Lets Get Loot! key art
Unranked Released 2d

Lets Get Loot!

An idle hack-and-slash about gear maths, artifact builds and one very brave Hardcore button.

by John Timpson · 23 Mar, 2025 · Windows

Lets Get Loot! answers the question nobody asked: what if a hack-and-slash Diablo-style loot grinder had no reflexes in it at all? John and Teeja Timpson's 2025 idle auto-battler, built in GameMaker, runs the fight for you, and the game happens in the gear math before the fight.

What the loop feels like

Your hero walks into waves of enemies and wins or loses without you touching a key, because combat is fully automated and your real lever is preparation: what you equip, what you craft, what you prioritize. Drops flow in continuously, gold, gear and crafting materials, all feeding stats. The veteran order of operations is blunt: buy gold-gain and drop-rate multipliers before raw damage, because the compounding economy beats the sword. That's Lets Get Loot!

Dungeon tiers climb, multipliers unlock, and artifacts get forged and upgraded to bend the baseline numbers toward a specialty, critical-heavy or pure survivability, whatever your current bottleneck demands. Overnight you leave automated farming running; active sessions are for pushing high-tier bosses where manual artifact activation matters. And there is a Hardcore mode where death erases the run entirely, the one genuinely spicy decision in an otherwise mellow box. That's Lets Get Loot!

Lets Get Loot! gameplay

The systems doing the work

Five named systems carry it: idle hack-and-slash combat that fights PvE waves on its own, a loot collection loop of gear, gold and crafting materials, artifact crafting that alters baseline parameters, vertical stat scaling through experience and gold, and milestone progression where deeper dungeon tiers unlock fresh power tiers and higher multipliers. Steam achievements and leaderboards give the endless loop some long-tail shape. What it is not is a reflex game: no dodging, no skill combos, just macro-management and build synergy.

Where it stumbles

This is a young game with visible growing pains, and the community record is candid: progression speed has been rebalanced dramatically overnight, with multi-fold multiplier shifts erasing weeks of idle progress and wrecking leaderboards, a change players describe as fun until it happened. Players report a lack of compelling endgame goals once the novelty wears off, loot variety that feels uninspired for a game named Lets Get Loot!, classes without meaningful mechanical divergence, and elements and seasonal resets criticized as flat visual backdrops. The developers have themselves posted about pausing updates to rethink core systems, so the game sits in a transitional, experimental state.

Playing it today

Windows only on Steam at a modest price. For a fuller take on the loot-idle hybrid, our entries on Clicker Heroes and Loot Hero DX cover the older, better-trodden versions of this loop.

The verdict

A promising skeleton of an idle auto-battler that currently wears its growing pains on its sleeve. Worth an afternoon; hard to promise it a year.

If you like Lets Get Loot!

mechanic-matched

© 2026 Idle Index — Game facts from the r/incremental_games community wiki. Editorial is ours.