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Loop Hero

A deck-based auto-battler where you summon your own enemies. Every tile you place makes the loop more dangerous and more profitable at once, so difficulty is a dial you hold and loot is the payment for turning it.

2021 Indie RPG Strategy ★ Very Positive · 93% 36,562 reviews
Loop Hero

Read the Honest Review

The good and the not-so-good — honest, with reasoning.

Guides

Guides

guide

Loop Hero Beginner Guide — Retreat Before You Die

Loop Hero explains its controls and almost none of its economy. The thing new players get wrong is not card placement — it is that dying costs you most of what you collected, and retreating deliberately does not. This guide puts the opening hours in order: when to retreat, what to build first, how the loop actually escalates, and the placement habit that separates a run that scales from one that stalls.

guide

Loop Hero Camp Build Order — What to Build First

The camp is Loop Hero's real progression, and its 23 buildings are not equal. Four of them gate almost everything else — traits, crafting, the Desert cards, golden cards in your deck — and the rest are improvements you can take whenever. This is the build order in priority sequence, with the adjacency rules that decide where each one can go and which one you are allowed to knock down afterwards.

guide

Loop Hero Best Cards — Combos Ranked, and the Full List

Loop Hero cards are worth far more in combination than alone. Two Battlefields turn Wasteland into Blood Path, a Village next to a Vampire Mansion becomes a Count's Land, nine Rocks in a square become a Mountain Peak. So a deck should be built around the combinations you intend to trigger, not around the cards that read best. This ranks the combinations worth building for, then lists every one of them.

guide

Loop Hero Best Class — All Three Ranked, and Why

Loop Hero has three classes, and picking between them is usually framed as a power question. It is not. Each class wants a different set of landscape cards, and two of those sets are direct opposites. That is why a deck that carried your Warrior can make a Necromancer run feel broken. This ranks all three, explains what each one demands from your deck, and says which to unlock and in what order.

Overview

What's the Game?

A deck-based auto-battler where you summon your own enemies. Every tile you place makes the loop more dangerous and more profitable at once, so difficulty is a dial you hold and loot is the payment for turning it.

You choose the difficulty

every tile placed strengthens what you face and increases what drops, so the risk dial is permanently in your hand.

Combination tiles carry the depth

a Vampire Mansion beside a Village permanently upgrades it, nine Rocks in a square become a Mountain Peak, a Meadow beside anything else upgrades itself for free.

Three classes, three opposite decks

Rock and Mountain carry the Warrior and actively hurt the Necromancer, so a deck is not portable between them.

The camp is the real progression

23 buildings, four of which gate almost everything, and everything you build survives a failed expedition.

Retreat beats death

the campfire is the only safe exit, and dying anywhere else costs most of your haul. The game never says so.

Honest caveats

the middle chapters ask for repeated farming runs, and a hero that fights by itself means a lot of that time is spent watching.

Trailer

Trailer

Launch Trailer Watch on Steam

Screenshots

Screenshots

Languages

Supported Languages

Language Interface Audio Subtitles
日本語
Deutsch
English
Español
Français
Italiano
한국어
Português (Brasil)
Русский
简体中文
繁體中文

Spec

System Requirements

Windows

Minimum

Minimum: OS *: Windows 7, 8.1, 10 x64 Processor: Intel Core2 Duo E4500 (2 * 2200) or equivalent, AMD Athlon 64 X2 Dual Core 3600+ (2 * 1910) or equivalent Memory: 2 GB RAM Graphics: GeForce 7300 GT (512 MB), Radeon X1300 Pro (256 MB) Storage: 300 MB available space

Recommended

Recommended: OS *: Windows 7, 8.1, 10 x64 Processor: Intel Core2 Duo E6750 (2 * 2660) or equivalent, AMD Athlon 64 X2 Dual Core 5000+ (2 * 2600) or equivalent Memory: 2 GB RAM Graphics: GeForce 8600 GT (512 MB), Radeon HD 4650 (1024 MB) Storage: 300 MB available space

macOS

Minimum

Minimum: OS: Mac OS X 10.11 or higher Memory: 2 GB RAM Storage: 300 MB available space Additional Notes: Mac M1 officially not supported

Linux

Minimum

Minimum: OS: Ubuntu 18.04+ Processor: Intel Core2 Duo E4500 (2 * 2200) or equivalent, AMD Athlon 64 X2 Dual Core 3600+ (2 * 1910) or equivalent Memory: 2 GB RAM Graphics: GeForce 7300 GT (512 MB), Radeon X1300 Pro (256 MB) Storage: 300 MB available space

Recommended

Recommended: OS: Ubuntu 18.04+ Processor: Intel Core2 Duo E6750 (2 * 2660) or equivalent, AMD Athlon 64 X2 Dual Core 5000+ (2 * 2600) or equivalent Memory: 2 GB RAM Graphics: GeForce 8600 GT (512 MB), Radeon HD 4650 (1024 MB) Storage: 300 MB available space

Achievements

Achievement Highlights

First blood First blood
First time? First time?
Go-getter Go-getter
Grandma says hello Grandma says hello
Groundhog day Groundhog day
Lost count Lost count
New beginning New beginning
Practically a job Practically a job
Trickster Trickster
Trophy collection Trophy collection

FAQ

FAQ

A deck-based auto-battler with roguelite structure and a base-building meta layer, made by Four Quarters and published by Devolver Digital in March 2021. Your hero walks a fixed loop and fights on its own; your only inputs are which cards go on the map and when to retreat. It sits at around 92 percent positive on Steam from roughly 36,500 reviews.
The inversion at its centre. You are not fighting what the game sends — you place the tiles that decide what shows up. Every card you add makes the loop both more dangerous and more profitable, so difficulty is a dial you hold and loot is what you get for turning it.
Retreat, and earlier than feels comfortable. Dying on the loop costs you most of what you collected, while retreating at the campfire keeps it. The camp is the real progression, so a banked loop six beats a dead loop nine. This is the single most expensive thing the game never tells you.
Warrior until you have built the Crypt and the Intel Center, then Necromancer. The three classes want opposite landscape decks — Rock and Mountain raise maximum HP, which is the Warrior's whole game and nearly useless to a Necromancer running on Magic HP, while Desert cuts maximum HP and so ruins the Warrior but costs the Necromancer nothing.
Yes, for interface, full audio and subtitles, alongside Russian, Simplified and Traditional Chinese, Korean, French, German, Spanish, Brazilian Portuguese, Italian, Dutch and Turkish. The localisation is complete rather than partial, which matters because card and trait descriptions carry most of the game's rules.

Data last updated: · Information based on store APIs

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