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Lets Get Loot!

Lets Get Loot!

by John Timpson, Teeja Timpson · Published by John Timpson

★ 59%
Price $4.99
Avg Players 0
Reviews 44
Released Mar 23, 2025
2DActionAdventureAuto Battler
View on Steam ↗

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About this game

What players are saying

▼ Not recommended 6 hrs
Deceptively shallow.
There looks like a lot to do at first, but there is actually very little to do or that you even can do.
Loot can be scrapped and the "Forge" you use the scrap for TEMPORARY buff. like 5-60 mins.
Gems can be added to gear to modify it and add effects, these use gem scrap, also used in those temp buffs.
Can fight bosses, but only after they have challenged you, not sure on the CD of this but its not short.
Classes seem interesting at first until you find out there are no skill trees, you get what you get on the surface.
Artifacts can be crafted through these bosses, haven't crafted one yet, but this seems to be a meta progress form.
Same with the golden skulls, basically the prestige currency with fairly standard if lackluster buffs. Buffs like 1% increase level lackluster.
Actual game play is overall boring as hell, and there is no great reason to collect resources as the buffs are temporary, not even run reset but timed, such a poor design IMO.
Progress is at a snails pace, not uncommon for an idle game but most idle games have TONs of systems to make up for it, you wont find that here.

TDRL: Its lackluster, Has Temp buffs rather than perm, and is boring.
18 found helpful Steam ↗
▼ Not recommended 88 hrs
EDIT: so this game had a big patch overnight, and seemingly addressed a bunch of the issues I experienced. Which is great news for people that are still playing. So my original review below will look more harsh than it should to someone coming to the game fresh.

However, it doesn't change the fact that it was released the way I experienced it, after beta testing (3 months according to another reviewer). And it doesn't change the fact that there was no communication concerning skull drop rates being bugged on the forum.


****** Original Review ******

It really could have been my jam, but it's not and it's mainly a pacing problem.

It's a whole lot of wall idling, which is fine, but for some strange reason the game has to be running. Is it a bug, or is it intended? It's running with zero interaction from me for hours to collect skulls required for fusion (prestige mechanic). There's some bosses to kill along the way that can drop special mats used to craft artifacts, powerful items that scale with you.

But in the beginning you can't do many bosses per fusion, and the drop rates are low. Five different components, catalysts and the recipes themselves are random drops as well.

After about 65h playtime and 17 fusions, I could craft my first artifact. It was a nice one, but it only scales to level 250, because I didn't have two catalyst drops, but I was so bored of grinding at level 19 I crafted it.

20h later I can kill more bosses per run, but I'm idling on level 20 now. And to make another artifact I would need 11!?! of each component, more catalysts... and you know what? I have 0-3 of each. No thank you.

Even with minimal interaction, it's boring. The drop rates (for artifact mats) are weirdly stingy, and there's some item you could craft to multiply the drops but the amount of time to collect mats would be insane. Has anyone (who isn't already cheating) crafted it? By the way, there's also a large penalty of materials (the regular materials used for temp buffs) and skulls if you die, in softcore. So don't do that if you value your sanity.

Lastly, two minor things. One of the classes is locked behind a level 50 boss in hardcore mode (in ~88 hours softcore, I've done 19) and I see a lot of mentions of checking the Discord and not much actual info on the steam boards. Why should we have to go via an external app and not have the information on steam where we purchased the game?
10 found helpful Steam ↗
▲ Recommended 3 hrs
Very solid concept for a game! Grind loot, level up, prestige to gain meta progression, farm for artifacts (Which persist on prestige), build around elements (theorycrafting), over 30+ classes (Which you must unlock), as well as competitive leaderboards with softcore/hardcore modes!


[Random Gameplay]

https://www.youtube.com/watch?v=j-DMuwnhZwg
5 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

The Future of Let’s Get Loot

157 days ago
Hello Looters,It’s been quite some time since the last meaningful update to Let’s Get Loot, and I owe you transparency about why.Part of the silence was simply life being busy—but the bigger reason was that the game itself was at a crossroads. Since the last patch, I’ve been working on what became a massive rework of every major system in the game. As development progressed, it became increasingly clear that this update wasn’t just an evolution of Let’s Get Loot… it was turning into an entirely different game.That realization forced a hard but necessary reality check.After a lot of reflection—and conversations with peers in the industry—I’ve come to accept that the original vision for Let’s Get Loot ultimately didn’t land the way I hoped. While there were parts of the game that worked and moments that were genuinely fun, the foundation missed the mark in several critical areas: depth, long-term progression, balance, end-game structure, and clarity of purpose. Trying to course-correct all of that within the existing framework would mean stitching together pieces of a game that was never designed to support what it wanted to become.If I’m going to make a completely new game, it deserves to be done the right way—cleanly, intentionally, and from the ground up—rather than continuing to rebuild on a broken foundation.Because of that, I’ve made the difficult decision to stop development on Let’s Get Loot. There will be no further major updates, reworks, or future seasons.Instead, I’ll be pivoting to a new project—one that applies the many, many lessons learned from Let’s Get Loot. This experience has given me invaluable insight into what players care about most, where systems succeed or fail, and how important clarity and long-term vision are in game design. That knowledge won’t be wasted.To everyone who supported this project—thank you. Truly. Thank you for playing, testing, breaking things, offering feedback, and sticking with me through constant iteration. I hope Let’s ...

Season 2 to Offseason Transition

374 days ago
🛠️ **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 Union

380 days ago
🎙️ **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...

Posts come from Steam's official announcements feed.

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