cast your 400 corruption on the boss for 3 rounds and now you're doing an additional 1.2k damage per hit on every character. Elites die in 2-3 rounds, bosses can die in 4-5. These are what I would primarily recommend. I have only really spent my shards on the 1 dice I use and then buffing up my characters in a bit of a spread, focusing the person I was pushing to difficulty 3 on first. I was able to clear difficulty 3 with no deaths usually when 2 or 3 stats were maxed out and not usually the most expensive ones. All in all it's a solid game for the price and I recommend it fully. It definitely lacks some depth and the extremes of RNG can really be annoying. Losing a run to a dodge into a crit on a random target attack for instance.
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