- Looters Update 1.1 is now LIVE!! - 1 May 2026
What’s up, heisters?!It is finally time for our Looters Major and FINAL Update featuring hot fixes and lots of TOTALLY NEW CONTENT (and lots of optimization)!✨ New Content ✨1 brand-new level, the Greenhouse!A new Watering Can mechanic, allowing players to grow magical plants and use them as platforms and/or bridges10+ new lootable items found exclusively in the Greenhouse15 new Steam achievementsA new special feature involving Rat magic… (try interacting with the altars in the Library! ːsteammockingː)2 new Emotes available on the Emote WheelNew interactable loot in the environment (cooking sheep station producing meat, crystal ball glowing when picked up, scepter leaving a magical dust trail behind players, etc.)More animated lootable items affected by physics (fish, meat, etc.)New and updated VFX in all levels (butterflies, fireflies, backpack spitting, watering can jet, Cultists’ lase…
- Looters - Sound Design Showcase - 24 April 2026
The Sound Design team, from left to right : Loic Guillevic (Audio Designer), Alexandre Belov (Lead Audio Designer), Daria Giritch (Composor), Charles-Anthony Raymond (Audio Designer), Tristan Chevalier (Lead Composor)Alexandre Belov - Lead Audio DesignerFor today’s blogpost, I’m taking you behind the scenes of some of my favorite sounds from the game. Take a look! 🙂Q: How did you get into sound design?I’d say that my interest in sound design sparked when the game Destiny came out in 2014. I remember being so captivated by all the magical and sci-fi elements. However, I really began exploring sound design more seriously when I started college in 2020. During that time, I had the chance to work on many different projects that required audio, which gave me the opportunity to learn about many aspects of sound design. One of the things I enjoy most is creating magical sound effects, because…
- The Art Direction of Looters - 23 April 2026
When we first started working on Looters, our team consisted of five game developers, all deeply passionate about DnD and fantastical universes like vampires, gothic settings, goblins and more. Fun fact: Looters was initially envisioned as a vampire game before evolving into its current direction!Early environment references for Looters One of our early decisions was to create a stylized game. This choice was driven by technical considerations and by the desire to create strong portfolio pieces for a team of students. We opted for low-poly assets with baked high-resolution details, allowing us to balance optimization and a solid production workflow (low, high, bake, textures). That said, choosing stylized was not about taking the easy route. It was still a good artistic challenge! We pushed ourselves through constant iteration, feedback and reviews since we had to focus on strong silhou…
- ✨Looters is now LIVE!!!✨ - 10 April 2026
That's right, the wait is finally over, heisters! After 8 months of dedicated work, the busy goblins at Partners in Crime are finally ready to share with you the official release of Looters! As of today, April 10th, you can play the game with a friend on local couch co-op or via remote play! Carry out a heist at the Cultist’s Manor, infiltrate as a member of the Cult, cooperate with your teammate to steal loot and feed your sentient Backpack — all of this with the hopes of making the Goblin King happy (if that’s even possible)! 👑Don’t hesitate to leave us a review on our Steam page; we love reading each and every comment and we truly appreciate the feedback. It means the world to us as indie devs! Stay tuned for the Major Update that will be released in a few weeks from now! We’ve got more cool stuff in store for all the greedy goblins out there… 👀 We will also be keeping an eye on al…
- Characters of Looters - Showcase - 9 April 2026
Heisters, prepare yourselves for the longest Devlog ever made for Looters by Looters, as today we will be covering all the characters and the team working hard behind-the-scenes to bring them all to life! No spoilers! From left to right, top to bottom: Akim (Animator), Léa (Lead Character Artist), Céline (Art Director, Animator), Michael (Rigging Artist), Antoine (Animator), Julien (Lead Environment Artist), Jean (Environment Artist), Vincent (Character Artist), Éloise (Character Artist), Andrea (Character Artist), Noah (2D Concept Artist), Sébastien (Prop Artist), Kobiwan (Environment Artist), Benjamin (Tech Artist), Cassandra (Prop Artist)The GoblinsGoblin Concepts made by Céline (Lead DA, Concept Artist)Goblin 1 (Tetine)As you can see, the model has come a long way! After getting some great feedback from the team, we decided to lean into a more 'cartoony' style, dialing back the text…
- Looters - Cinematic Trailer Release - 27 March 2026
The Wait is Almost Over, Heisters! ⌛We’re officially pulling back the curtain on the very first cinematic trailer for Looters. This project represents a massive milestone for us, and we can't wait to show you the world we’ve created!Here is the first look at the Looters Cinematic Trailer, now available on Steam and YouTube:Creating this trailer required the collaboration of many talented individuals, including Noah, one of our Concept Artists. Noah drew the complete storyboard for the 2D portion of the cinematic. In the opening seconds of the trailer, you’ll see the infamous Goblin King ordering our little Goblins to embark on a risky—but potentially very fruitful—heist mission.A part of the storyboard for Looters Cinematic Trailer. Each scene was hand drawn by Noah (Concept Artist)Once the storyboards were approved, it was all hands on deck! Designers Hervée and Akim braved the Unreal…
- Looters - Programming Team BTS - 20 March 2026
🤓Tech Goblins Unite!💗Looters was always about giving the players as many opportunities to cooperate and interact with the environment as possible. Since the very beginning of the project, our programming team has been acquiring new Tech Goblins, each with their own strengths and technical skills. For instance, Guy, our Technical Director, is responsible for the core mechanics and the game menus. Émile, our Creative Director, is more focused on the looting and interaction systems as well as the sound integration. Léo, our Encounter Designer, is the one behind the design and behavior programming of the Cultists, the Bag and the Big Rats roaming around the manor. Timothée and Kobi are both in charge of programming the interactable elements of the game, such as the many doors, levers and the elevator you can find through the mystical Cultist’s manor. In this blog, we’ll tell you a little…
- Looters - Leadership Behind-the-scenes - 13 March 2026
We Are Back!Hey there heisters,In today’s devlog, we’re sharing something a little different: a look behind the scenes at the leadership and management of Looters. Game development is a team effort, and strong communication and direction are key to keeping things moving.We also hosted internal Q&A sessions with the management team, asking questions about leadership decisions, project direction, and how the team guides development. Dive into the leads’ history!The front page of Looters online documentation, all made with Notion. Each department has a dedicated section that regroups all the essential information we might need during the development processTeam CollaborationWhen Looters was elected as one of our two final university projects alongside Spire of Chaos : Arcana Unleashed, the original team went from 5 people to 26 in the span of two weeks. Onboarding everyone on the team and…
- Shaping Looters - Environment, Props and Level Art - 27 February 2026
When players step into Looters, they will see characters, environments, and details that feel alive. What they will not see, at least not at first, are the talented 3D artists behind it all, the team turning our ideas into something you can explore and immerse yourself into. Now is their time to step into the spotlight. Meet the 3D artists shaping the universe of Looters! Today, we will be diving into the environment, props and level art done by our team.From left to right, top to bottom: Akim (Animator, Writer), Léa (Lead Character Artist & Prop Artist), Céline (Art Director, Animator), Michael (Rigging Artist), Antoine (Animator, 2D Concept Artist), Julien (Lead Environment Artist & Prop Artist), Jean (Environment & Level Artist), Vincent (Character & Prop Artist), Éloise (Character & Prop Artist), Andrea (Character & Lighting Artist), Noah (2D Concept Artist, Prop Artist), Sébastien…
- The Design of Looters - The Good, the Bad & the Greedy - 20 February 2026
It is no secret that making any kind of video game is hard. With that said, designing a game for two players like Looters comes with its own challenges. For instance, what’s the best way to encourage cooperation between players? How do we prevent players from going their separate ways in an open level? What do we do if one is stuck somewhere and the other keeps going? What draws the players together? All of these questions, and many more, have to be addressed; that’s where the Design Team comes in.From left to right, top to bottom: Léo (Encounter Designer), Émile (Creative Director & Game Designer), Rachel (Lead Level Designer), Justin (Economy Designer), Julien (Scenarist), Hervée (Level & UI Designer), Francis (UX Designer), Danaël (Level Designer), and Nathan (Level Designer)At Partners in Crime, we currently have nine designers working on different aspects of the game. This blog pos…
- Looters - How it all started - 13 February 2026
Have you ever heard of the term ‘’loot goblin’’?For the tabletop RPG nerds and the fantasy fanatics, it might sound all too familiar. In pop culture, the loot goblin is usually portrayed as a mischievous, greedy, chaotic being who loves to play tricks and is driven by the lure of profit.One cozy morning, united by their love for this marginal fantasy creature, a group of 2 game designers and 3 artists started brainstorming game ideas centered around the mystical loot goblin figure. Most of us had previously encountered the small, greedy creature in various forms during our D&D campaigns, but we kept wondering ; how could we bring this archetype to life in a video game?When we started the design process for Looters, there were a lot of unanswered questions, but one thing was for sure ; goblins are social creatures - they never (or rarely) act alone. Therefore, it was clear to us from the…
- Looters - Our Journey Begins - 6 February 2026
After a little over three months of development, we’re excited to finally share Looters, our final university project. This project started as a small idea and turned into a full game built under real deadlines, real constraints, and a very real “we have to ship this” moment. The goal was simple: make something fun, finish it on time, and not scope ourselves into oblivion. Development OverviewLooters is being developed over an intensive five-month period. We planned, prototyped, cut features, fixed bugs, and will be repeating that cycle until it feels like a game worth releasing.The game will launch in mid April this year, followed by the final version a few weeks later. This first timeframe gives us time to gather feedbacks, improve balance, and catch the bugs that only appear once players get their hands on the game.What Is Looters?Looters is a game focused on exploration, sneaking, a…