게임 정보 / ROGUE BY ROGUELoot River
원문 · 영어Explore 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.
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플레이어 의견 요약
원문 · 영어A 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.
원문 · 영어Loot 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.
플레이어가 칭찬한 점
- 원문 · 영어The 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)
- 원문 · 영어Dark, atmospheric pixel art and an intense soundtrack are the most consistently complimented production elements
- 원문 · 영어Combat, once learned, is described as engaging and well-paced, with parrying and dodge timing rewarding skill
- 원문 · 영어Bosses are said to have distinct mechanics instead of reskinned patterns
- 원문 · 영어Build variety: many weapons, spells and armour pieces plus multiple routes through levels encourage experimentation
- 원문 · 영어An easy/accessibility mode lets players learn the unusual controls and difficulty curve, and modifiers can raise difficulty back up
- 원문 · 영어Short, 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
플레이어가 비판한 점
- 원문 · 영어Combat is frequently called clunky, with janky collisions and sloppy hitboxes; one Steam reviewer called it some of the worst combat they had played
- 원문 · 영어Bugs 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
- 원문 · 영어Loot and weapons feel samey (many weapons differ mainly by element and scaling) and meta-progression is very shallow for a game named Loot River
- 원문 · 영어Not 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
- 원문 · 영어Story and lore are described as boring or forgettable, and endings unfulfilling
- 원문 · 영어Visual clutter and poor visibility during fights make it hard to read the action and spot drops (LEVEL, Metacritic user reviews)
- 원문 · 영어Stamina and parry-heavy design irritates players who wanted fast, fluid roguelike combat
- 원문 · 영어Floating-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)
차별화된 특징
- 원문 · 영어Tetris-like shifting floor: the map itself is an active weapon and puzzle that you rearrange in real time while fighting
- 원문 · 영어Marketed and reviewed as Dark Souls meets Diablo meets Tetris (The Games Machine, Hardcore Gamer)
- 원문 · 영어You control character movement, attacks and platform pushing at once, which makes controller play close to mandatory
- 원문 · 영어Flooded-ruin setting with procedurally generated labyrinths, a narrative thread and multiple routes
- 원문 · 영어Soulslike stamina/parry combat inside a fast roguelite loop, with easy mode and modifiers to tune difficulty
의견이 갈리는 점
- 원문 · 영어Is it a souls-like or a roguelite? Players who expected fluid roguelike combat bounced off; those expecting deliberate soulslike combat loved it
- 원문 · 영어Difficulty and easy mode: some say easy mode is essential to learn it, others say hard mode is only frustrating, not rewarding
- 원문 · 영어Length and price: fine at $1-4 on sale, but many say too little content at the $20-25 launch price
- 원문 · 영어Critics scored it far higher (74 average) than Metacritic users (5.1, just 13 ratings) and Steam players (about 67% positive)
반복과 부담
- 원문 · 영어Block-shifting puzzles can stall the pace when you are stuck trying to progress, especially when repeated across runs
- 원문 · 영어Stamina management and the delayed parry window frustrate players who find it punishing for any misstep
- 원문 · 영어Unlock/meta loop feels thin, so repeated runs can feel repetitive once the hook wears off
- 원문 · 영어Needing five keys to open gates and other progression gates feel grindy to some players (Steam community thread)
- 원문 · 영어Keyboard and mouse play is widely called awkward, so a controller is effectively required
기대하는 개선 사항
- 원문 · 영어Fix 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
- 원문 · 영어Make loot more interesting and weapons more distinct, with deeper meta-progression
- 원문 · 영어Add more content and gameplay variety, especially mid-run, which GRYOnline.pl and Steam users both allude to
- 원문 · 영어Improve combat readability, hitbox cleanliness and enemy attack/parry timing; some parry-only enemies are said to be nearly impossible to hit
- 원문 · 영어Fix level layouts where the floating mechanic leaves no route forward, and reduce time lost to block-puzzle stalls
- 원문 · 영어Better regional pricing and storefront reach (Steam users ask about Argentina pricing and a GOG release)
원문 · 영어Launched 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.
커뮤니티 자료 출처
- 원문 · 영어Local file of top helpful positive and negative English Steam reviews (used for best/worst/tedious points and price, length and bug specifics) ↗
- 원문 · 영어Local Steam metadata: release date, price, publishers, 67% positive Mixed, tags, owner and revenue estimates ↗
- 원문 · 영어Metascore 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) ↗
- 원문 · 영어Individual critic review list including Hardcore Gamer 90, Game Informer 85, Gaming Nexus 80, Hobby Consolas 80, Noisy Pixel 75, IGN Italia 70 ↗
- 원문 · 영어Metacritic user review themes: clunky combat, poor visibility, repetitive puzzles, bugs, early-access feel ↗
- 원문 · 영어Steam community thread titles: bugs, controller remap bug, is it still in development, regional pricing, GOG request, 5 keys to open the gate ↗
- 원문 · 영어Estimated gross and net revenue for Loot River (Boxleiter-based estimate) ↗
- 원문 · 영어Steam store page (age-gated when fetched; review counts taken from local steam_data.json) ↗
보관된 제작자의 의견 1
자동 자막을 토대로 작성된 외부 요약에는 받아쓰기나 해석 오류가 있을 수 있습니다.
원문 · 영어Tier list Part 1 (2023)
원문 · 영어Loot 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.
제작자가 칭찬한 점
- 원문 · 영어Unique gimmick of controlling both your character and the water platforms you stand on
- 원문 · 영어Art style and strong adventure vibe
- 원문 · 영어Unique events and bosses are exciting to discover
- 원문 · 영어Skill-heavy; learning to control character plus platform is initially confusing but rewarding
- 원문 · 영어Enjoyed seeing the different bosses and biomes
제작자가 지적한 문제
- 원문 · 영어Combat portion gets repetitive and boring
- 원문 · 영어One of the grindiest games he has played; unlocks require many runs and gear barely does anything
- 원문 · 영어First floor has few, repeating enemies and few unique spells, so early builds and maps feel identical for hours
- 원문 · 영어Some bosses feel unbalanced: easy to cheese yet able to one-shot you
- 원문 · 영어Slow to get to the fun parts; feels like it should be a puzzle game but does not play like one
설계에 대한 관찰
- 원문 · 영어Controllable floating platforms as the core mechanic, making movement and positioning a puzzle-like layer
- 원문 · 영어Design lesson: a great gimmick needs deeper content variety and faster progression to support it


