
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 | 77% | — | $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 728 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Together with the stylish pixelart and intuitive interface, it turns out to be quite an exciting game!
Only played a couple runs, so maybe I'm missing out on some later content, but so far I wouldn't suggest this game. I know a lot of people had issues with the rng of getting items, but honestly that isn't really the issue for me. I find the game to just be a stat dump game with no real strategy. There are not many actual stats, no cool item combos, nothing that changes or helps abilities. It's just all stats. You get some equipment and replace older worse equipment and get more stats. Sometimes you have to move some stuff around because your hat makes all armor better. But it's just more stats. For me that doesn't make for interesting gameplay. The battles themselves are ok. You can hover over the enemies to see who they will target every turn. The strategy kind of ends there though, most of the time they just beat on your tank and your dps guys damage the enemies. If you have good stats though, it's easy. There aren't many enemies that make you think. It's just kill them and hope they don't kill you. Sometimes you use an ability that makes it easier. TLDR - The game is too simple. Simple mechanics, simple battles. It feels like a numbers go up game, but there are only like 12 numbers.
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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 730 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Worse than Elden Ring DLC
Neutral Review: I saw the inventory system and purchased instantly. I love games like Backpack Hero, Backpack Battles and Deadly Days Roadtrip, so the inventory shape management type system was enticing. I did enjoy my first few runs unlocking higher difficulties and new party support spells. Beyond that there doesn't feel like a ton of difference between runs/characters/difficulties in your strategy or fights. The items seem lacking in number and variety overall. After only a handful of rounds I feel like i've seen every item in the game besides some of the ones I haven't paid to unlock yet (6 items total per class, 24 overall. 2 items added to loot pool per biome per character if all are purchased). There are Aura items affecting certain types of items touching it, conditional items that provide an Aura or Linear Aura to certain items if touching a certain side of the bag(top, left, etc.), and rotating Aura items that flip around in your bag each fight but only affect items on 2 of the sides at a time. These effects are all so similar that they end up feeling almost the same during play, I wish there were some more variation in effects or a crafting type system to create upgraded items from what you have. I will probably complete the third difficulty on each class because I like finishing games; but I would not recommend to friends that play similar games unless some updates/content are added. Raising the difficulty didn't really feel any different than my first run sadly. This may be in part to my permanent stat upgrades on characters, but I remember checking the difficulty multiple times in the upper right corner during the run to make sure I was really on the hard mode. The battles are missing some complexity. I selected vastly different options for each of my runs for the final boss properties but each final fight felt the same. If you liked the other games mentioned at the top of my review give it a shot, you will likely get some enjoyment from it. Otherwise, there are other options out there if you need your roguelite fix.
There are many different similar roguelike games, but this one stands out due to its pixel art graphics, and they’re of good quality — which doesn’t put you off but rather draws you in. The gameplay is interesting.
The game only has 3 maps, each with around 5–6 enemies. Heroes have 6–7 skills, but most feel like slight variations of the same 3 abilities. Combat requires almost no strategy. Spam attacks, and if the enemy is strong, use a potion. On higher difficulties, good gear means you win; without it, you might lose. The dice system also makes you prefer locations with guaranteed rewards over ones that require a roll. The game needs more maps, enemies, and meaningful abilities. Enemies should have mechanics that force you to read what they do and adapt your strategy, which would also make a greater variety of hero skills necessary. Part of the art is good, but the enemies don't look great for example.
did some runs ... the game is not bad, but it also is not the next big Indie hit. I would've given a positive review but since they manipulated the Steam reviews by offering the players to refund the buying price for positive reviews, I have to not recommend this.
Easy, simple, might look nice but lacks any depth. Not worth the money right now.
I absolutely love this game. It's a nice, down to earth, roguelite, deckbuilderish (in a manner of equipment management in my opinion) gem. From grinding the three different difficulties to reading all of the lore and the interactions between each of the characters, all of it was entertaining. Ran buttery smooth and I only noticed one bug. The autosave feature will sometimes save wrong and force you to replay an encounter you had already cleared causing your equipment to change or allowing you to forcefully cheese a better roll in your run. Lastly, I don't have 57 hours on this game. It's more accurate to say I beat it in 21 to 22 hours; the other accumulated time is from me being afk. PS - gameplay footage on my Youtube channel @ senpainapple thank you.
This had me engaged for a chunk of time until I beat the first difficulty for each hero. As soon as I crossed that threshold, it became painfully obvious that there wasn't any more to the game than I had already experienced beyond some lore unlocks which simply weren't worth repeating the same experience. I was probably more engaged than many other players because I haven't actually dabbled in inventory management games and this felt novel to me but that novelty fell off pretty quick. It's a shame because there's some good elements here and you can tell the devs wanted to make an interesting game, they just didn't do anything to make further difficulty scaling actually augment the basic play experience.
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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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