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Steam News · May 1
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...
Steam News · Apr 24
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 de...
Steam News · Apr 23
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. Thi...
Steam News · Apr 10
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 ...
Steam News · Apr 9
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 Environme...
Steam News · Mar 27
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 individua...
Steam News · Mar 20
🤓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. É...
Steam News · Mar 13
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, an...
Steam News · Feb 27
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 ...
Steam News · Feb 20
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 togeth...