Compare Heroes of Loot prices across 50+ stores and find the best deal. Developed by Orangepixel. Published by Orangepixel. Released on 5/25/2015. Available on PC, Mac, Linux. Genres: Action, Adventure, RPG.

Gauntlet nostalgia stripped to arcade bone, with a dungeon that quietly scales to punish you the better you get. Fits in a lunch break; might eat your evening.

My first instinct when I see a twin-stick shooter wearing a dungeon-crawler costume is mild suspicion, but Heroes of Loot earns a warmer reception than that framing suggests. Orangepixel, a solo-developer outfit with a genuine love of 80s arcade design, built this around a simple premise: pick one of four classes, descend through procedurally generated floors, kill everything, grab loot, repeat. The RPG trappings are light on purpose. The Elf, Warrior, Wizard, and Valkyrie each carry their own stat spread, and a fifth class sits locked behind the kind of achievement grind that will either excite or exhaust you depending on your tolerance for that sort of carrot. Character leveling upgrades your weapon output rather than opening branching skill trees, and the shop system is deliberately low-pressure, stocking only one random item at a time so you never feel obligated to hoard gold. The core loop borrows heavily from classics like Gauntlet and the chaotic bullet-density of Robotron. Rooms fill with ghosts, cyclops, skulls, and assorted critters, and your job is to clear them fast enough to find the level key and reach the exit. Quests layer in optional objectives for bonus loot and experience, and hidden rooms with perma-items reward thorough exploration without demanding it. The dungeon's adaptive difficulty is the genuinely interesting mechanic here: it tracks your progress and scales danger upward as you improve. Play smart and the dungeon gets smarter. On paper, that should extend replay value considerably. In practice, the variety of enemy types and level tilesets is limited enough that most players will hit a ceiling somewhere between hour five and ten where the loop starts to feel repetitive rather than challenging. Local co-op is where this one picks up extra life. The split-loot dynamic, including the ability to simply not share healing potions with your partner, introduces a funny layer of low-stakes betrayal that makes couch sessions genuinely entertaining. Solo play is perfectly functional but the comedy of dungeon greed lands better with a second person in the room. The pixel art is clean and characterful, controls respond well on gamepad, and the whole package runs without technical fuss on PC, Mac, and Linux. Here is the honest caveat, and it matters if you are coming from BG3 or Disco Elysium looking for narrative payoff: there is none. Choices here are tactical, not moral. There are no dialogue trees, no character arcs, no lore that rewards a second read. That is not a design flaw, it is a design choice, and it is the right one for what this game is. The problem is that the depth ceiling sits low even within its own genre. Compared to something like Hades, which layered narrative and build variety deep enough to justify dozens of runs, Heroes of Loot is a snack. A well-made snack, but a snack. Community sentiment from Steam skews toward appreciating the value-to-fun ratio while acknowledging the limited monster variety and the way dungeon scaling can outpace player strength in ways that feel uneven rather than fair. Monika, Scout Team

Heroes of Loot
ActionAdventureRPG

Heroes of Loot

May 25, 2015Orangepixel
GamerScout Says

Gauntlet nostalgia stripped to arcade bone, with a dungeon that quietly scales to punish you the better you get. Fits in a lunch break; might eat your evening.

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About Heroes of Loot

My first instinct when I see a twin-stick shooter wearing a dungeon-crawler costume is mild suspicion, but Heroes of Loot earns a warmer reception than that framing suggests. Orangepixel, a solo-developer outfit with a genuine love of 80s arcade design, built this around a simple premise: pick one of four classes, descend through procedurally generated floors, kill everything, grab loot, repeat. The RPG trappings are light on purpose. The Elf, Warrior, Wizard, and Valkyrie each carry their own stat spread, and a fifth class sits locked behind the kind of achievement grind that will either excite or exhaust you depending on your tolerance for that sort of carrot. Character leveling upgrades your weapon output rather than opening branching skill trees, and the shop system is deliberately low-pressure, stocking only one random item at a time so you never feel obligated to hoard gold. The core loop borrows heavily from classics like Gauntlet and the chaotic bullet-density of Robotron. Rooms fill with ghosts, cyclops, skulls, and assorted critters, and your job is to clear them fast enough to find the level key and reach the exit. Quests layer in optional objectives for bonus loot and experience, and hidden rooms with perma-items reward thorough exploration without demanding it. The dungeon's adaptive difficulty is the genuinely interesting mechanic here: it tracks your progress and scales danger upward as you improve. Play smart and the dungeon gets smarter. On paper, that should extend replay value considerably. In practice, the variety of enemy types and level tilesets is limited enough that most players will hit a ceiling somewhere between hour five and ten where the loop starts to feel repetitive rather than challenging. Local co-op is where this one picks up extra life. The split-loot dynamic, including the ability to simply not share healing potions with your partner, introduces a funny layer of low-stakes betrayal that makes couch sessions genuinely entertaining. Solo play is perfectly functional but the comedy of dungeon greed lands better with a second person in the room. The pixel art is clean and characterful, controls respond well on gamepad, and the whole package runs without technical fuss on PC, Mac, and Linux. Here is the honest caveat, and it matters if you are coming from BG3 or Disco Elysium looking for narrative payoff: there is none. Choices here are tactical, not moral. There are no dialogue trees, no character arcs, no lore that rewards a second read. That is not a design flaw, it is a design choice, and it is the right one for what this game is. The problem is that the depth ceiling sits low even within its own genre. Compared to something like Hades, which layered narrative and build variety deep enough to justify dozens of runs, Heroes of Loot is a snack. A well-made snack, but a snack. Community sentiment from Steam skews toward appreciating the value-to-fun ratio while acknowledging the limited monster variety and the way dungeon scaling can outpace player strength in ways that feel uneven rather than fair. Monika, Scout Team

Tags

singleplayermultiplayerlocal-coopachievementscontroller-supporttrading-cardscloud-savestier:sub-5Twin-Stick ShooterArcade RogueliteAdaptive DifficultyCouch Co-op BetrayalScore-ChasePixel Dungeon

System Requirements

Minimum

OS
Windows 7 or higher
Storage
200 MB available space
Graphics
Intel HD3000 or higher with OpenGL 2.1 support
Processor
2.0 ghz Dual Core
Sound Card
OpenAL supported sound card

Reviews & Ratings

No ratings available

Game Info

Developer
Orangepixel
Publisher
Orangepixel
Release Date
May 25, 2015

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