
Set in a series of procedurally generated labyrinths, Loot River is a dungeon crawling action roguelike that combines tense, real-time combat and dark fantasy settings with spatial block-shifting.
Prepare to journey down an otherworldly river in search of knowledge and loot! Set in a series of procedurally-generated labyrinths, Loot River is a dungeon-crawling action-roguelike that combines the tense, real-time combat and dark fantasy stylings of Dark Souls with the spatial block-shifting puzzles of Tetris. Armed with the power of the Relic, players can shift the ground beneath them, sliding floating ruins together in a series of tile puzzles. As players venture through these endless catacombs, they’ll encounter beasts, lost travellers, and bosses. These cosmic grottos offer a wealth of new weapons and gear to discover, as well as unholy knowledge to unearth for permanent upgrades. Drawn to shards of an unholy relic, wandering nomads have found themselves in a perpetual cycle of life and death, losing their sanity as they journey through endless parallel realities, devouring each other to absorb the knowledge of their fellow travelers. No two journeys are ever the same as countless lost souls float through the Loot River.




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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Sprache | Oberfläche | Ton | Untertitel |
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| Russisch | |||
| Englisch | |||
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| Spanish (LatAm) |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
Edit: The second patch to the game fixed basically all of my gameplay complaints, so now this is a full thumbs up from me, not to mention their swift response to the community giving feedback, absolutely impressed by the studio. Leaving the original text for posterity! ------------------ So my thumbs up does come with some caveats. I debated back and forth for a bit trying to decide because it definitely feels like it needs some patches that apply some TLC, but... overall it does still feel like a complete experience. It's gorgeous as you can see from the screenshots and videos, and the mechanics are fun to puzzle around with most of the time. The hub world feels nestled nicely, the balance of loot and exp to each level feels appropriate, and I felt like I was progressing during each level, getting better, getting loot, etc, I could see my stats taking effect and feel the damage or hp
I really want to like this game, but it just kinda... needs more work. I am fairly certain the devs just ran some 3D models through a 2D pixel filter, and it doesn't work very well. Animations and silhouettes are nearly unreadable most of the time and attacks are unclear, even with the outlines enabled in the options. On top of that, there doesn't seem to be any input queuing so inputs are often just ignored which is extremely frustrating. The player gets stuck on walls when walking next to them, which may be by design but it feels like a bug and it feels awful. The dash animation doesn't really have an animation, it's just a jarring teleport with no indication of a cooldown or anything. Again, it feels like a bug. Combat feels incomplete, using platforms in combat should feel satisfying but instead just feels cheesy. Your own attacks are animation locked and you can't parry or dodge out
Overall the game wasn't worth it - if I'd realized that before the 2h mark, I would've refunded it. Pros: * Innovative platform mechanic gives you refreshing gameplay and creative combat opportunities * Entertaining base gameplay when it works. * Decent variety of equipment and builds, in theory. * Pleasant graphics and aesthetics. Cons: * Several opportunities for you to get stuck in a level with no way to return to where you came from (has happened a few times already), forcing you to forfeit a run and lose your progress and rewards * Buggy input processing (attacks don't register). * Buggy hit detection. * In practice you seldom get good synergies among the random weapon and equipment drops in a run. * Boss difficulty is all over the place - later bosses can be much easier than earlier ones. * Spells are underwhelming overall, meaning the absence of mana regen gives you little to no
the game has great potential, it has a unique play mechanic, however, I think the game shouldn't have been released at this stage, considering all the game-breaking bugs, game/level design issues, and glitches in the game. It is saddening that that game is over a year old but devs still didn't have addressed existing issues. The latest update was about a "feature" release (level editor), which I think is not a priority, considering that most of the players will be stuck in the middle of the game with only the option to restart the entire game from the beginning.
Visually, the game is very nice to look at (except the in-game font, which looks really out of place) and the world design is interesting, but unfortunately the actual gameplay doesn't do it any favors. Combat is rather dull and feels almost pointless - since you have limited healing resources and stages are chock-full of foes, it often seems like the best way to progress is to just skip as much as you can (which is actually shown in the trailer at :40). However, in doing this, you won't get any EXP to level up, so you're technically punished for doing this too. That said, even if you grind your way through the enemies, the fighting itself is very basic - most fights will devolve into either mashing the light attack to stunlock enemies, or abusing a platform to whittle away a tanky foe. There's a dodgeroll, which is obligatory for these Souls-inspired combat systems, but it never feels
This game is absolutely gorgeous. I love the setting, I love the OST and I love the artstyle. The sliding puzzles are fun and a very unique part of gameplay that I've never really seen before. Unfortunately, I seriously cannot recommend this game. The combat is tragically dull, dodging is extremely unsatisfying and seems to actively punish you for rolling into attacks to maintain momentum, and as of the time of this review it boils down to cheesing enemies one by one through either stunlocking or exploiting the moving platforms. It seems like the game is being actively updated, however, and if these issues get addressed in the future, I will gladly buy the game again and most likely enjoy it.
Structured threads, verified dev answers and player expertise without chat noise


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