Looters
Playing now
0−6 vs. yesterday
0.0%of peak
All-time peak
17May 2026
Playing now
0−6 vs. yesterday
All-time peak
17May 2026
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Steam news | ✨Looters is now LIVE!!!✨ 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 teamma… | — | |
| Community | Characters of Looters - Showcase 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 E… | — | |
| Community | Looters - Cinematic Trailer Release 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 in… | — | |
| Community | Looters - Programming Team BTS 🤓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 me… | — | |
| Community | Looters - Leadership Behind-the-scenes 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 direct… | — | |
| Community | Shaping Looters - Environment, Props and Level Art 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 divi… | — | |
| Community | The Design of Looters - The Good, the Bad & the Greedy 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 to… | — | |
| Community | Looters - How it all started 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 an… | — | |
| Community | Looters - Our Journey Begins 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 Overview… | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.