
Lets Get Loot
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Season 2 to Offseason TransitionJun 1, 2025 - Community Announcements🛠️ **Let’s Get Loot – Offseason Transition Patch** 🛠️ Season 2 has officially ended, and we’re now entering the **first-ever Offseason** in *Let’s Get Loot*! While today’s patch doesn’t include many gameplay changes, it marks the beginning of a major rework phase as we prepare for a bigger, better Season 3. ### 🔄 What’s New: - **Season 2 saves** have been moved to the *Prior Saves* section on the main menu. - The **Offseason** has begun! You can start new games and play as usual, but **no season rewards** will be granted at the end. - **Season-specific UI** elements, like timers and info windows, have been temporarily removed. - **Leaderboards are disabled** during the Offseason while they undergo a complete overhaul. - **Season 2 leaderboard rewards** are now live, granting bonus salvage gems based on your final position (following the same format as Season 1). 🔧 The Offseason will be a time of **big changes and system reworks**, so stay tuned and keep the feedback coming. Season 3 is on the horizon! LGL State of the UnionMay 26, 2025 - Community Announcements🎙️ **Let’s Get Loot – State of the Union** 🎙️ Hello Looters! You’ve probably noticed the updates for *Let’s Get Loot* have been a bit irregular lately. That’s because I’ve been taking a step back to reflect on the direction of the game. As I’ve made balance changes over time, I’ve realized that some features have drifted away from the original vision—some for the better, others not so much. It’s time to realign *Let’s Get Loot* with its core identity. --- ## 🚧 **Current Pain Points** Here are the immediate issues I believe are holding the game back: - **Lack of Clear Goals**: New players often feel lost without a clear sense of purpose. - **Unhelpful Leaderboards**: Current leaderboard implementation doesn’t meaningfully reflect player progress. - **UI Inconsistencies**: Vital information is scattered or unclear, making the game less accessible. - **NOT ENOUGH LOOT**: The current loot variety is lackluster—items feel uninspired. - **Artifact Confusion**: Artifacts don’t offer a clear or worthwhile benefit for the effort it takes to obtain them. - **Class System Fatigue**: Classes don’t feel unique or exciting enough to encourage experimentation. - **Underwhelming Seasons**: Seasonal resets don’t feel rewarding or impactful. - **Flat Element System**: Elements lack depth, synergy, and game-changing mechanics. - **Map Progression Imbalance**: Power scaling between maps is uneven, with little to differentiate each one beyond visuals. These issues have led me to pause regular updates and instead focus on building a solid roadmap forward. --- ## 🛣️ **Roadmap Sneak Peek** While the full roadmap isn’t ready for release just yet, here are some major changes I’m planning: ### 💎 Loot & Item Overhaul - Full rework of the item system. - Introduction of **item set bonuses**, **new item types per slot**, **consumables**, and **crafting materials**. - Revamped item rarities and expanded item pool. ### 🌀 Season System Redesign - Moving away from pure leaderboard climbing. - Focused on **seasonal objectives**, with milestone rewards like new classes, permanent upgrades, and exclusive item unlocks. ### 🧰 UI & Information Cleanup - Simplified and more intuitive UI. - Key game information will shift from Help menus to **tooltips and in-context prompts**. ### 🔨 System Consolidation - Streamlining systems like the Forge and Artifacts into a more cohesive crafting ecosystem. ### 🧬 Class & Progression Revamp - Permanent account progression tied to class usage and resets. - Enhanced Fusion system with new, meaningful rewards. ### 🌟 Elements & Synergy - Element system will be rebuilt for deeper impact and multi-element synergies. ### 🗺️ Map & Enemy Redesign - Maps will offer **unique enemies, mechanics, and rewards**, giving players reasons to revisit different zones. - Enemy rework to include **distinctive behaviors, abilities, and stats** based on their environment. ### 🤝 Community Events - Introducing large-scale, cooperative events like global boss battles and communi...Patch 3.45 - Lag UpdatesMay 18, 2025 - Community Announcements⚙️ **Patch 3.45 – Lag Reduction & System Improvements** ⚙️ This patch focuses heavily on reducing **end-game lag**, while laying the groundwork for exciting future features like **Item Set Bonuses**. Several performance tweaks and balance updates have been made to improve gameplay flow in high-level progression. 🛠️ **Performance & Gameplay Improvements** -- Reduced end-game lag with **adjustments to loot processing**, **player stat calculations**, and **inventory limits** (max 10 items looted per enemy). -- Player **level-up behavior has been optimized** to resolve all level-ups instantly before continuing enemy spawns. -- Stat calculation updates aim to improve **game responsiveness in later stages**. -- Soft-cap added to experience gain to temporarily address an exploit (a permanent solution is in the works). 🔄 **Mechanics & Quality-of-Life Changes** -- Added **Golden Skulls per second/minute/hour** display to the game screen. -- Implemented **partial crit chance overflow**: any crit chance above your class max is now partially converted into crit damage. -- The **Succubus' flying head** companion now resets its attack timer when an enemy dies, just like the player. -- **Dark Benediction** no longer refreshes its timer if already active, but will **now update its bonus values** if the newly triggered effect has higher damage/health modifiers. 🧪 **Coming Soon** -- Inventory screen updated in preparation for the **Item Set Bonus system**, coming in a future patch! --- 🧠 **Developer’s Note** Patch 3.45 was all about improving performance, especially in long or idle-heavy late-game runs. If you continue to experience lag or odd behavior after this update, **please report it directly** so we can keep optimizing! Patch 3.44 (Season 2 Week 1)May 4, 2025 - Community Announcements🔥 **Patch 3.44 Update Notes** 🔥 This update adds quality-of-life improvements, buffs to underperforming classes, and a brand-new class for players to unlock! Read on for the full breakdown: 🆕 **New Features & Improvements** -- **New Class: Succubus!** Unlock her by defeating boss level 1,500 with 3 different classes. She summons up to 5 flying heads to aid her in battle. -- Class selection screens now feature **class previews** and **progress bars** showing how close you are to unlocking locked classes. -- **New Steam statistics and achievements** have been added. -- You can now **re-roll token selections** using reroll charges (start with 1, gain more as you play). -- Added a **"Randomize" button** to re-seed your random number generator in-game — for those who feel a bit unlucky! -- Loot now has a **"primary stat"** focus, adding variety and clarity to item roles. 🎯 **Balance & Gameplay Tweaks** -- **Dark Benediction** now resets its timer if triggered while already active. -- Increased proc chances for multiple class abilities: • Fallen Angel: Dark Benediction → 7.5% • Ranger: Double Attack → 15% • Countess: Blood Fusion → 15% • Necromancer: Unholy Companion → 7.5% • Monk: Evade → 10% • Flaming Monk: Evade → 15% • Paladin: Damage Reflection → 200% (was 100%) -- **Token randomization improved** to reduce duplicate options. -- **Notification system optimized** to reduce lag when massive quantities are triggered. -- Fixed a crash bug related to clicking the Boss Portal on locked maps. 🧠 **Developer’s Note** Artifacts are intended to boost early-game power but **aren’t designed to replace your full gear loadout**. Keep mixing and matching for the best results! --- ⚠️ As always, while Patch 3.44 fixes several major issues and introduces exciting new content, there may still be bugs lurking. Please report anything odd or broken directly to me. Thanks for playing! Patch 3.43 Season 2 BalancingMay 1, 2025 - Community Announcements📦 **Patch 3.43 Summary** -- Treasure chests now come with a visual effect to make them easier to spot. -- Clicking a treasure chest makes it disappear faster — twice as fast now! -- Bleed mechanics revamped! Bleed Chance now caps at 50%, and any excess will overflow into a new **Bleed Damage** stat. -- Fusion Bleed Chance upgrade no longer capped at level 100. -- Player Stats screen now shows the Bleed Damage modifier. -- Base Bleed Damage reduced from 50% ➡️ 25% for better balance. -- Artifact power slightly increased, and Item Power calculation now more in line with non-artifact logic. 🛠️ **Bug Fixes & Tweaks** -- Fixed an issue where inventory max item setting reset incorrectly to 1000 (now properly defaults to 500). -- Fixed a bug where Challenger count persisted between save files. -- Fusion cost now calculates properly on load, based on your fusion level — no more weird resets! -- Dark Benediction adjusted: • Effect no longer stacks, but duration increased from 10s ➡️ 30s. • Absorbed damage/health is now limited to your own current values.Season 2 Live!Apr 27, 2025 - Community AnnouncementsLooters! Season 1 has ended and we now usher in an exciting Season 2, where the highlight of this season is, of course, LOOT! Season 2 will run until May 31st, 2025. The season begins with a large handful of major updates, and will be followed by a patch each week adding to the season theme. Below is a list of what to expect for changes as of today. 🔥 **Season 2 Begins!** • Season 1's Fire/Ice Potency Bonus has been removed. • **Season 2 is live!** Theme: **LOOT** — enjoy **enhanced items** and **double treasure chest drops**! • Season 1 rewards will populate based on leaderboard standings. If missing, try saving, exiting to the main menu, and reloading. 🔧 **Core System Updates** • Saves from prior seasons are now compatible (Hardcore deaths still permanent). • Added **in-game timer** to track time since the last reset. • Golden Skull minimum fuse amount will now grow **10% per reset**, with a cap of +100 (to prevent extreme late-game scaling). • Dying no longer causes a **Golden Skull penalty**. • XP needed per level has been **slightly increased** for better balance. 🛡️ **Inventory, Salvage, and Fusion** • Expanded **Save Special Items** options in the Salvage menu — now select specific types to save! • **New "Salvage +1000" button** for setting Item Power thresholds faster. • Added **"Salvage All" button** for post-loot cleanup. • **Fusion upgrades**: - Bleed Chance cost increased to **20 fusion points** per level (was 10). - Fusion Damage bonus now also boosts **Reflect Damage**. 🗡️ **Combat & Gameplay Features** • Players can now **spawn bosses** using the **'B' hotkey**! • Players can now **equip items** in Inventory using the **'E' key**! • Health Potions now **cleanse status effects** (Stun, Burn, Bleed). • **Medusa's Stun** reduced from 3s to 1.5s duration. • **Ungodly Foe** challenges now **stack** — the Challenge icon will show how many remain! • After a successful **Flee**, enemy spawn time is slowed to 10 seconds. 🐲 **Classes and Character Adjustments** • **Full class rework**: - Smaller attack speed variances. - Fewer stats per level. - Other minor adjustments for balance. • **Necromancer's floating skull** spawn rate increased from 2.5% → **5%**. • **Rogue and Golden Rogue** special effects updated: now grant **+50% Surprise Element** potency. • Reminder: **Kitsune and Mimic** are now **permanently unlocked** once earned! 📦 **Loot and Treasure Changes** • Salvage Parts/Gems now scale better: - Loot Goblins based on their Challenge Rating. - Treasure Chests based on your Hero level. • **Luck bonuses now affect salvage rewards**. • **Treasure Chests spawn in more varied locations** across the screen! 🖱️ **UI, Settings, and Miscellaneous** • Auto-Use Potions description corrected in the Settings menu. • New **Fusion reset buttons** for specific fusion upgrades! • Changed appearance of **notification messages** (still under testing). • Added new setting to toggle **notification/battle text visibility**. • Clicking the **Class Icon** in...Patch v3.31 (Impromptu Part 1.5/2)Apr 6, 2025 - Community AnnouncementsLooters! Due to some very hard-hitting feedback received over the last 12 hours, I've prioritized an additional adjustment to Golden Skull drop rates, and resolved some other issues that players shared with me. 📅 **Mini Patch** — A follow-up to this weekend’s major update, this patch addresses a handful of **important fixes**, **QoL upgrades**, and **balance tweaks** based on your feedback. 🔧 **Bug Fixes & Corrections** • Fixed a bug causing **Enemy Info to show incorrect HP** values. • **Poison damage** is now properly applied (was previously dealing 0 damage). • Corrected the **Luck element's "Doubles" stat** to ensure accurate tracking when it procs. • Fixed some **off-center graphics** on artifacts. • Addressed a bug where **artifacts were being unintentionally auto-salvaged** between Fusions. • Improved **sound settings** with new options and bug fixes. 🔒 **Inventory & Salvage Improvements** • **Artifacts and equipped items** are now **excluded from Lock/Unlock All**. • **Auto-Salvage now completely ignores artifacts**, even if unlocked — to prevent accidental salvages. • Added a new **"Salvage All"** button on the Inventory screen to quickly clear out loot after reviewing — it safely skips locked, equipped, and artifact items for fast inventory cleanup. ⚔️ **Fusion & Damage Adjustments** • **Critical Damage fusion bonus** has been adjusted to require **5 points per 1%**, down from 10 — now matching the Damage fusion bonus for better scaling. 💀 **Golden Skull Overhaul - Continued** • **Golden Skulls per kill** now scale based on the **active map** — visible in the enemy info window or during combat. • **Golden Skull drop chances boosted by 50–100%** across the board! • Skull drop rate now **tapers more slowly**, meaning longer runs are more rewarding than before. 🎉 This patch smooths out some rough edges and pushes the game closer to a more balanced and rewarding experience — thanks again for all the feedback and reports! I'm back to work on my next content patch. Balancing Update Patch 3.3 (Part 1)Apr 5, 2025 - Community AnnouncementsHey Looters! With the first of two patches expected to be published this week, we provide a focus on some much-needed balancing items. 🎯 **Bug Fixes & Game Stability** • 🛠️ Fixed a crash that occurred when visiting *Inventory > Element Select* after a Fusion or Reset. • 🛠️ Fixed a crash caused by the Mimic proccing *Bleed* on enemies. • 🛠️ Corrected an issue where the **Treasure Chests Collected** stat displayed incorrect values. • 🧮 Made adjustments to ensure *Treasure Chest stats* are now more accurate. 📅 **Seasonal Content** • ⏳ Added a **Season Countdown Timer** across various game windows for better visibility. 🔥 **Combat & Effects** • 💥 Burn and Bleed animations are now *larger and more intense* — if you’re taking damage, you’ll know it. • 👿 When defeating an **Ungodly Foe** with the *Boss Potency Buff* active, the buff timer now resets! • 🏃 Added a **Flee Button** — 50% chance to escape, but failure provokes an *immediate enemy attack*. 🧰 **Inventory & Salvage Improvements** • 🔒 Added **Lock All** and **Unlock All** buttons in the Inventory (includes equipped items & artifacts). • 🧹 Introduced an **Auto-Salvage** feature based on item power! *(Use cautiously — test with low-tier items first!)* • 🧬 Salvaging Artifacts now refunds **all spent catalysts and artifact pieces**. • 🧪 Artifact Pieces can now be converted: *3 of one type → 1 of another* (accessible from the Artifacts window). • 📦 Max Inventory space has been reduced from 1000 to **500 items** for performance reasons. • 💡 Items now show their **Imbue Cost** directly in the inventory. 🗺️ **Map & Progression** • 🧭 Made transition from **Map 1 → Map 2** about *40% easier* for smoother early-game pacing. • 📊 Added an **Info Button** near enemy spawn settings. Browse maps to view potential enemy stats and spawn info. 💎 **Fusion & Forge Adjustments** • ✨ New: *Fusion Points* now boost the duration of **Forge items**! • ⚔️ Fusion upgrade for *Critical Damage* reduced from 5% to **1% per level** (fixes past scaling issues and slows power creep). • 🎯 Fixed a bug where **Forge bonus Crit Chance** wasn’t showing in the player stats display. ⚙️ **Settings & Sounds** • 🔧 Reorganized the **Settings Menu** for clarity. • 🎵 Added options to customize *automatic gameplay-triggered sounds* (e.g., warnings, effects). • 💰 Treasure Goblin spawn now shares the **same sound** as Treasure Chest spawn — don’t miss that golden jingle! 🔮 **Miscellaneous** • 🌀 Element display order is now *standardized* across the game. • 📌 Tooltips updated (ex: *Luck* now clearly states it boosts all golden skull drops, not just on-kill). 👼 **New Class: Fallen Angel** • ⚔️ *"Upset with righteous fury, she unleashes her unrighteous vengeance..."* • The **Fallen Angel** drains her enemies of their power, combining aggressive energy-drain mechanics with a gothic celestial aesthetic. A dark twist on the holy warrior archetype! 🌳 **New Map: Hell's Tree** • 🌋 A brand new environment has been added for you to conquer. Expect twisted...QUICK PATCH 3.21Mar 30, 2025 - Community AnnouncementsLooters! This quick patch should fix a bug causing the game to crash when you visit the Inventory and use the Element Selection buttons directly after a fusion/reset. Please let me know if the problem persists. Thanks,Patch 3.20 Live!Mar 30, 2025 - Community AnnouncementsHello Looters! Our first major post-launch patch is live. Here are the details: Patch Notes – Major Update! 🎉 🔹 Exploit Prevention & Player Notifications ---Players flagged as exploiters will now receive an in-game message notifying them. 🔹 UI & Quality of Life Improvements ---Help menu updated → Now clarifies that players will lose salvage parts, gems, and golden skulls upon death. ---Player Statistics button updated → Clicking it now opens a scrollable window displaying stats in a linear format. This change allows room for future detailed stats. ---Class Selection UI improved → More clarity on class specials. Also, a hoverable info icon has been added in-game. 🔹 Gameplay Adjustments ---Angel’s Revive chance reduced to 25%. ---Dexterity tooltip corrected → No longer affects Defense calculations. ---Strength tooltip corrected → Now clarifies that it does affect Defense. 🔹 New Features & Fixes ---New setting: Players can now toggle auto-return to their previous map/challenge rating/spawn speed after killing a boss. ---Auto-Use Potion Toggle added in-game. ---Golden Skull drop chance now displayed in enemy information. ---Golden Skull drop rates corrected → A bug caused them to drop at an extremely reduced rate. Drop chances have been adjusted and will be monitored. ---Salvage Parts & Gems icons added to the game screen. ---Player Game Settings now saved separately from game save files. Settings will now load automatically with the Main Menu. ---Leaderboard screen now defaults to Normal or Hardcore mode, depending on the player’s active game mode. 🔹 New Content & Enhancements 🚀 ---New class unlocked! Find and open 1,000 treasure chests to unlock it. 🎁 ---Random Treasure Chests! After defeating enemies, players will now have a small chance to find a treasure chest. Be quick! They disappear after a short time. Click it to claim its rewards. ---XP gain increased as players progress through maps. ---Freeze Duration for Ice Element increased by 50% per level. ---Element Imbuing Cost reduced slightly. ---Artifact Salvaging now guarantees at least 1 of each artifact piece. ---Health Potion Auto-Use setting added → Players can choose when potions activate (10%–90% HP). 🔹 Economy & Loot Adjustments ---Items looted can now roll higher levels relative to Challenge Rating, especially on Map 2+. ---Enemy HP scaling between Map 1 and Map 2 reduced by 50% to smooth out difficulty. ---Golden Skull drop rate increased & Normal mode death penalty reduced: ---Salvage Parts loss: 50% → 25% ---Gems loss: 50% → 25% ---Golden Skull loss: 30% → 10% 🔹 Other Fixes & Adjustments ---Auto-Lock Boss Loot setting added (Defaults to ON). ---Radiant Chalice, Book of Elements, & Pygmy Head Forge costs reduced. ---Inventory Sorting settings now save/load properly with game data. ---Combat text is now color-coded based on damage type. ---Item base power slightly increased across all rarities. ---Font size updated → Most fonts are now 12pt+ for better readability. ---Mute/Unmute setti...Let's Get Loot LAUNCH!Mar 23, 2025 - Community AnnouncementsWelcome, adventurers! 🏆💎 Let’s Get Loot is now officially launched on Steam, and the journey is just beginning! What is Let’s Get Loot? Let’s Get Loot is an action-packed, loot-driven RPG where you battle powerful enemies, unlock legendary classes, and collect epic gear to grow stronger. Whether you’re strategizing the perfect build, diving into high-risk battles, or crafting rare artifacts, every choice you make shapes your path to glory. 🔥 What to Expect in the Full Release With launch comes massive updates and exciting features, including: 🗺️ New Maps & Endgame Challenges – Face deadly foes in increasingly difficult environments. ⚔️ Diverse Playable Classes – Unlock unique heroes, each with their own abilities and strengths. 💎 Deep Loot & Fusion System – Upgrade and customize gear with powerful enhancements. ⚡ New Elements & Combat Mechanics – Experiment with fire, ice, and even luck to gain an edge! 📊 Leaderboards & Competitive Play – Climb the ranks and prove your strength! 🏆Play Now & Join the Community! For those who played during the Steam Playtest, I can’t thank you enough for your support, patience, and feedback—you’ve been instrumental in shaping this game. And for those just joining us… welcome! There’s a world of loot waiting for you. 🔗 Play Now on Steam: Lets Get Loot! 🔗 Join the Community on Discord: https://discord.gg/Jf2UJMeBgX Now, go forth and get that loot! ⚔️💰
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