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Heroes of Loot 2 News

v1.0.2 - case of the missing keyboard settings

Just minor updates coming in for now as I work out the important bugs in all the various platform versions and do all the marketing stuff required to actually earn money from the game! (spread the word! tell your friends! all that)


For PC the big thing is the missing keyboard-settings! they used to be there, but they were gone now.. so that's fixed ;)


  • fix: exiting from options sometimes triggered Survival mode
  • fix: possible crashes on world generation
  • fix: keyboard-settings missing from menu

v1.0.2 - case of the missing keyboard settings

Just minor updates coming in for now as I work out the important bugs in all the various platform versions and do all the marketing stuff required to actually earn money from the game! (spread the word! tell your friends! all that)


For PC the big thing is the missing keyboard-settings! they used to be there, but they were gone now.. so that's fixed ;)


  • fix: exiting from options sometimes triggered Survival mode
  • fix: possible crashes on world generation
  • fix: keyboard-settings missing from menu

v1.0.0 - release: Welcome to the dungeons!

First a welcome to the new players joining in: Welcome to the dungeons!

This update comes with a short list of fixes, cleaning up some things and this is now the official Release version, meaning we'll be leaving Early Access with it.

Don't worry tho, there are more new things coming in updates. I just posted about that, so you can check the forum for the Roadmap.

This update is not just a number increase, there are some fixes included!

I think this version comes with a better ranking-calculation, and also fixed a STUPID error in my average-dungeon math! Luckily that should sort it self out over time as long as you play enough levels, so no need to erase the Rankings board ;)


  • fix: Afterlife not loading from saved game (single player)
  • fix: Gamepad not working in windowed mode on startup
  • fix: improved the player ranking math
  • fix: average level calculation (ranking board)

version 0.9.8 - coop fixes, moving to a first release version

I'm nearing a first release candidate (moving out of Early Access). Which I plan to do later this week mostly because this month is full of events that would otherwise cause me to have a terrible time getting any game coverage or even people noticing the game.. so there's that!

On that note this update also comes with a lot of fixes and very few new things, to keep the stability. Even tho the release is this week, I still plan to do multiple updates in the coming weeks like adding more playable characters, and of course improving things left and right.. so don't worry, nothing changes except the "early access" label will be gone, and hopefully a bunch of new players will storm the leaderboards!

Speaking of leaderboards.. sorry! but the ranking-board is refreshed. I noticed a flaw in how rankings worked, where you could basically just play to level 2 and die, and you would still get a nice increase in ranking points, making it fairly easy to cheat yourself to the top of the ranked-players list.

This is now changed, the points now combine your current ranking and the level you reach.. so the higher your ranking is, the better you have to be at the game to increase even more. I'm fairly sure this works out much better..

Most of the fixes in the list below are for the COOP-mode, and if you can, you should really try it, it's amazing fun roaming the dungeons together!

  • changed: appearance and size of worms and improved their collision detection
  • fix: optimized various gameloop and rendering things, for slower devices
  • fix: ranking now more strictly based on your average-level
  • fix: bug with "found a secret" sound sample
  • fix: multiple rottings spawning on same spot
  • fix: case of the floor-shadow with invisible item/loot
  • fix: 4-direction flame pilar not always shooting on south direction
  • fix: 4-direction flame pilar does little less damage
  • fix: various spawn bugs with worms
  • fix COOP: revival correctly restores all health
  • fix COOP: camera take-over won't move players anymore
  • fix COOP: monsters should signal "monsternear" to both players
  • fix COOP: character select now with gamepad A not with X
  • fix COOP: "ceiling" invisible for this mode (less clutter on screen)
  • fix COOP: quests with room-locks only trigger if both players enter the room
  • fix COOP: inventory is now cleared after regeneration
  • fix COOP: removed Afterlife from gameplay
  • fix COOP: item coming back to life should have some more effects
  • fix COOP: 2nd player has alternate color scheme for avatars

version 0.9.7 - testing local 2 player mode !

So, I know, this is a fast update, but there is too much added to just call it a 0.9.6b update, and that's why it's called 0.9.7!

Many people told me about the Flamehead quest and it spawning too close to the door, so this update fixes most of the cases (in theory it's still possible if the room just isn't big enough, but I'll also work on that)

But, this update is mainly for the people willing and able to check out the 2 player mode. You basically need at least 1 controller to activate the mode since then player 1 will use the keyboard/mouse. If you have 2 controllers it should switch to both players with gamepad (let me know if this works correctly, I only have 1 controller to test)

I've been testing 2 player mode for a while now, just never had it live in the final version! There could still be a few weird things happening.. but overall the game is pretty fun for 2 players :D (also the game mode is endless for 2 players)

Let me know if you run into anything weird!

  • added: coop mode to play menu (if at least 1 controller found - game mode is in beta!)
  • added: brightness to settings
  • fix: force mini-boss to spawn away from entry door in Quests
  • fix: minor issues with info shown on ranking leaderboard
  • fix: stopped logo in credits from trembling
  • fix: simplified settings menu
  • fix: COOP exits only triggered when both player in it
  • fix: COOP teleporters only triggered when both players in it
  • fix: COOP: attractus spell - attracts always to player 1
  • fix: COOP: detect 2 controllers, and setup player input correctly
  • fix: COOP: radar is centered around player 1
  • fix: COOP: ghost-character is gone if player1 died
  • fix: COOP: exit,teleporters, etc, don't check if either player died
  • fix: COOP: monster targeting doesn't check if player died or not
  • fix: COOP: auto-regenerate player on next level? - or sell "regeneration spell" for X diamonds?