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Bounty Below

Bounty Below

by William Cheek

Price Free
Avg Players 4
Released Oct 14, 2021
ActionAdventureCasualClicker
Offline progress
View on Steam ↗

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Bounty Below pairs offline mining automation with active dungeon delving. Assign units to gather ore while you venture through procedural dungeons to gather more resources, then use your stockpile to craft unit upgrades that boost damage output. The game balances passive progression with optional engagement, making it appealing to players who want something to check in on without constant clicking.

About this game

What players are saying

▲ Recommended 2 hrs
First i have to say that developer acknowledged several problems that this game has, and will work on fixing them in the future updates.

Idling is okay. Each unit has 2 different craftable upgrades, of which you can choose 1 to equip. For example Water (your first unit) has Rocks upgrade which increases it's base damage, and Generator upgrade, which increases damage of all other units at the cost of dealing no damage itself, so later on you'll probably have different builds because of this.

The main gimmick of this game however is it's roguelike Dungeons Mode, where with each killed enemy you get resources to progress in idling. And sadly, it's poorly made. There are no sound effects for anything in Dungeons Mode, and since there's only 1 music track in this game, you'll either have to play in complete silence, or listen to the same piano music over and over again. I do have to say that it looks and plays really nice, movement feels nice, enemies are recognizable, a lot of weapons just feel cool. It's not all bad for sure.

The Dungeons Mode itself can be fun, but only when you actually manage to find a weapon. You see, you basically start with a magic pistol, a pretty crappy weapon. Doesn't shoot too fast, small damage, weird spread and just isn't fun to use. You can find weapons in chests, that spawn randomly anywhere on the map, but you're not guaranteed to get a weapon, you also might get a spell or a movement ability, both of which are no exaggeration - completely useless. And what's more is that you might not find any chests at all, and have to deal with easy, but still time consuming (because of your low damage) enemies in hopes of finally finding that chest.

Sadly, after getting a weapon (most of them are actually pretty cool and fun to use) you'll quickly realise that there's nothing else to look forward to, since there are no relics or artifacts that would change your gameplay through passive or active bonuses. After you get a weapon, the only thing left is a marathon of 100 levels. Sure, every 10 levels you reach a new area with new monsters and visuals, but that's it. There are only 3 monsters in each area, and 1 unique boss on every tenth level, so after a bit of playing you'll learn what every boss and monster does, which will make this fairly easy game even easier.

Crafting items for your units is also pretty weird. Every time you craft an item you play a rhythm minigame, and i'm pretty sure that if you do well in it, it will improve item quality. But even though i'm pretty decent at these kind of rhythm games, i wasn't able to consistantly hit perfect in crafting, which makes me wonder whether a person that never played rhythm games would be able to do this.

Everything else is either fairly solid, or i just haven't got there yet since i've only played this game for 2 hours at the moment of writing this review, but those are the things that i've noticed while playing. I still think that you should give this game a try if you like idle games and fine with roguelikes, since i can see how much better this game would be with a bit of polish. And honestly even right now it's still miles ahead of many idle games (which shows how ♥♥♥♥♥♥ many of them are).
32 found helpful Steam ↗
▲ Recommended 11 hrs
I really like this idle clicker game, The progression is nice and the dungeons give you something fun to do while idling. Can honestly say I prefer this over cookie clicker.

Note: I haven't had any of the bugs other people have been complaining about.
21 found helpful Steam ↗
▼ Not recommended 53 hrs
So - I took a while to actually decide to review, but I think it would be good for others to know about the things going there.
First, I really like this game. All the machanics, the things you have to do and the whole system is fun. Also, it feels balanced and you can advance on an reasonable pace. - at least I think. I mean, I don't know. There is not a single explanation provided. Not one. What was that upgrade for? I don't know. What does this thing do? (The cryptic messages in the once over are to short at best and incomprehensible at best.
I would really really like to know what is going on and I just klick around so that nice numbers go up. (makes brain go brrrrrrr and brrrrrrr it goes <3)
So, this could be a great game but I would LOVE it if a tutorial, more explanations and more chances to see how things connect were implemented.

So, you can have fun with it and get your numbers up, but you while be confused while doing it.
18 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

Death of Eternity free demo out now!!!

551 days ago
{STEAM_CLAN_IMAGE}/39590495/4f6817518af5ca75b4f3fa5e264489a9af610b96.png I'm insanely happy to present my next upcoming game Death of Eternity! Death of Eternity is a unique combination of action role playing game and roguelike, unlike anything I've ever seen before! Fight through hordes of monsters as you level up and gain items to increase your power in this ever hostile world! I've kept every aspect you'd expect from an ARPG, but have condensed it into a much shorter replayable experience. There's still - Interesting and powerful items Leveling up in a fully customizable passive tree Meaningful stats that can completely change the way your character works Robust and versatile crafting systems Online cooperative multiplayer with up to four players And much much more! Go see for yourself in the newly released free demo! https://store.steampowered.com/app/2087500/Death_of_Eternity/

The end of an era

1676 days ago
Alright I'm having to make a difficult decision here. The more I work on sound effects the more I realize how insane of a task it actually is. There's tons of enemies that need hit, death, and attack sounds (especially for bosses), tons of items, props, player specific sound effects etc. The list is well into the hundreds, and I am by no means a competent sound designer. I have no idea what I'm doing really and some sounds have taken upwards of 30-40 minutes to get to the point that I'm satisfied with it. I just cannot dedicate this much time into Bounty Below. It's gotten me thinking about that as a whole as well. While the release certainly alleviated some of dread I felt working on Bounty Below for a while, all of that energy has faded away now. It's incredibly difficult to force myself to continue working on Bounty Below when, as I've stated a few times in the past, it was never a game I was too passionate about to begin with. I'm choosing to end things here unfortunately. I wish I could find the drive to polish it up more, but it just doesn't feel worth it anymore. Sound effects would certainly help the feel of dungeons, but there are way deeper fundamental flaws getting in the way of that goal anyways so why waste hours and weeks of development time when I could be spending it making something much better? I'm proud of myself for pushing the game to a point where I'm satisfied with its release, and hopefully you aren't too disappointed with things as they are. I'm very excited to work on some of the ideas I've had on my mind for the 5+ years I've been stuck working on Bounty Below, and I hope you'll enjoy them when they're ready! Thank you so much for the support you've given me! If you'd like to follow my progress for all future projects the best place to do so is my Discord! And the second best place would be my Twitter!

End of the 1.0 cycle!

1699 days ago
There's been a handful of updates scattered across the days since release, so let's talk about them! -October 16th 2021- 1.0.2 When loading the game your dungeon character always spawns at the start of the floor in case you manage to get yourself stuck out of bounds Fixed a bug that deleted your plasma whip balls if you swapped to another plasma whip 1.0.3 Fixed a bug that previously made dungeon ore find 100 times higher than it should have been 1.0.4 Adjusted the balance from the 1.0.1 patch thanks to player feedback 1.0.5 Adjusted rock HP in light of the new balance changes that made it fall behind -October 17th 2021- 1.0.6 Continued balancing Added an "Are you sure?" prompt to exiting the game and to rebirthing from ascension 1.0.7 Added item storage on the tree of life upgrade tree to allow you to store an additional set of items to swap between for your character Prevented a potential softlocking issue with the eternal egg upgrade Made preexisting tooltips more descriptive -October 19th 2021- 1.0.8 Added tooltips to the overhead ore display Made crafting take additional ore find into account when pricing the cost of items at your tier preventing crafting items at insanely high tiers relative to where you're at in the game Added new toggle buttons for buying units at 10x, 25x, and 100x Buffed unit crits Buffed chests Added information to the gilded units section of the shop tab swapped ring and tome of patience sub weapon power (as was originally intended) Fixed a bug with some familiar spawning items in dungeons not properly unfamiliarizing when you swap items Made it much harder to warp out of bounds with Blink Fixed a bug that would cause you to instantly ascend without letting you spend your souls if you clicked the button two times on the same frame (...) -October 20th 2021- 1.0.9 Added dungeon item descriptions Made unlockable dungeon characters easier to unlock Buffed the flame slide ability Fixed a bug causing plasma whip to bounce out of bounds when st...

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