Steam release scheduled · App 5017820

Sir Loot-a-Lot

View on Steam ↗Updated Awaiting first sample
  • Single-player
  • Full controller support
  • Steam Cloud
  • Family Sharing
Steam

Store data

Store status
Coming soon
Scheduled release
11 November 2026
Positive reviews
—
Total reviews
—
Release date
11 November 2026
Player tracking—Begins when the game launches
Release date11 November 2026Scheduled by Steam
Store statusComing soonSteam store listing
Steam rating—0 reviews
Steam metadata

Game information

Details supplied by the Steam store
App ID
5017820
App type
Game
Supported systems
Windows
Genres
Adventure, Casual, Indie, RPG
Release date
11 November 2026
Last player update
Awaiting first sample
Steam store data

System requirements

Supplied by the developer on Steam

Windows

Minimum
Requirement
Requires a 64-bit processor and operating system
OS
windows 10 64-bit ,windows 11
Processor
AMD Athlon X4 | Intel Core i5 4460
Memory
8 GB RAM
Recommended
Requirement
Requires a 64-bit processor and operating system
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Player history

Concurrent players

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24-hour and 7-day views use hourly peaks from ten-minute samples. Longer views use retained daily peaks. Up to 24 recent event markers are shown per layer.

Twitch

Twitch stats

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Long-term history

Monthly players breakdown

Calculated from SteamWatch samples
Monthly data will appear after the first successful player sample.
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About this game

Description

Supplied by the Steam store

《Sir Loot-a-Lot》 is a medieval turn-based looter RPG. You play as a lone black-iron knight, venturing deep into goblin lairs, skeletal graveyards, and web-choked abysses. Cut a path through them with sword, spear, and hunting bow, carry every piece of loot back to town, and forge yourself into someone capable of surviving the next expedition.

But combat works a little differently here: your skills are not buttons lined up on a hotbar, waiting for their cooldowns to end. Instead, they are dealt into your hand as cards at the start of every turn.

[h2]When Skills Become Cards, Every Move Becomes a Choice[/h2]

Each turn, the skills you have learned are shuffled back into your hand. You have 4 Action Points and a random set of possibilities to work with.

Quick Slash, Heavy Thrust, Whirlwind Arrow, Poison Coating, Iron Wall, Defensive Counter—what you play, the order you play it in, and where you spend those 4 points turn every round into a small tactical puzzle. You cannot simply repeat the same rotation, because every hand is different.

This is not a traditional card game. There is no complicated deckbuilding and no thick rulebook to study. The cards are simply your skills—only now, they force you to make meaningful choices.

[h2]Sword, Spear, and Hunting Bow: One Knight, Three Fighting Styles[/h2]

You carry three weapons and automatically switch to the appropriate stance whenever you play a card. Close-range slashes, mid-range thrusts, and long-range arrows can flow seamlessly into one another within the same turn.

Some skills reward you for constantly switching stances. Others encourage you to commit to a single weapon and keep attacking. Certain enemies may even begin to recognize—and punish—your habits.

[h2]Poison, Fire, Frost, and the Thrill of Combos[/h2]

Coat your next attack in poison, flame, or frost, causing enemies to bleed, burn, or freeze during their own turns. Chain duplicate cards together with Multi-Slash to unleash an entire sequence of attacks.

Recognize an opportunity that exists for only a single turn, then use it to wipe out an entire group of enemies at once.

[h2]Relics That Give Every Run Its Own Identity[/h2]

The relics you find are not merely another collection of percentage bonuses. They change the way you play.

One might make the first strike of every turn exceptionally deadly. Another may cause an elemental enchantment to last for the entire round. Some may even grant you an additional turn.

Once you assemble two or three relics, your build begins to take shape—and your next expedition may play completely differently.

[h2]Loot Is the True Long-Term Progression[/h2]

Every descent is an expedition. Branching paths lead to regular battles, elite ambushes, blessing chambers, treasure vaults, mysterious merchants, and a boss waiting at the end.

Weapons and armour wear down in battle, but new equipment can also be taken from fallen enemies. Every item you bring back to town remains in your collection, helping you travel a little farther next time.

Relics and temporarily learned skills disappear when an expedition ends. Your equipment collection does not.

[h2]Bosses That Fight Back Intelligently[/h2]

The goblins, undead, and spider swarms each have their own leaders—and they are more than ordinary enemies with larger health bars.

They summon reinforcements, adapt to your fighting style, and place unwanted cards into your hand. Defeating them requires changing your rhythm, not simply attacking more times.

[list] [ ] Turn-based card combat where skills become cards and a new hand is dealt every turn [ ] Seamlessly combine sword, spear, and hunting-bow stances [ ] Poison, fire, and frost enchantments, plus multi-hit combo attacks [ ] Run-defining relics that change how you play [ ] Equipment drops, durability, crafting, and long-term loot progression [ ] Branching expeditions across multiple regions with escalating difficulty [*] A grim medieval art style and mechanically distinct boss battles [/list]

Failure does not leave you with nothing.

Return to town. Repair your sword. Then descend once more.

Steam gallery

Screenshots

8 available
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