![]() ![]() Placing cards means putting challenges in your hero’s way, and those challenges come with better rewards. If you don’t place a single card during a loop, the hero will happily continue fighting slimes in wastelands forever, collecting getting mediocre weapons and unexciting resources as rewards. Don’t place every card or you’ll overwhelm your hero Your job is to balance those three tasks, and that starts with making sure your hero doesn’t get overwhelmed. Graphic: Jeffrey Parkin | Sources: Four Quarters/Devolver Digital via Polygon And that stuff turns into new camp buildings which unlock new cards and classes. Placing cards lets the hero collect better, rarer, and more valuable resources. More killing means more cards and better equipment. ![]() Balancing the threeĪnd that’s how all three roles are interrelated: In the hands-off part, the hero fights and collects things, and you’re in charge of making said hero more kill-y. In between trips along the titular loop, you’ll be planning and building out your hero’s camp with structures like a farm, smithy, and herbalist’s hut. Others change the loop itself (the path the hero walks), creating cemeteries and vampire mansions that spawn extra enemies - and more enemies means more drops. Some cards change the terrain (the black void around the loop), adding things like meadows and rocks for health boosts. You place these cards around the map, complicating the loop. World-builderĪs the hero fights, you build the world - think of it like playing as the board on which a board game takes place (or being a dungeon master in Dungeons & Dragons).ĭead enemies drop equipment like swords and shields, as well as cards. As outfitter, you manage the equipment they find by comparing equipment’s stats and equipping the one with the bigger number. Outfitterĭuring a loop, the hero is autonomously walking around and slaying enemies that drop equipment, cards, and resources. Instead, you’ve got three distinct (but related) jobs: outfitter, world-builder, and city planner. The odd thing about Loop Hero is that you don’t control any walking or fighting - the titular hero handles that on their own. We’ll teach you how to think about your role (what you do in Loop Hero), choosing and placing cards, gathering resources, what to build first at your camp, and how to unlock new classes. In this Loop Hero guide, we’ll give our tips for your several hours with the game. The individual parts are easy enough to understand, but it gets overwhelming fast. An additional restriction to all of the above (except for Forest) is that you must build adjacent to another existing building.Loop Hero takes bits and pieces from lots of other games and shuffles them into something new.War Camp, Alchemist's Tent, Intel Center, Supply Depot, Cemetery, Gymnasium, Smithy, Farm, Herbalist's Hut, Mud Hut, and Field Kitchen have no placement restrictions based on other specific buildings.For all previous restrictions, you can dismantle buildings that were used as adjacency requirements without penalty (so you can, for example, build a Supply Depot, then build a Warehouse next to it, and then dismantle the Supply Depot to build it elsewhere instead, leaving the Warehouse where it was built).Smelter must be build adjacent to Smithy/Decent Forge.Refuge must be built adjacent to Field Kitchen/Canteen/Diner/Tavern.Crypt must be built adjacent to the Cemetery.Warehouse must be built adjacent to the Supply Depot.Library must be built adjacent to the Intel Center.Forest has to be placed adjacent to either the top border of the camp, or adjacent to another Forest. ![]()
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