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Delivered as a Steam gift, usually within 3 hours.


The Loopler is a roguelite deckbuilder about a slot car driving in mesmerizing loops. Pick cards, place gates, and collect charms. Settle into the loop as numbers go up and dopamine fills your brain. See how far you can go in the pursuit of infinity.
Big Variety: With a heap of different game-changing cards, create synergies and manipulate the ways you reach the goal. Will you go for big scores or will you chase insane speeds?
Draft your build: Pick your cards, discover synergies, and put together a winning build. Watch the cards jump as they trigger from many different sources.
Unique Effects: Cards can give you a bunch of different effects: from increasing passive multipliers, to spawning ghost cars, to rolling the dice for a jackpot, to triggering other cards altogether.
Gate Madness: Place gates on the track to enable even more synergies and enhance the craziness that unfolds.
Optimise Placement: Each track comes with a number of gate placement slots. Figure out the best combo order of gates to get the most out of each gate.
Chain Reaction: Trigger a chain of reaction of passive multipliers, unique effects, and compounding synergies that turn a normal run into a fireworks show.
Collect Charms: Discover and stack powerful passive Charms, which further change how your run plays out.
Zero to Hero: Tip the scales from a modest drive into a screen tearing powerhouse of dopamine.
Unleash full potential: Synergize your build between cards, gates, and charms to unlock the true ecstasy of The Loopler
Push the car beyond its limits. Fine-tune each aspect of your build, max out your cards and gates, and assemble the god run to see if you can reach infinity. Prepare for the challenge accordingly, you will need it.









The price of The Loopler in Sri Lanka is Rs. 2,473 on VaultX.lk. Pay in 3 interest-free installments with Koko, no international card needed. It is delivered as a Steam gift to your own Steam account, usually within 3 hours of payment. Genres: Casual, Indie, Racing, Simulation.
Was good. Big number go brrrrr.
Balatro but it's a slot car. If you like watching numbers go up this game is quite good at accomplishing that. Infinite mode is the real draw, it's similar to Balatro's at first glance but there's a giant branching map you get to climb to infinity with and that makes the game compelling as something to potentially master I wish there was more visual depth; there are less varied color splashes than Balatro so it ends up feeling pretty samey pretty quickly. But this is basically an idler game so you'll have a good amount of opportunities to check your phone and such. It's fine, it would be quite a bit better served as a mobile game, hard to argue at the price if you like mathy roguelikes
This is one of my favourite rogue-like games! There are so many possible combinations you can use to build in really any direction for a run, and the track + car variety aids that a lot as well. The challenges are also a lot of fun, and I love the idea of the daily and weekly leaderboard so you always have a shot of seeing yourself up on the board. One of the other best things the devs did, was make it so you can't just make a crazy broken build and then have a score that absolutely nobody else could ever reach that stays there forever because the number is unbeatable from you doing a billion rounds. Even if you go past the first main 12 rounds, you have a limited amount of rounds before you either reach "infinity" or lose. So this means that all the leaderboards are actually based on trying to optimize a high, or low number, in that specific amount of space you have, not just making something with infinite time/rounds. I've almost 100%d the game (one achievement left) and I will absolutely be grinding it until I get them all because it feels so rewarding to get better. Amazing game, lots of fun.
(Sort of lengthy review) I think this game is really cool! Scratches that itch for big number go up and watching things go crazy. That being said, I do think there are some things that could be tweaked. (A lot of my play time is on the higher difficulties where the scaling is more steep) Gates: Probably my favorite aspect of this game *by far*. They feel really good to use and you can make some really strong combos with the On Gate trigger cards... for a handful of the gates, that is. I'm rather hard-pressed to use the Grave Gate, or the Finish Line Gate when the Normal Gate and the Score Gate exist (plus they're cheaper). They keep up with the scaling to a degree, so it's really easy to plop one down at any point in a run and get some meaningful score out of them. The Lucky Gate is another that I never use since the Normal and Score Gates just completely outclass it within a few rounds. The Score-type gates (except Normal and Score) really struggle with staying power since they fall off too quickly against scaling. I've found myself pouring all of my money into rerolls in shops and attempting to level them up to try to use them for longer. Perhaps some sort of themed scaling built-in to each of these gates would help them be more successful. (For example, Grave Gate could increase the amount it scores when a Ghost expires, and the Lucky Gate could be an exaggerated Normal Gate, letting it gain much more score on a success). The Surge gate would need a slight buff as well I think. There are some odd-ball gates I like on paper, but find very difficult to actually use. The Efficiency Gate, Speedcamera Gate, and Tax Gate all feel like they could provide an alternative strategy, but struggle to do so. The Speedcamera gate kills me very often with the speed reduction, and the score it provides in the short span my car has to gain speed before triggering it isn't meaningful. If I could hold off on it triggering, I could build my speed up over several laps then activate it to 'cash out' on my speed. The Efficiency Gate provides the *only* way to restore refuel efficiency, but the amount it restores is meaningless is most cases. Perhaps it could trigger on passing and restore a larger amount up to a certain total percentage that could scale with leveling? I do like the idea of gates with zones, but maybe the effect should be more potent per tick to start with. The Tax Gate is interesting, and it even has a charm dedicated to its tax mechanic, but it pales in comparison to the Gold gate which gives you a flat bonus. I feel like I've lost more gold than I've gained with it. Documentation: There's mentions of refueling more than max and overdrive pulses, yet I don't know how I'd refuel more than 100%, what an overdrive pulse is, or why I'd choose +2 acceleration for only 2 seconds (Acceleration Gate) instead of gaining flat boost (Boost Gate). There's probably a lot that goes into balancing a game like this, but I'll be looking forward to more content being added!
It's a thumbs up with a big caveat. I had a lot of fun getting through the game until I got to the end and was trying to do runs on the hardest difficulty with all items. It started out seeming like a fun challenge and quickly turned into frustration. Almost every single run you start is going to be impossible to finish because you need a lot of things to win that the game probably won't give you early on. So it just becomes a reset fest and it really soured me on the game. The Loopler was fun and definitely worth it, but I don't recommend it if you like the challenge of beating the highest difficulties in these games and getting the satisfaction of being able to win runs no matter what items you are handed if you play your cards right.
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