Gambit Loop tasks you with designing automated combat sequences for your hero rather than controlling battles directly. You'll set conditional triggers and unlock hundreds of skills to engineer increasingly powerful builds that handle enemy waves without constant input. Strategy enthusiasts who enjoy systems optimization will find depth in crafting the perfect tactical ruleset.
About this game
An Idle Strategy RPG where your brain does the heavy lifting. Program your hero's actions using tactical conditions, unlock 300+ active and passive skills, and watch your perfect build destroy hordes of enemies.
Players, last 75 days
Peak 10 · Low 0
Daily peak concurrent players, sampled once a night from Steam.
What players are saying
▲ Recommended7 hrs
The game is what I've been looking for in a semi-idle game.
It's rough around the edges right now but still allows you to express your theorycrafted builds and gambits. The combat and animations are decent enough that you wouldn't really get bored, very reminiscent to a modern sprite-based FF.
Fixes & Improvements The death report now shows your last hits taken: the defeat screen lists the last 6 hits before you died, with the turn, who hit you, which skill, the damage and the HP you had left. You can finally see how a fight went wrong, not just the final blow. (Thanks to the review that pointed this out.) FARM: ON now loops bosses: on a boss floor, the boss restarts after each win instead of stopping on the victory screen. (Thanks sworded for sticking with this one.) The Thief's Combo is now visible: a status icon shows your current Combo and its cap. Hover it to see what builds it and what spends it. "Enemy has a Buff" can now check for a specific buff: pick Shield, Enrage, Reflect, Regen or Haste, or keep "Any". "Enemy Has Debuff" can also check for Doom. Unique and Set items rebalanced: their stats are now in line with the rest of the loot, and the weakest unique effects got a buff. (Thanks sworded for pushing on this one.) No more French text in the English, German, Russian and Chinese versions: some status tooltips, set bonuses, gold reserve messages, loot banners, keyboard hints and the end-of-run screen were still in French. Fixed. The right-click menu (Sell) now opens under your cursor: it used to pop up far from the item when the window wasn't full screen. Fixed. Keep the reports coming in the bug thread, I read it every day ːsteamhappyː
Fixes Auto-retry boss (new setting): separate from the existing auto-restart for farm floors. Turn it on in the options and your hero will automatically re-challenge the boss after a 5s countdown on death. Click anywhere to cancel, same as the farm version. Screen shaking during combat simulations: the combat simulator was triggering hit animations and screen shake effects even though nothing was being displayed. Fixed, simulations run cleanly now. Achievements unlocking during simulations: running a batch of simulated fights could silently unlock achievements. Added guards so achievements only trigger in real combat. Keep the reports coming in the bug thread, I read it every day steamhappy
New Features & Improvements Auto-farm. New toggle in the combat HUD: your character re-enters the same floor automatically after clearing it. Mutual exclusion with auto-climb. Persists per save slot. Retry boss. Lose to a boss, get a Retry button right there. No more backing out to the hub and re-entering. NOT toggle on gambit conditions. Every condition in the gambit editor now has a NOT button that inverts it. "If enemy has no debuff", "if my HP is NOT below 30%", etc. Works on all 36 condition types. Class passive visible in the hub. Your class passive description now shows up in the hub so you can read it without entering combat. Rare items can be sold. Previously locked to prevent accidents, rare equipment can now be sold from the Armory. Surplus skill points do something. Once your tree is full, every unspent SP gives +1% HP and +1% DMG. A counter on the skill tree shows how many surplus points you have. Balance Bosses have 30% more HP. They were going down too fast, especially in mid-game. Mid-game difficulty curve reworked. Floors 30-100 were too easy for geared characters. The scaling formula now applies a post-cap ramp that keeps the challenge roughly constant across depth instead of going flat at floor 30. Level scaling smoothed between floors 40 and 50. The jump was too sharp and caused a difficulty spike followed by a dead zone. Fixes Death streak counter now resets correctly on auto-farm victories. It was carrying over between runs. Surplus SP indicator no longer hidden behind the skill tree UI. Keep the reports coming, I read the bug thread every day ːsteamhappyː
Posts come from Steam's official announcements feed.