Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
The LootlandsNewsStorage, Shops, and Basics of Itemization | Dev Diary #2
Community

Storage, Shops, and Basics of Itemization | Dev Diary #2

The Lootlands · published 18 Nov 2025, 13:26 UTC

All newsPlayers around this dateRead on Steam

Hello again.

In the first dev diary I talked about the basic loop of Lootlands and why an idle ARPG makes sense in the first place. This time we zoom in on three systems that quietly run the whole game: storage, shops, and itemization.

These are the parts that decide whether loot is something you think about, or something you fight against.

Storage

Storage in Lootlands is quite simple.

You start with a simple, readable stash. From there you can upgrade it in two ways:

  • Add more tabs

  • Add more rows inside existing tabs

So if you like tidy, themed tabs, you can just keep buying new ones. If you like one giant dump tab that grows with you, you can just keep stretching a few tabs vertically. Both upgrades cost gold, which gives you a steady money sink that is always useful but never mandatory.

A few key points:

  • Storage is shared between all characters

  • You never need mule characters

  • Moving gear between builds is trivial

Storage panel on the left side. Please ignore the temporary UI.

Shops

Towns are where you stop, breathe, and make choices. Shops are being designed to be one of the first places you visit.

Once again, please ignore the temporary UI.

Each shop has a clear identity:

  • Weapon vendor sells weapons

  • Armor vendor sells armor

  • Magic or oddity shops sell things like orbs, scrolls, special consumables

What they offer is affected by your character level. A level 30 character will not see level 5 trash clogging the store. The item level range scales with you, so that shops can always stay relevant.

Refresh logic:

  • Shops refresh on a real time timer, even while you are offline

  • You can pay gold to force an instant refresh if you are hunting for upgrades or specific bases

On top of standard stock, shops can sell:

  • Identified items, where you see exactly what you get

  • Unidentified items, cheaper but risky

  • Consumables and crafting materials

The unidentified items are there for players who enjoy a small gamble. Buy something that only shows the base, rarity, and level, then pray that the affixes do not roll complete garbage.

We are also working on a more gambly system similar in spirit to the blood shard style mechanic from Diablo 3: RoS. The idea is:

  • You pay a specific currency

  • You pick a slot or category, for example one handed weapon or ring

  • You get a random item of that type, tuned around your level

You know the slot, not the outcome. Sometimes you get a sidegrade, sometimes you hit something that completely changes your build plan. It is a controlled way to target farm without killing the randomness that makes loot exciting.

Itemization

Itemization is where most of the long term depth lives, so this will definitely get its own dev diary later. For now, here is the spine of the system.

Rarities and affix count

Lootlands uses several rarity tiers:

  • Common

  • Uncommon

  • Rare

  • Epic

  • Legendary

Rarity controls how many affixes an item can roll but not the ceiling those affixes can reach. A common item might have one meaningful line. A legendary can have a full set of affixes plus something special that warps how you use it.

The idea is simple: higher rarity means more lines to play with, more chances for synergies, and more risk of bricking a roll.

Prefixes, suffixes, and rules

Affixes are split into prefix and suffix groups. Behind the scenes they sit in pools with weights and rules, so we can steer what appears where without making it feel scripted.

Some examples of rules we use:

  • Mutual exclusivity: only one main attribute prefix on an item, so you do not get Strength, Dexterity, and Intelligence slapped on the same piece

  • Slot multipliers: the same affix can have different strength depending on where it appears, for example attributes rolling hardest on jewelry, lower on armor, different again on weapons

  • Offensive and defensive pools: so your chest armor does not roll like a wand, and your wand does not roll like a shield

These rules keep items focused. When you see a roll, you get a sense of what the item wants to do.

Tags and scaling

Items and affixes both use tags. Things like:

  • Melee

  • Projectile

  • Caster

  • Fire, Cold, Lightning

  • Weapon class tags, like Bow, Dagger, Staff

Tags do a lot of work:

  • They control which affixes are allowed to appear on which bases

  • They influence weights, so a bow is more likely to roll projectile damage, and a staff is more likely to roll spell damage

  • They allow specialized affixes, like extra projectiles only appearing on tagged bases

On top of that, tiers scale with item level. A level 50 bow can roll higher damage tiers than a level 10 bow, even if the affix name is the same. This keeps drops relevant as you climb, without forcing you into legendaries only.

Implicits and identity

Every base item has implicits. These are the always on stats that tell you what the item is good at before you even read the affixes.

  • Daggers lean toward crit chance

  • Shields lean toward block and defenses

  • Armor pieces lean toward armor, evasion, or other core defenses

Affixes then layer on top of that. This keeps item identity clear. A dagger that rolled badly still feels like a crit focused weapon. A shield with bad affixes still feels like a defensive piece.

Complexity where it matters

The guiding rule is:

  • Complexity goes into how items are generated and scaled

  • Clarity goes into what the player sees

We use things like weighted pools, mutual exclusions, per slot scaling, and tag driven rules behind the scenes, so we can support weird builds and niche synergies. But what you read on the item should stay understandable at a glance, not a wall of ten micro bonuses that require a calculator.

There are still rare, spicy affix combinations that feel broken in the good way. That is the point.

Wrap up

Storage, shops, and itemization are not flashy features, but they decide how sticky an ARPG feels after the first hour. In Lootlands, storage is a shared, upgradable tool. Shops are level aware and optionally gambly, not clutter. Itemization is deep in the backend, readable on the surface.

There is still plenty to tweak, especially high tier affix balance and shop economy, but the core shape is there and it feels good to play around with.

If you have feedback, build ideas, or you think the stash should be twice as expensive, drop a comment. I read everything.

Join the discussion on Discord -> https://discord.gg/Y4jYx36Qs4

More from The Lootlands

Other announcements

All news
Community19 Jan 2026Skills and Automation | Dev Diary #3Hey everyone! It's been a while since the last dev diary, but I will try to be more consistent from now on. Current main menu design. Skills Skill system in Lootlands is a very tricky topic, and frankly, it's the system we've reworked the most since we started working on the game. Afterall, this is where most of the "Action" in an ARPG comes from. So how do we keep that action in an idle game?…Community4 Nov 2025Basics of an Idle ARPG | Dev Diary #1Hello hello! This is our first Steam post and our first dev diary. I’ll try to keep these coming regularly and give you insight into what we’re working on. I’ll keep the tone casual so anyone can read it without falling asleep. Alright, here goes nothing. Basics of an Idle ARPG Introduction As you probably know by now, Lootlands is an idle ARPG. Making an idle game out of a genre that literally…