Fiche du jeu / ROGUE BY ROGUELoot River
Texte original · AnglaisExplore 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.
Notre note
Classé après évaluation des cinq critères
Jeu répertorié. Évaluation à venir.
Ce jeu n’a pas encore été évalué selon nos cinq critères. Consultez ses informations et les documents externes en attendant.
Critiques vidéo
Critiques et analyses sur YouTube et Bilibili, dans toutes les langues. Ouvrez la vidéo originale pour la regarder.
D’autres voix, à titre indicatif.
Les critiques tierces et documents communautaires archivés peuvent concerner différentes versions. Les avis et notes externes sont présentés séparément. Consultez les vidéos originales pour leur contexte complet.
Synthèse des discussions
Texte original · AnglaisA 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.
Texte original · AnglaisLoot 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.
Ce que les joueurs apprécient
- Texte original · AnglaisThe 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)
- Texte original · AnglaisDark, atmospheric pixel art and an intense soundtrack are the most consistently complimented production elements
- Texte original · AnglaisCombat, once learned, is described as engaging and well-paced, with parrying and dodge timing rewarding skill
- Texte original · AnglaisBosses are said to have distinct mechanics instead of reskinned patterns
- Texte original · AnglaisBuild variety: many weapons, spells and armour pieces plus multiple routes through levels encourage experimentation
- Texte original · AnglaisAn easy/accessibility mode lets players learn the unusual controls and difficulty curve, and modifiers can raise difficulty back up
- Texte original · AnglaisShort, 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
Ce que les joueurs critiquent
- Texte original · AnglaisCombat is frequently called clunky, with janky collisions and sloppy hitboxes; one Steam reviewer called it some of the worst combat they had played
- Texte original · AnglaisBugs 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
- Texte original · AnglaisLoot and weapons feel samey (many weapons differ mainly by element and scaling) and meta-progression is very shallow for a game named Loot River
- Texte original · AnglaisNot 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
- Texte original · AnglaisStory and lore are described as boring or forgettable, and endings unfulfilling
- Texte original · AnglaisVisual clutter and poor visibility during fights make it hard to read the action and spot drops (LEVEL, Metacritic user reviews)
- Texte original · AnglaisStamina and parry-heavy design irritates players who wanted fast, fluid roguelike combat
- Texte original · AnglaisFloating-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)
Caractéristiques distinctives
- Texte original · AnglaisTetris-like shifting floor: the map itself is an active weapon and puzzle that you rearrange in real time while fighting
- Texte original · AnglaisMarketed and reviewed as Dark Souls meets Diablo meets Tetris (The Games Machine, Hardcore Gamer)
- Texte original · AnglaisYou control character movement, attacks and platform pushing at once, which makes controller play close to mandatory
- Texte original · AnglaisFlooded-ruin setting with procedurally generated labyrinths, a narrative thread and multiple routes
- Texte original · AnglaisSoulslike stamina/parry combat inside a fast roguelite loop, with easy mode and modifiers to tune difficulty
Points qui divisent
- Texte original · AnglaisIs it a souls-like or a roguelite? Players who expected fluid roguelike combat bounced off; those expecting deliberate soulslike combat loved it
- Texte original · AnglaisDifficulty and easy mode: some say easy mode is essential to learn it, others say hard mode is only frustrating, not rewarding
- Texte original · AnglaisLength and price: fine at $1-4 on sale, but many say too little content at the $20-25 launch price
- Texte original · AnglaisCritics scored it far higher (74 average) than Metacritic users (5.1, just 13 ratings) and Steam players (about 67% positive)
Répétition et contraintes
- Texte original · AnglaisBlock-shifting puzzles can stall the pace when you are stuck trying to progress, especially when repeated across runs
- Texte original · AnglaisStamina management and the delayed parry window frustrate players who find it punishing for any misstep
- Texte original · AnglaisUnlock/meta loop feels thin, so repeated runs can feel repetitive once the hook wears off
- Texte original · AnglaisNeeding five keys to open gates and other progression gates feel grindy to some players (Steam community thread)
- Texte original · AnglaisKeyboard and mouse play is widely called awkward, so a controller is effectively required
Améliorations espérées
- Texte original · AnglaisFix 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
- Texte original · AnglaisMake loot more interesting and weapons more distinct, with deeper meta-progression
- Texte original · AnglaisAdd more content and gameplay variety, especially mid-run, which GRYOnline.pl and Steam users both allude to
- Texte original · AnglaisImprove combat readability, hitbox cleanliness and enemy attack/parry timing; some parry-only enemies are said to be nearly impossible to hit
- Texte original · AnglaisFix level layouts where the floating mechanic leaves no route forward, and reduce time lost to block-puzzle stalls
- Texte original · AnglaisBetter regional pricing and storefront reach (Steam users ask about Argentina pricing and a GOG release)
Texte original · AnglaisLaunched 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.
Sources communautaires
- Texte original · AnglaisLocal file of top helpful positive and negative English Steam reviews (used for best/worst/tedious points and price, length and bug specifics) ↗
- Texte original · AnglaisLocal Steam metadata: release date, price, publishers, 67% positive Mixed, tags, owner and revenue estimates ↗
- Texte original · AnglaisMetascore 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) ↗
- Texte original · AnglaisIndividual critic review list including Hardcore Gamer 90, Game Informer 85, Gaming Nexus 80, Hobby Consolas 80, Noisy Pixel 75, IGN Italia 70 ↗
- Texte original · AnglaisMetacritic user review themes: clunky combat, poor visibility, repetitive puzzles, bugs, early-access feel ↗
- Texte original · AnglaisSteam community thread titles: bugs, controller remap bug, is it still in development, regional pricing, GOG request, 5 keys to open the gate ↗
- Texte original · AnglaisEstimated gross and net revenue for Loot River (Boxleiter-based estimate) ↗
- Texte original · AnglaisSteam store page (age-gated when fetched; review counts taken from local steam_data.json) ↗
Commentaires archivés du créateur 1
Ces synthèses tierces reposent sur des sous-titres automatiques et peuvent contenir des erreurs de transcription ou d’interprétation.
Texte original · AnglaisTier list Part 1 (2023)
Texte original · AnglaisLoot 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.
Ce que le créateur apprécie
- Texte original · AnglaisUnique gimmick of controlling both your character and the water platforms you stand on
- Texte original · AnglaisArt style and strong adventure vibe
- Texte original · AnglaisUnique events and bosses are exciting to discover
- Texte original · AnglaisSkill-heavy; learning to control character plus platform is initially confusing but rewarding
- Texte original · AnglaisEnjoyed seeing the different bosses and biomes
Problèmes relevés par le créateur
- Texte original · AnglaisCombat portion gets repetitive and boring
- Texte original · AnglaisOne of the grindiest games he has played; unlocks require many runs and gear barely does anything
- Texte original · AnglaisFirst floor has few, repeating enemies and few unique spells, so early builds and maps feel identical for hours
- Texte original · AnglaisSome bosses feel unbalanced: easy to cheese yet able to one-shot you
- Texte original · AnglaisSlow to get to the fun parts; feels like it should be a puzzle game but does not play like one
Observations sur la conception
- Texte original · AnglaisControllable floating platforms as the core mechanic, making movement and positioning a puzzle-like layer
- Texte original · AnglaisDesign lesson: a great gimmick needs deeper content variety and faster progression to support it


