Lootfest Wars news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed playersNot available
- SteamPulse tracked peak2
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review score87% positive
- Total reviews23
- Release dateFeb 28, 2018
- Developervikingfabian
- Publishervikingfabian
Genres: Casual, Indie, Strategy
Company pages: Developer: vikingfabianPublisher: vikingfabian
Lootfest Wars Steam news
Lootfest Wars news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Follow up title to Lootfest Wars - 8 July 2024
Download the new game here: https://store.steampowered.com/app/1223150/DSS_war_party/
- Launch Notes - 5 February 2018
There was not plans to release this game, but sometimes I get moments of total obsession of ideas until I see no other way out than start working on them. This was my 8th attempt to make an RTS, ever since I was playing Starcraft on LANs I thought about "what if" I could remove the stressful factor I dont like about RTS. I made a couple of prototypes through the years since then. In the fist one you just saw the inside of a tent, where you sat at table with generals and gave orders. I knew from the start that I wanted automated resource gathering and some type of randomized card system to buy units from. It was not until I tried Clash Royale that every idea clicked into place, what that game taught me the most was how important it is to make heavily characterized soldier types with clear strengths and weaknesses. As soon as I got through my obsessive period I officially declared that th…
- Launch Notes - 5 February 2018
There was not plans to release this game, but sometimes I get moments of total obsession of ideas until I see no other way out than start working on them. This was my 8th attempt to make an RTS, ever since I was playing Starcraft on LANs I thought about "what if" I could remove the stressful factor I dont like about RTS. I made a couple of prototypes through the years since then. In the fist one you just saw the inside of a tent, where you sat at table with generals and gave orders. I knew from the start that I wanted automated resource gathering and some type of randomized card system to buy units from. It was not until I tried Clash Royale that every idea clicked into place, what that game taught me the most was how important it is to make heavily characterized soldier types with clear strengths and weaknesses. As soon as I got through my obsessive period I officially declared that th…
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