Ficha del juego / ROGUE BY ROGUELoot River
Texto original · InglésExplore procedurally generated labyrinths in this challenging, narrative-rich roguelike. Master deep combat. Slide blocks of ancient ruins. Defeat bestial abominations. Loot, level up, strategize, fight, die and wake up anew. Unlock the secrets of the Loot River. Immortality is a bittersweet gift.
Nuestra puntuación
Entra en la clasificación al evaluar las cinco dimensiones
Juego registrado. Análisis próximamente.
Este juego aún no se ha evaluado en las cinco dimensiones. Mientras tanto, consulta sus datos y el material externo.
Reseñas en vídeo
Reseñas y análisis de YouTube y Bilibili en todos los idiomas. Abre el vídeo original para verlo.
Otras voces como referencia.
Las reseñas de terceros y los materiales de la comunidad archivados pueden corresponder a versiones diferentes. Las opiniones y notas externas se muestran por separado. Consulta los vídeos originales para conocer todo el contexto.
Resumen de la comunidad
Texto original · InglésA pixel-art dark-fantasy action roguelite from straka.studio (published with SUPERHOT PRESENTS) where you slide the floating floor tiles of flooded ruins Tetris-style while fighting in stamina-based, souls-flavoured combat.
Texto original · InglésLoot River landed as a 'fascinating idea, uneven execution' game. Critics were mostly positive (Metacritic 74 from 21 reviews, with scores ranging from 100 down to 40), praising the tile-sliding hook, art and music, while Steam players are Mixed (about 67% positive from roughly 464 reviews) and Metacritic users are lower still at 5.1 (only 13 ratings). The recurring split is between people who click with the soulslike parry/stamina combat and block-shifting puzzle layer, and people who find it clunky, shallow in loot and meta-progression, and buggy. It is a finished 1.0 release (May 2022, Windows only; also appears on Game Pass per a Steam reviewer), but a Steam community thread asks whether it is still being developed, so post-launch support looks quiet. It is now regularly bought for a dollar or a few dollars on sale, and reviewers tend to say it is worth that, not the $25 launch price.
Lo que elogian los jugadores
- Texto original · InglésThe tile-sliding mechanic: pushing floating landmasses to bridge gaps, isolate enemies, create chokepoints or escape is praised as a genuinely fresh twist (God is a Geek, Hardcore Gamer, many Steam reviews)
- Texto original · InglésDark, atmospheric pixel art and an intense soundtrack are the most consistently complimented production elements
- Texto original · InglésCombat, once learned, is described as engaging and well-paced, with parrying and dodge timing rewarding skill
- Texto original · InglésBosses are said to have distinct mechanics instead of reskinned patterns
- Texto original · InglésBuild variety: many weapons, spells and armour pieces plus multiple routes through levels encourage experimentation
- Texto original · InglésAn easy/accessibility mode lets players learn the unusual controls and difficulty curve, and modifiers can raise difficulty back up
- Texto original · InglésShort, replayable runs (roughly 5-10 hours to beat, 10-15 for 100%) and a low sale price make it easy to recommend as a change of pace
Lo que critican los jugadores
- Texto original · InglésCombat is frequently called clunky, with janky collisions and sloppy hitboxes; one Steam reviewer called it some of the worst combat they had played
- Texto original · InglésBugs can ruin runs: enemies that lock platform movement can stay in effect after they die, and a boss was knocked outside the arena barrier, forcing restarts
- Texto original · InglésLoot and weapons feel samey (many weapons differ mainly by element and scaling) and meta-progression is very shallow for a game named Loot River
- Texto original · InglésNot much content: several players felt they had seen nearly everything in one or two runs, and Screen Rant scored it 40 saying it feels like an Early Access product
- Texto original · InglésStory and lore are described as boring or forgettable, and endings unfulfilling
- Texto original · InglésVisual clutter and poor visibility during fights make it hard to read the action and spot drops (LEVEL, Metacritic user reviews)
- Texto original · InglésStamina and parry-heavy design irritates players who wanted fast, fluid roguelike combat
- Texto original · InglésFloating-block mechanic sometimes leaves no route forward, and most weapons are slow, so players feel pushed to abuse parry or die often (Steam negative reviews)
Características distintivas
- Texto original · InglésTetris-like shifting floor: the map itself is an active weapon and puzzle that you rearrange in real time while fighting
- Texto original · InglésMarketed and reviewed as Dark Souls meets Diablo meets Tetris (The Games Machine, Hardcore Gamer)
- Texto original · InglésYou control character movement, attacks and platform pushing at once, which makes controller play close to mandatory
- Texto original · InglésFlooded-ruin setting with procedurally generated labyrinths, a narrative thread and multiple routes
- Texto original · InglésSoulslike stamina/parry combat inside a fast roguelite loop, with easy mode and modifiers to tune difficulty
Opiniones divididas
- Texto original · InglésIs it a souls-like or a roguelite? Players who expected fluid roguelike combat bounced off; those expecting deliberate soulslike combat loved it
- Texto original · InglésDifficulty and easy mode: some say easy mode is essential to learn it, others say hard mode is only frustrating, not rewarding
- Texto original · InglésLength and price: fine at $1-4 on sale, but many say too little content at the $20-25 launch price
- Texto original · InglésCritics scored it far higher (74 average) than Metacritic users (5.1, just 13 ratings) and Steam players (about 67% positive)
Repetición y obstáculos
- Texto original · InglésBlock-shifting puzzles can stall the pace when you are stuck trying to progress, especially when repeated across runs
- Texto original · InglésStamina management and the delayed parry window frustrate players who find it punishing for any misstep
- Texto original · InglésUnlock/meta loop feels thin, so repeated runs can feel repetitive once the hook wears off
- Texto original · InglésNeeding five keys to open gates and other progression gates feel grindy to some players (Steam community thread)
- Texto original · InglésKeyboard and mouse play is widely called awkward, so a controller is effectively required
Mejoras esperadas
- Texto original · InglésFix the soft-locks and bugs (persisting platform locks, bosses leaving arenas, controller remap double-inputs) and keep polishing; players ask whether development is still active
- Texto original · InglésMake loot more interesting and weapons more distinct, with deeper meta-progression
- Texto original · InglésAdd more content and gameplay variety, especially mid-run, which GRYOnline.pl and Steam users both allude to
- Texto original · InglésImprove combat readability, hitbox cleanliness and enemy attack/parry timing; some parry-only enemies are said to be nearly impossible to hit
- Texto original · InglésFix level layouts where the floating mechanic leaves no route forward, and reduce time lost to block-puzzle stalls
- Texto original · InglésBetter regional pricing and storefront reach (Steam users ask about Argentina pricing and a GOG release)
Texto original · InglésLaunched May 3, 2022 on Steam (Windows, $24.99) with SUPERHOT PRESENTS as co-publisher; critics were generally warm on the concept while Steam settled at Mixed and Metacritic user score ended at 5.1. Metacritic's 74 comes from 21 critics; user reviews there cite clunky combat, poor visibility, repetitive puzzles and an unfinished feel. Steam reviews continue to arrive years later (through 2026), often praising it as a cheap, short, flawed-but-interesting pick from a first-time studio, and commonly noting it was picked up for about $1-4 on sale or via Game Pass. The Steam discussion board shows reports of many bugs, a controller-remap double-input bug, requests for a GOG release and regional pricing, and a thread asking whether the game is still actively developed. One Steam reviewer says expectations were set wrongly by a souls-focused YouTuber recommendation and that the game is a shallow-progression roguelite, not a souls-like. OpenCritic score could not be retrieved: web search budget was exhausted and the direct OpenCritic URL guesses did not resolve, so it is left null. Reddit and several outlet URLs (PC Gamer, Screen Rant, Game Informer, IGN) were blocked or 404.
Fuentes de la comunidad
- Texto original · InglésLocal file of top helpful positive and negative English Steam reviews (used for best/worst/tedious points and price, length and bug specifics) ↗
- Texto original · InglésLocal Steam metadata: release date, price, publishers, 67% positive Mixed, tags, owner and revenue estimates ↗
- Texto original · InglésMetascore 74 from 21 critics, user score 5.1, critic blurbs (LEVEL 100, The Games Machine 85, God is a Geek 75, Multiplayer.it 70, GRYOnline.pl 60, Screen Rant 40) ↗
- Texto original · InglésIndividual critic review list including Hardcore Gamer 90, Game Informer 85, Gaming Nexus 80, Hobby Consolas 80, Noisy Pixel 75, IGN Italia 70 ↗
- Texto original · InglésMetacritic user review themes: clunky combat, poor visibility, repetitive puzzles, bugs, early-access feel ↗
- Texto original · InglésSteam community thread titles: bugs, controller remap bug, is it still in development, regional pricing, GOG request, 5 keys to open the gate ↗
- Texto original · InglésEstimated gross and net revenue for Loot River (Boxleiter-based estimate) ↗
- Texto original · InglésSteam store page (age-gated when fetched; review counts taken from local steam_data.json) ↗
Comentarios archivados del creador 1
Los resúmenes de terceros basados en subtítulos automáticos pueden contener errores de transcripción o interpretación.
Texto original · InglésTier list Part 1 (2023)
Texto original · InglésLoot River is a top-down action roguelike where you fight while also moving the shifting platforms floating on water beneath you. He loves the gimmick, art style and the adventure side (events, bosses, biomes), but finds the moment-to-moment combat repetitive and the game extremely grindy. Early runs repeat the same floor, enemies and spells for hours, and some bosses are cheesable or one-shot you. He calls it underwhelming and feels it could have been really interesting with more time and different design approaches, placing it in a high position of a lower tier.
Lo que elogia el creador
- Texto original · InglésUnique gimmick of controlling both your character and the water platforms you stand on
- Texto original · InglésArt style and strong adventure vibe
- Texto original · InglésUnique events and bosses are exciting to discover
- Texto original · InglésSkill-heavy; learning to control character plus platform is initially confusing but rewarding
- Texto original · InglésEnjoyed seeing the different bosses and biomes
Problemas señalados por el creador
- Texto original · InglésCombat portion gets repetitive and boring
- Texto original · InglésOne of the grindiest games he has played; unlocks require many runs and gear barely does anything
- Texto original · InglésFirst floor has few, repeating enemies and few unique spells, so early builds and maps feel identical for hours
- Texto original · InglésSome bosses feel unbalanced: easy to cheese yet able to one-shot you
- Texto original · InglésSlow to get to the fun parts; feels like it should be a puzzle game but does not play like one
Observaciones de diseño
- Texto original · InglésControllable floating platforms as the core mechanic, making movement and positioning a puzzle-like layer
- Texto original · InglésDesign lesson: a great gimmick needs deeper content variety and faster progression to support it


