- 0.24.0 - Difficulty Increased & UI Updates - 21 September 2026
We're on a roll. Another update is ready to go! This update finally increased the base difficulty. For a long time we kept the difficulty low so any jam players could get through to see more of the game. With the recent addition of difficulty settings, there is no need for the default to be so easy! Somehow we overlooked this when adding the difficulty settings. Nearly all enemies received a buff to their HP and attack power. We have also added some new enemies to levels with fewer options so you will be less likely to get a bunch of the same enemies over and over. We have also reduced the level at which some status effects are introduced. We hope this increase in difficulty will encourage players to learn the combat mechanics. We've heard several times that the game was so easy that people were not feeling incentivized to do so. The Easy/Hard Difficulties have also had the buff/debuff…
- 0.23.0 - Movement Speed/Combat Details - 17 September 2026
We've been busy continuing the work started with our last update. The artists have been polishing the attack animations this time. Many have had small details cleaned up and improved. Not as many new features have been added in this release.Movement speed has been updated. We originally focused more on the story and set the movement speed to fit the feel of the Slimes going out nearby to find food. An important task, but not one that required rushing. The slower pace fit the feel of them scouting around looking for food. We had several comments that it felt too slow. We did increase it a bit, but the system to detect encounters was designed for the slower pace, and certain situations had problems with too high of a speed. We added some fixes for problem areas, but knew that eventually the core would need to be updated. That update has finally been implemented. The new system allows the…
- 0.22.0 - Endless Mode - 15 September 2026
This started out as a small patch release. Then we kept finding little things that we wanted to fix and add. There were many small details we were seeing with the new animations that we wanted to clean up, which ended up with us going over all of the walk and idle animations. We have not added new animations, but the existing walk and idle ones should be more polished. The attack animations are next. The biggest new feature of this release is Endless Mode. We've had a version of it in the game for a while, but it was only as a dev tool, with a bunch of debug buttons. We have split it out to be its own thing for players to enjoy, if they so choose. This is still in an early state, and not well balanced, but the basic systems are in place for those who want to try it out.For those using Debug, the old Endless has been replaced by God Mode, with refined controls and the ability to be used…
- 0.21.0 - Animations - 6 September 2026
This update is all about animations. We have started adding animations for combat. The systems are in place for more, but currently most attacks will be using a similar cross body slash motion. As we complete the remaining art, we will be including different animations for different abilities. The Slimes have a new movement animation where they are hoping along, instead of sliding across the ground. Enemies will also have better walking animations. All of these are still being tweaked, but enough are in place that we wanted to show off the changes.While the animations take the spotlight, there have been some other nice-to-have updates. The Character Details screens now have a tab for Status Effects. This will show additional details that don't fit on the combat screen. When in combat, the Character Details now has tab bars at the top for both your party and the enemy party, with a toggl…
- 0.20.0 - August Overhaul - 26 August 2026
We have slowed down on how often we are releasing updates, but recent releases have been bigger. This one is no exception! This release again has a lot of behind the scenes changes, but unlike the last two, also plenty of player facing changes!The core of this update is Combat Overhaul part 5 and Status Effects part 2. We've continued to refine the character and combat logic to create a more dynamic system that worked for how we wanted status effects to function. The "Status Effects" system we created is actually a lot more than what you may think of for a normal system handling status effects. It was designed to be very powerful, with the intent to use it for more than just your basic effects. More on that below. Currently you will only see status effects during combat. In the near future we plan to add a screen to the Character Details that will show all active status effects.We have…
- 0.18.0 - Status Effects Part 1 - 25 July 2026
This is a pretty big update, though much of it is not going to be directly visible. We did a lot of work on the underlying systems that handle the events in the game and the path you travel. The new systems are much more flexible and will allow us to do more things we have been planning. For now the main thing this has provided was an easy way to create a new game mode, with less story. On the Menu screen you will now see a "Story" section with options for "Full" and "Lite". The core of both modes is the same, but Lite mode cuts down a lot of the story sequences. I expect that most people reading this have played the game in the past, so this will offer a faster way to play and test the new features without having to go through all of the story bits that have not changed. We are currently focusing on making the rest of the gameplay more enjoyable and will then update the story to fit th…
- 0.17.0 - Inventory Management - 28 June 2026
This update builds upon our previous one. We have embraced the comments that say the inventory management part of the game is too tedious and not rewarding enough, and have updated parts of the game to remove it where it is not needed for the new mode. You can still turn it on to get the original experience, but when it is off, the game will look different. The biggest thing you will see is in the Inventory. Instead of being split into top and bottom Bag sections, the center will just show one big area for the Party Bag. The Slime Personal Bags will be hidden. In the Traders' Depot you will have the top/bottom split, but the bottom will not have tabs, and will just be the Party Bag.We are still reviewing our options after the results of Next Fest, but have narrowed things down. We think we have a plan for how to move forward, and will be working over the next month to see if we can make…
- Next Fest Postmortem - The Path Ahead - 23 June 2026
With the end of Next Fest, it is time to take a look at how things went. Overall, it did not go well. In addition to this being Next Fest having a lot more submissions than normal, and a lot of AI slop that turned many people away, we did not have the initial following and marketing to draw attention to our game. The first 2 days matter the most to feed the algorithm, and we did not do enough to promote the game to a wide enough audience in advance of Next Fest. Our capsule art and trailers were also not that good. We know that marketing is an important part of releasing a game, but we were so focused on the game, that we did not do enough to promote it in advance. We spent much of Next Fest trying to catch up with our marketing. We worked on new trailers. We redid our capsule art. We made changes to the demo. All of this helped, and we did get more attention from it, but it was too lat…
- 0.16.4 - Default Settings & Title Font - 20 June 2026
This is a small update. Based on feedback we have changed some default settings. The tutorial is now off to start, as it is fairly in-depth and the game is pretty simple to understand without it. We also enabled the Abilities use Party Bag setting. With this enabled you do not need to distribute loot to each Slime's Personal Bag, as they can use anything in the Party Bag. Players who want the original experience can turn this off. Both of these setting have been added to the main menu so players can adjust them without needing to go into the Settings.We have updated the title to use the the same pixel font that is used for the text. The color has also been changed to better match the rest of the game.
- 0.16.3 - Bestiary Now Shows Abilities - 17 June 2026
We did not write a dedicated devlog for 0.16.1 or 0.16.2. They were hot fixes put out shortly after 0.16.0, at the start of Next Fest when we were posting other things. This update will cover 0.16.1-0.16.3. The biggest new feature in this release is the addition of showing Abilities for Enemies in the Bestiary. An enemy's Abilities will not be shown immediately, but only after you see them used in combat. Yes, if you want to collect all the details about all of the enemies you will have to let them hit you with those abilities. Collecting them will be among the achievements we have planned.The Character Details screen has also been updated to show each character's Physical and Magical Power. These are the character's base stats, which are adjusted in combat by the Ability chosen, and any equipment that the Ability can use. The Character details layout was adjusted to fit the new informa…
- Next Fest - 15 June 2026
Greetings to everyone taking a look at our game during this Steam Next Fest. We appreciate your interest in our game!Hungry For Loot is still in active development. We regularly release updates, typically several per month. Feedback is appreciated and we try to implement it as best we can, while staying true to our vision for the game.For Next Fest we have created a demo to show off as much of what we have in place as felt reasonable to do. The full game's pacing will be different. In this demo you will get a visit from the Demo Dragon towards the end giving you a big powerup, followed by a fight that is a significant jump from where the game had been. The core story and gameplay in this demo are based on the plan for the full version, though they will be expanded and refined. Most of the core systems are in place for the demo, though much nice-to-have polishing is still to be done.Hung…
- 0.16.0 - Lore/Compendium/Bestiary - 14 June 2026
At long last we have started to add the in-game Compendium! "What is the Compendium?", you may ask. Well, it is a place where you can find all sorts of additional lore about the world. To start it will show information about local Places, Peoples, and as you encounter the invaders, you will be able to fill out the Bestiary. Over time additional information will be added, with much of it revealed as you explore the world and learn about what is beyond the Fantastical Forest.Currently, the Compendium that is accessed from the main menu does not have any of this information. You can access it in game from the same Player UI screen as your Inventory and Quest Log.In addition to adding the Compendium, we have also moved the Training Hall from the Town UI to the Player UI. You will now have access to it while traveling. Like the rest of the Player UI, it is not available while in combat or so…
- Where we are & where we are going... - 7 June 2026
We have been working on Hungry For Loot for almost a year now. While the core idea of Slimes eating loot to power abilities, while rising up to fight an invading enemy, has not changed, a lot of details and gameplay have. The original game submitted for Godot Wild Jam # 83 was much simpler and meant to be faster paced. The story grew, and with it so did the gameplay. We are taking part in the June Steam Next Fest, so this seems like a good time to discuss where the game is, and where we see it going.I'd like to start by thanking everyone who has played our game in the past and provided feedback. We value your input and have used it to guide our work to make the game better. Please feel free to let us know what you think about our game. Hungry For Loot is story driven. We have long had the core story in mind as we work on it, though the details do grow and evolve over time. Aspects of th…
- Next Fest Press Preview - 4 June 2026
Welcome one and all! Thank you for taking the time to look at our humble game. We are writing this as the Next Fest Press Preview is about to start. There are thousands of games to look at in such a short time, and we truly do appreciate that you are taking the time to look at our game and read this post about us and our game.We are a family team of 4 making games with the Godot Engine. We do as much as we can ourselves, but do use purchased assets as well. A credits page is in-game on the About screen, if you'd like to see what we are using. We do not use any AI, nor any assets made with it. The code, story, character art, and world art, are all ours. Some UI assets and most audio are currently purchased assets. The fonts are all freely available ones.We are working on this project full time. A devlog is published with every version of the game, so you can look back to see how it has g…
- 0.15.0 - Combat Overhaul, Part 3 - 4 June 2026
It has been a long time coming, but Combat Overhaul part 3 is finally here! We are finally ready to show off the AP (Affinity Points) system. The Slimes have different types of abilities, with different requirements. Most have item requirements. Some of the more powerful abilities also require building up power to use them. We track this buildup, and the cost to use an ability, with AP. Each of the Slimes has different Affinities, and will accumulate AP only in the Affinities appropriate to their abilities. You gain AP by eating items with that Affinity as you use your other abilities. Using an ability that requires AP will not gain any AP. These special abilities with an AP cost are more powerful than your regular abilities, so it is a good idea to build up your AP and save it for tougher fights.Along with the new AP system, we have also redone the current abilities, and added many mor…
- 0.14.0 - Music, Music Everywhere - 31 May 2026
This release mainly focuses on music. Previously we had 3 tracks, with 1 for each of the main menu, traveling, and combat. Now, we have a lot more. Many towns have their own track. Most pubs/taverns have a bard playing music. The travel & combat tracks will change over time to reflect the changing feel of the game. Several mini-boss fights will have boss music. There is also a danger approaching track for certain events.The starting town, Slimerise, is having a party for those who will be heading out the next day. We have chosen music to reflect the celebratory feel. Along with the music, we have also updated some of the town's art to look like they are celebrating. Most importantly, the large empty area that used to hold the Trainer Terry fight, but has looked very bare, is now being used. We've added a fountain to the center, and some stalls for the event. There will be more in the fu…
- 0.13.0 - Slime Burrows, Ability Split, & Quests - 28 May 2026
Less than a week and we have another update ready! Things have come together so that it is in good shape to be released before we start on the next big update. We have some new art to show off, along with some new features.We've been working on new art, including different building types for each race. We had intended for some of it to be in the last update, but it still needed some work. Even now, it is still a work in progress, but has at least reached a point where we can start to show where we are headed. The first of the new home styles are for the Slimes. Slime towns will now have Slime Burrows, as well as wooden buildings. Businesses, especially inns and other places travelers may visit, will be made to support other races as well as Slimes.Your party will mainly be traveling through the center of town, in typically commercial areas. The new art is mainly for residential building…
- 0.12.0 - Saving, Combat UI, & Bulk Transfer - 24 May 2026
This update was focused on restoring the save system. We had saving in earlier versions, but when we added the event system and started transitioning to a more RPG style game, it was not updated for those new features. This update brings an initial save system back to the game, but it should be considered experimental. We've tested the scenarios that we thought of, but there are likely things we missed. Future updates will likely have breaking changes that will prevent continuing an old save. For now it would be best to assume that saves will not be compatible with any new releases, though some small ones may not break things.Saving only happens at preset locations, which will generally be in towns right before you get the Town UI. This may change in the future. Our first goal is to do a second save just before you leave the town, so everything you have done is saved, but nothing is fin…
- 0.11.0 - Combat Overhaul, Part 2 - 16 May 2026
This release initially focused on part 2 of the combat overhaul, but while testing and refining it we added several additional updates. Bag sorting has been improved. Additional details have been added to item display. The Credits and High Scores screens have been changed. The in-game Changelog has been moved.The key feature is certainly the combat updates. In part 1 we built new systems and updated the player's party to use them. The enemies, however, continued to use the old system. We were working on the combat overhaul for a while, so designed the new system to be able to co-exist with the old one. This worked, but it meant that the enemies could not take advantage of the new features. This release changes that. The enemies are now using the new system. We also worked to make the enemies be more distinctive. There are still some basic fallback abilities, but many enemies now have so…
- Demo 0.10.4 Released - 8 May 2026
We are now releasing our dev builds as a Demo on Steam, in preparation for Next Fest. After Next Fest we will be cutting down the amount of content in the public demo builds, in prep for releasing in Early Access. The shorter version will still have enough content to show off the core gameplay.We have had several comments asking for a way to auto-distribute Loot to the Personal Bags, rather than needing to manually do so. Part of the intended gameplay is the strategy of how you distribute the Loot, and there are many valid strategies. Even among our team we don't have a single "best" way to distribute the Loot that we could set as the default. Eventually we would like to add a way for the player to set some rules to auto-distribute loot, but that system is not going to be added soon. Instead, we have come up with a difficulty setting that the player can enable to remove the need for dis…