Explore 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.
It’s only been three weeks since Loot River was released. It was a rocky start for sure!
Thankfully the community has been phenomenal. You rock. You helped us figure out and fix a bunch of issues we sadly missed (sorry about that!). Really, a big thank you to everyone who reached out. The outpouring of support has been wonderful.
Our reviews are also looking more positive! After the last few patches, we’re seeing way more favorable reviews. If you like Loot River and haven't left a review yet, leaving one would be massively supportive for us.
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[i]Over 90% of reviews we got after our last patch were positive reviews :)
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We can’t express how grateful we are to all of you who already left a positive review or joined our [url=https://discord.com/invite/lootriver]Discord[/url] to talk to us. Your expressions of support are the single most important thing keeping us motivated through this stressful and not so fun time.
So far we have released 10 patches over the last 3 weeks. These have included around 70 changes addressing many issues in many parts of the game that you had issues with. Some highlights include:
[list]
[*] Plenty of improvements for controls and general movement. Navigating around is now quicker and more fluid.
[*] Both parrying and dashing got lots of love to make them way more fun to use.
[*] Many changes to the difficulty and balancing to make combat fairer and more rewarding.
[*] Combat is now generally faster and more satisfying.
[*] Improved loot variety and better pacing of “good” loot, work here is far from over.
[*] You don’t lose all of your gains when you die, some knowledge is now kept.
[*] You can now also invest knowledge over multiple runs - no need to save up to get that big unlock in one go.
[*] Various crash fixes, bug fixes and stability improvements - see full changelog below.
[/list]
And we’re not stopping. We’re committed to improving Loot River. As well as further refining combat, we’re exploring new charms, new weapons, new enemies and new arenas. Plus some chunkier, cooler updates for later.
These bigger updates might take a while longer, we’re a tiny team and still working hard on squashing bugs and balancing.
Rest assured though that we’re excited and keen to make Loot River as good as it can be.
Finally, thanks once again for all your feedback, reviews, support and help. We genuinely couldn’t do this without you. Say hi on our [url=https://discord.com/invite/lootriver]Discord[/url] anytime, you are more than welcome.
Thanks,
Miro & Loot River crew
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Full Patches Note:
1.0.67
- there is now a menu to preview equipped Modifiers at any time - next to Map and Inventory
- default weapon speed is now higher
- additional fixes for platform locking mages sometimes not releasing the platforms they locked after death
- all shop prices are now lower
1.0.66
- fix for when dash onto stairs from above would not parent player to correct platform
- fix for incorrect visuals when dashing using armor with cloth
- increased damage buff from each chained attack from 10% to 20%
- electric bears lightning attack collision now ends sooner to be more in sync with particle effect
- fix for sometimes losing Modifiers when quitting during death animation
- on start of new game there is now [at this point only in English] a difficulty warning
- reverted walk attack cancelling for now - sorry but after watching some videos you all became murder machines with this
1.0.65
- player can now 'walk' out attack animations a little bit sooner, so you should have a more control and faster response in combat
- if one of equipped spells is Leap, mana slowly regenerates until you are able to use it again, to prevent getting stuck on otherwise inaccessible platform
- player can no longer teleport to backstab position with Backstab Charm using long range weapons such as Panopticon
- Backstab Charm not only positions the player, but also parents them to appropriate platform
1.0.64
- fix for enemies getting stuck in execution state
- fix for parrying and executing an enemy while wearing Hat with knock back spell on a dodge
- time is frozen now already when taking the elevator in Sunken Village
- when dashing, player light used to teleport to destination, it is now smoothed along with the player model
1.0.63
- partial knowledge spend: you can add small amounts of Knowledge to the item or spell you wish to purchase over time
- laser mages now do a little taunt/warning move before the sudden melee attack
- chest rewards are now significantly better - there are no more coins in them, either item, or Knowledge, or both, and if Knowledge, there is more of it
- increased chance of finding already enchanted elemental weapons
- parrying no longer teleports you to the enemy; you make a fast dash instead
- heavy attack now charges significantly faster with increased Strength: normal speed at 10 Strength, 5 times faster (almost instant) at 20 Strength
- parried bombs from mages can now hurt enemies in blast radius
1.0.62
- time is now paused while in Sanctuary
- additional fixes for enemies that lock platforms
- Gwen attack patterns are slightly more randomized
- various small bugfixes
1.0.6
Easy Mode:
- easy mode now enables animation cancelling for all attacks with a dash
- easy mode now gives player higher Poise by default
- easy mode now heals users fully on leveling up
- you can enable easy mode in Settings/Accessibility
Movement:
- movement diagonally across platforms is now easier
- when moving against a wall, player tries to navigate around on its own, instead of standing still
Audio:
- problem with some users being unable to hear audio should be fixed - we updated the FMOD version
Dashing:
- dash is no longer a teleport, dash has an animation and time
- dash is longer
- dash has a trail
- player is invincible during dash
Various:
- it is possible to deflect exploding balls from magicians with parry if hit before the ball 'lands'
- fixed First City issue where there would be no Crossroads and therefore no Emmet/Boss on some runs:
now the game always generates the crossroads, unless you have Shortcuts mod equipped. If your save was in the affected seed, and in the tile that now gets replaced you will be snapped to closest available tile.
- Gwen arena now has a poison cloud, hinting at players they should fight her at the platforms, not climb up the stairs
- fixed issues where exploding enemies could hurt player multiple times, if their explosions overlapped
- further fixes for mages who can freeze platforms
- player is invincible during executions
- Korean should no longer use a mix of serif and sans-serif fonts
- map in UI should be sized to better fit the UI and no longer overflow
- can now navigate the inventory with the D-pad on gamepad, and holding the navigation buttons on keyboard or gamepad will now continually navigate like in other menus
- preventing items spawned by the shop in first city from moving into a spot unreachable by the player
- fixed player getting stuck in charging attack animation
- improved performance in Opulent Sanctum
- fixed elemental effects not stopping on faraway enemies
- should fixed bug where final boss could sometimes escape after death, preventing final credits - if save was created after the death of the boss and save was stuck, save now correctly renders final credits
- fixed strange behavior in final boss lightning bolts
- successful Escape now rewards player with a lot of Knowledg
1.0.54
- Increased pool of available wapons in new run from 2 starting weapons into 4
- Knowledge is not completely lost upon death - instead, half your knowledge is kept
- Hammer Brute enemy hitboxes and attack phases corrected
- Fixed seed not resetting upon Win or Escape
- A quick fix for certain situations where enemy became immortal, and unable to hit player at the same time
1.0.53
- Fixed ability of enemies to 'freeze' platform on a different level than they are standing on - sometimes resulting in player stuck
- Fixed a 'stuck in walking' bug for player