The run


On day one you could already fight for real, with placeholder items (the gems). Now there are monsters and backgrounds for every area, and a log that tells it all.
Prismloot started on October 5, 2026. This is where I keep how it has changed: the first tests, what got cut and what's there now.
Updated October 9, 2026 · What's next, on the roadmap


On day one you could already fight for real, with placeholder items (the gems). Now there are monsters and backgrounds for every area, and a log that tells it all.


It used to be a row of gems. Now every item comes out as a card you flip, with its own art and glow.


From a grid of gems to your hero with ten slots, saved loadouts and a bag you can filter by school or by stat.


Now you see every stat before and after, how good each roll is and what a reroll can give. And it still never breaks anything.
October 5, 2026
I started with what matters most in a loot game: how an item looks. I tried three styles for the same fire sword, each one raw and touched up by hand, and kept the top one. I also dropped a first hero. That night you could already go down, with real combat and some quickly made doors.



October 6, 2026
Loot started coming out as cards you flip at the end of a run, and the rarest item, the prismatic, got its own moment: slow motion and a rainbow screen. Gear moved around the hero.



October 7, 2026
Monsters and bosses arrived, along with six living areas and the stone doors. The game was sorted into tabs with a bar at the bottom, and your player card appeared.



October 8, 2026
All 40 legendaries now have their art, and 18 of them get their own moment in combat. You can also save several loadouts and switch with one tap.


October 9, 2026
Bag filters, a clearer forge and a run log that says which item causes each thing.


