Loopbound news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed players9 · 6 October 2026 - 03:01:08 UTC
- SteamPulse tracked peak12
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review score71% positive
- Total reviews34
- Release dateQ1 2027
- DeveloperEscheria
- PublisherEscheria
Genres: Indie
Company pages: Developer: EscheriaPublisher: Escheria
Loopbound Steam news
Loopbound news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- parch notes 0.5.12 - 16 September 2026
Loopbound — v0.5.12 UI Temporal Essence is now shown in the header. Permanent skill requirements now show the actual threshold (e.g. "Agility ≥ 11" instead of "Agility > 10"). Fixed floating text getting stuck on screen when levelling up quickly. Fixed world names appearing between braces in the Milestones tab of Statistics. Help window now scrolls back to the top when switching tabs. Added missing translations (stop-before-completion tooltip). Help now explains that action speed uses the skill's total level: Cycle level + Permanent level (Basics and Formulas tabs). Core Automation priorities can now be negative (range -50 to 50). Fixed the action plan blinking when an automation chain could not be satisfied. Additionally, manually queueing such an action now warns about the missing material instead of silently vanishing from the plan.
- patch notes 0.5.11 - 5 July 2026
Loopbound — v0.5.11 UI More UI optimizations.
- patch notes 0.5.10 - 22 June 2026
Loopbound — v0.5.10 UI Stop before completion, right-clicking the run button on a task. Reworked background catch-up when returning to the game: no more UI freeze, and the previous ~16.5 minute recovery cap is removed. Modern UI performance improved (lower GPU/CPU use). More optimizations planned. Rewordings of some messages.
- rollback to 0.5.9 - 22 June 2026
rollback to 0.5.9, optimization changes were not packed. version 0.5.10 will be updated shortly
- patch notes 0.5.9 - 13 June 2026
Loopbound — v0.5.9 Forest Added a conditional shortcut (alternative to building the bridge). You need to visit the area to unlock it. UI Added Visions (included the first 8 of them). Grammar and text corrections. Header buttons available in the "What Happened?" screen. Improved tutorial. Core Reset Cycle no longer takes you to the previous death screen. (Internal) Auto-eat now prefers foods that satisfy more resource needs simultaneously. Yellow Severely reduced the mastery threshold for "Harvest fresh dates". Slightly reduced the mastery threshold for "Fill waterskins at fountain".
- patch notes 0.5.8 - 8 June 2026
Loopbound — v0.5.8 Automation Priority system reworked: numeric priority now overrides category order. You can make any fabrication or exploration action run before gathering actions by setting a higher priority. Default effective priorities: gathering actions start at 20, fabrication at 10, exploration at 0. You can override any action above or below these defaults. Existing saves are automatically migrated on first load. No manual action needed. Priorities may show higher numbers than before — this is intentional to preserve previous behavior. You can adjust them freely. Priority input now accepts direct number entry (max 50). Arrow buttons change ±1; hold Ctrl and click for ±10. Automation mode button: left-click cycles through available modes; right-click opens the selection menu. New buttons to set/unset all automations in a world/category. UI Reset cycle has been rebuilt: now it r…
- patch notes 0.5.7 - 4 June 2026
quick fix : import from demo end screen to release fixed
- patch notes 0.5.6 - 4 June 2026
0.5.6 UI milestones now are sorted by cycle added zoom level up to 150% chronicle drop down background color ordering of actions in automation/priorities tab now has a default setting (discovery order, and distance order in gray) you can export the game right after dying core emergency auto-eat is not being added if the action is currently being executed (even with a x2,x3 or top up the inventory) oneTime actions cannot stack settings are kept after importing edge case for actions with food value reduction. yellow hunt lizards doesn’t depend on any action indicator in decay when hydration is 0 gray : one more soft-lock fixed Balance changes : cactus fruits : removed, they were a 'trap' resource, but they were in the game much earlier than they should have been, as they appear before the player gets the hang of the mechanics. Hunt small birds : execution time has been reduced.
- patch notes 0.5.5 - 2 June 2026
minimum priority back to 0 (previous patch may break some setups, this is just a quick fix for it)
- patch notes 0.5.4 - 1 June 2026
Early Access & Demo (0.5.4) UI wide layout (allows to have the chronicle always on top). automation type and priority UIs are both in the action list now.There are more changes to come in next patches regarding usability of the Automation/Priority panels. prioritites higher than 10 will be set to 10 which is now the maximum value number of cycles in milestones displays properly (it was one less than it should) untranslated text when entering new zone tooltip for special training icons was partially hidden under the actions list. (internal) added labels for accessibility now you can see what happened when you died. core special training actions moved to “exploration” category. yellow now you cannot upgrade the camp in ruins without building it first. automated drink tasks now start a bit earlier, so you are not left with 0 hydration. gray removed all known soft-locking issues (but not th…
- patch notes 0.5.3 - 30 May 2026
general corrected formulas in help section that were outdated visual effects setting was being reseted after ending a cycle updated some narrative texts. new setting for “automations to start as inactive when buying them” window keeping its state instead of starting always maximized improved stats (added time spent per world, but will not be accurate for ongoing games) milestone info, recorded info when ending worlds (it wll not gather info for already completed worlds) changed the way advanced info is shown in tooltips gray zone: timer adjusted (there were 100ms. missing) map improvements improved german translations
- patch notes 0.5.2 - 28 May 2026
small fix on specific automation edge case.
- patch notes 0.5.1 - 27 May 2026
choosing chinese language cause an error when restarting the game.
- Loopbound Early Access is now live - 27 May 2026
Loopbound is now in Early Access. WHAT'S IN EA• 3 new regions beyond the starting area (~20–30 hours of content)• Each region has its own theme and unique mechanic• Recommended order by difficulty: yellow → green → gray. Any order works; you can switch regions freely between cycles. THE 3 REGIONS1. Very direct and fairly linear, but not just a matter of moving forward: which resources you automate or disable matters. Recommended for getting familiar with the game.2. Less direct; choose between different routes to complete it (all routes must be traversed). A bit more open than the first — you're not pushed to a single path — but order doesn't change things drastically.3. Very open (within the core mechanics). Likely the most open region in the full game. My favorite, but not recommended first. I originally didn't plan to include it in EA, but couldn't resist. DEMOThe demo will always be…
- Demo updated — aligned with upcoming Early Access - 27 May 2026
This demo build matches the Early Access version that will launch soon. SAVE COMPATIBILITY• Saves from older demo builds are not compatible with this update.• New saves created in this demo will be compatible with Early Access when it is released.If you had a demo save from before this update, you’ll need to start a new run. WHAT CHANGED (same as upcoming EA; based on demo player feedback)Bugs: GPU usage, extra tick on full inventory, tutorial windows blocking actions, automation edge cases, missing translations, backdrop flickering, action naming, horizontal scroll bar.QoL: bulk automation (x2, x3…), remaining time on started actions, buy automation from task list, improved tooltips (settings), start cycle paused (settings), chronicle improvements, pause indicator, inventory colors, resource icons on gather actions, map highlight on shortcuts, small marker showing which skill is leveli…
Patch notes and updates
| S.no | Release date | Patch name | GID number |
|---|---|---|---|
| 1 | 16 September 2026 | parch notes 0.5.12 | 1844115010489482 |
| 2 | 5 July 2026 | patch notes 0.5.11 | 1836506165573592 |
| 3 | 22 June 2026 | patch notes 0.5.10 | 1835871199313464 |
| 4 | 22 June 2026 | rollback to 0.5.9 | 1835871199313440 |
| 5 | 13 June 2026 | patch notes 0.5.9 | 1835236783566184 |
| 6 | 8 June 2026 | patch notes 0.5.8 | 1834602721199730 |
| 7 | 4 June 2026 | patch notes 0.5.7 | 1834602721188821 |
| 8 | 4 June 2026 | patch notes 0.5.6 | 1834602721188173 |
| 9 | 2 June 2026 | patch notes 0.5.5 | 1833968530899861 |
| 10 | 1 June 2026 | patch notes 0.5.4 | 1833968530898875 |
| 11 | 30 May 2026 | patch notes 0.5.3 | 1833968530894029 |
| 12 | 28 May 2026 | patch notes 0.5.2 | 1833968530888789 |
| 13 | 27 May 2026 | patch notes 0.5.1 | 1833968530886606 |
| 14 | 27 May 2026 | Demo updated — aligned with upcoming Early Access | 1833968530886168 |
Interactive charts, reviews, news, prices, and comparison tools load in the full SteamPulse app.
