Compare Megaloot prices across 50+ stores and find the best deal. Developed by axilirate. Published by Ravenage Games. Released on 8/30/2024. Available on PC. Genres: Casual, Indie, RPG, Strategy.

Inventory juggling as combat strategy sounds like a gimmick until it actually clicks, but a thin content pool and mixed-signal reviews past launch suggest this one has a ceiling.

I came into Megaloot expecting a gimmick dressed up as a game, and the first few runs proved me half right, half wrong. The core concept pulls from the same DNA as Backpack Battles: your inventory is not an afterthought, it is the battlefield. Every floor of a 99-floor tower drops weapons, armor, magic rings, and consumables, and the decisions you make about what to equip, what to burn for an immediate stat spike mid-fight, and what to dismantle post-floor for a permanent gain form the actual strategy layer. Solo developer axilirate is working on something genuinely novel here, and for a stretch of time that hook is real. The mechanics are turn-based at their core, split-screen style, with one side running the pixel-art combat and the other showing your inventory grid plus a four-item shop you can reroll for two coins. Stats like Toxicity, Strength, Wisdom, Faith, and Recovery interact with your equipped gear and keystone cards to shape your build. The dual-purpose loot system, where every item can either stay equipped or be consumed for an in-battle boost, forces constant triage. Do you burn the magic ring now for a heal, or hold it and let the synergy with your Spell Book ride out? Early floors feel fresh because those decisions are tight and meaningful. A post-launch Mega Update added online co-op for up to four players, new Specializations, revamped Spell Books, a combat log, Special Chests and Trials, and an overhauled item merging system, which is a serious amount of content work from a solo dev and genuinely addresses some of the thinness people complained about at 1.0. That said, the Steam review curve tells a specific story: launched to early enthusiasm, settled at a Mixed 64 percent across over 1,500 English reviews. The two loudest complaints track with what I found. First, there is no meta progression. Runs reset completely, which is a legitimate design choice but one that hits harder when the item pool, even at 150-plus entries, starts feeling repetitive faster than it should. Players who expected unlockable permanent upgrades between runs, like Hades or Dead Cells provide, hit a wall of disappointment. Second, the UI is clunky in ways that matter: elements overlap, clicks land on the wrong target, and at late floors there have been reported performance dips bad enough to affect responsiveness, which is a rough look for a game built around rapid inventory decisions. Who is this actually for? If you are a build-optimizer who can run the same loop twenty times looking for a different synergy line, this scratches that itch at a low entry price. The co-op mode adds a social angle that helps the repetition. If you need either a strong campaign arc or a carrot-and-stick meta unlock system to stay motivated, the runs will start blurring together within a few hours. It is not a bad game, it is a limited one, and the developer has been actively patching rather than walking away, which counts for something. Fred, Scout Team

Megaloot
CasualIndieRPGStrategy

Megaloot

Aug 30, 2024axilirateRavenage Games
GamerScout Says

Inventory juggling as combat strategy sounds like a gimmick until it actually clicks, but a thin content pool and mixed-signal reviews past launch suggest this one has a ceiling.

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About Megaloot

I came into Megaloot expecting a gimmick dressed up as a game, and the first few runs proved me half right, half wrong. The core concept pulls from the same DNA as Backpack Battles: your inventory is not an afterthought, it is the battlefield. Every floor of a 99-floor tower drops weapons, armor, magic rings, and consumables, and the decisions you make about what to equip, what to burn for an immediate stat spike mid-fight, and what to dismantle post-floor for a permanent gain form the actual strategy layer. Solo developer axilirate is working on something genuinely novel here, and for a stretch of time that hook is real. The mechanics are turn-based at their core, split-screen style, with one side running the pixel-art combat and the other showing your inventory grid plus a four-item shop you can reroll for two coins. Stats like Toxicity, Strength, Wisdom, Faith, and Recovery interact with your equipped gear and keystone cards to shape your build. The dual-purpose loot system, where every item can either stay equipped or be consumed for an in-battle boost, forces constant triage. Do you burn the magic ring now for a heal, or hold it and let the synergy with your Spell Book ride out? Early floors feel fresh because those decisions are tight and meaningful. A post-launch Mega Update added online co-op for up to four players, new Specializations, revamped Spell Books, a combat log, Special Chests and Trials, and an overhauled item merging system, which is a serious amount of content work from a solo dev and genuinely addresses some of the thinness people complained about at 1.0. That said, the Steam review curve tells a specific story: launched to early enthusiasm, settled at a Mixed 64 percent across over 1,500 English reviews. The two loudest complaints track with what I found. First, there is no meta progression. Runs reset completely, which is a legitimate design choice but one that hits harder when the item pool, even at 150-plus entries, starts feeling repetitive faster than it should. Players who expected unlockable permanent upgrades between runs, like Hades or Dead Cells provide, hit a wall of disappointment. Second, the UI is clunky in ways that matter: elements overlap, clicks land on the wrong target, and at late floors there have been reported performance dips bad enough to affect responsiveness, which is a rough look for a game built around rapid inventory decisions. Who is this actually for? If you are a build-optimizer who can run the same loop twenty times looking for a different synergy line, this scratches that itch at a low entry price. The co-op mode adds a social angle that helps the repetition. If you need either a strong campaign arc or a carrot-and-stick meta unlock system to stay motivated, the runs will start blurring together within a few hours. It is not a bad game, it is a limited one, and the developer has been actively patching rather than walking away, which counts for something. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvpcooponline-coopachievementsworkshopcloud-savestier:indieInventory-as-CombatNo Meta ProgressionDual-Purpose LootSolo DevTower CrawlerCo-op RogueliteKeystone BuildsStat Synergy

System Requirements

Minimum

OS
Windows 10/11
Storage
500 MB available space
Graphics
Support for OpenGL 3
Processor
Requires a 64-bit processor and operating system

Recommended

OS
Windows 10/11
Storage
500 MB available space
Graphics
Support for Vulkan
Processor
Requires a 64-bit processor and operating system

Reviews & Ratings

No ratings available

Game Info

Developer
axilirate
Publisher
Ravenage Games
Release Date
Aug 30, 2024

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