Depthloot combines roguelite dungeon runs with inventory management tension. You descend to gather treasure and battle enemies, but must extract successfully or lose all your plunder—creating constant risk-reward decisions about what to keep and when to escape. It appeals to players who enjoy extraction mechanics and the pressure of defending hard-won gains.
About this game
Depthloot is a compact dungeon extraction roguelite about greed, risk, and a backpack that’s always too small. Descend into the ruins, light up the darkness, loot treasures, battle enemies, and make it out alive - or everything you’ve found will be left behind in the depths.
Hi there! The playtest is open! Invite your friends! Be sure to send us your feedback - whichever way is most convenient for you: through the game, in the Steam discussions, or on Discord We listen to every opinion and are working hard to make the game better! Since the beginning of the week, we’ve been allowing a limited number of people to participate in the playtest, and thanks to their feedback, we’ve been able to make many improvements - from balancing and bug fixes to enhancing the overall gameplay experience: Balance: Added a passive effect to certain pieces of clothing that grants fragile armor upon killing an enemyRemoved the effect that granted fragile armor for each hit from two-handed weaponsThe Powder Bomb now deals 3 damage and also removes 3 points of fragile armorPortals in the first rooms of late-game stages have been removedThe merchant now always (or almost always) has equipment items in stock Polishing: To remove a two-handed item from your hands, you no longer need to drag it from the hand it’s equipped on to the other handYou can now swap items even if they are facing different directionsThe zoom level of the progression tree is preserved between dungeon runs“Storage” is now called “Stash” Bugs: Fixed the identification of cursed itemsFixed the display of the number of actions in the action count panelFixed the addition of archetype damage to an item that originally had no damageRemoved the sword icon that appeared when hovering over a hidden MimicFixed the damage increase when striking with a weapon that has a passive ability that removes fragile armor
HI there! Over the past two weeks (or more idk), we’ve put a lot of work into polishing the game, conducted a closed beta test with a small group of friends, and finally managed to get the demo ready for a playtest.We’re launching the playtest in the coming days, so sign up to participate in steam page! Or you can join our discord and get access to the playtest a little earlier ;)
Hi everyone! Over the past month, we've been polishing the game and adding missing mechanics to ensure its overall coherence. This week, we're conducting internal testing, and we hope to start a closed playtest within the next two weeks. We've also updated our Steam page - check it out!
Posts come from Steam's official announcements feed.