“The Queen desires food. Make sure it’s not you.”
A high-intensity 3D co-op survival roguelike for 1–4 players. Step into the chassis of an 8-legged robotic scavenger with procedural Inverse Kinematics. Climb walls, tether glowing scrap, evade lethal AI horrors, and feed the colossal mechanical Queen before time runs out.
Inspired by co-op roguelike hits like Lethal Company and R.E.P.O., every run is an unpredictable battle against time, physics, and roaming predators.
Assemble at the orbital Hub Base with up to 3 friends. Customize your robot's chassis color, upgrade your flashlight, and board the deployment pod into abandoned procedural facilities.
Traverse broken ceilings and vertical walls. Utilize suction fields and elastic tether cables to drag scrap canisters, scientific data drives, and radioactive cores.
Monsters patrol dark corridors with dynamic sight and hearing. Heavy loot slows down your movement speed according to the physical weight formula. Outrun or hide!
Return to base to dump loot into the Queen's incinerator mouth. Satisfy her escalating quota to earn credits for the Shopkeeper, or fail and become her feast.
In a post-apocalyptic era where humanity has vanished, the ruins of civilization are claimed by apex machine intelligences and mutated predators. At the apex sits The Queen: a colossal spider-like biomechanical furnace that devours scrap metal and high-tech components to fabricate new scavenger units.
You and your crew were spawned for a single purpose: venture into dark, unpowered complexes, gather abandoned human artifacts, and drag them into her fiery jaws. If your tally falls short of her quota, she won't starve—she'll consume you instead.
Custom built in Unity 6 with advanced math, Inverse Kinematics, and networked physics.
Standard Unity gravity is disabled in favor of a dynamic custom gravity vector. Using raycast dot-product analysis (`EvaluateCollision` & `SnapToGround`), your robot crawls effortlessly across ceilings, pipes, and vertical walls.
Rather than canned walk animations, all 8 spider legs use Inverse Kinematics and raycasting to automatically plant their tips on uneven ground, moving along smooth sinusoidal arcs (`sin(t * π) * 0.3`).
Ditch traditional grid inventories for tactile physical looting. Activate suction fields to attract nearby salvage, or attach network-synced elastic tethers to drag heavy loads behind you.
Dungeon predators operate under an autonomous Server-Authoritative FSM with distinct Idle, Patrol, Chase, and Attack states, leveraging dynamic vision cones and NavMesh navigation.
Interact directly with the mathematical models and physics algorithms from the Lootbugs engine right inside your browser.
Adjust the spider bot's procedural IK and chassis physics in real time.
EffectiveSpeed = max(MinSpeed, BaseSpeed - (TotalWeight / PlayerStrength))
Click items below to attach them to your robot's tether line and observe weight drag.
Cost = BaseCost × 1.20Level
Increases total chassis health capacity to survive predator strikes.
Boosts base crawling speed across floors, walls, and ceiling surfaces.
Reduces the movement speed penalty incurred when tethering heavy scrap.
Extends maximum sprint duration and speeds up battery recharge.
Expands the flashlight's volumetric reach and beam width in dark rooms.
Simulate player visibility, distance triggers, and observe how the predator's server-side state machine responds in real time.
if (CanSeePlayer(targetPlayer)) {
nextState = new ChaseState(this, targetPlayer);
} else if (remainingDistance <= stoppingDistance) {
nextState = new PatrolState(this);
}
The Queen awards credits according to rarity, weight, and component complexity.
| Rarity Tier | Spawn Chance | Point / Credit Value | Weight Burden | Typical Salvage Item |
|---|---|---|---|---|
| COMMON | 60% | 10 Credits | 0.5 kg | Rusted Structural Scrap, Copper Wiring |
| UNCOMMON | 25% | 25 Credits | 1.0 kg | Industrial Circuit Boards, Optical Lenses |
| RARE | 10% | 50 Credits | 1.5 kg | Sub-Atomic Quantum Sensor, Coolant Matrix |
| EPIC | 4% | 100 Credits | 2.0 kg | Overcharged Plasma Battery, Fusion Cell |
| LEGENDARY | 1% | 500 Credits | 2.5 kg | Sentient AI Neural Core, Dark Matter Canister |
Developed by Emrys Melissant as a Bachelor Project for Multimedia & Creative Technologies (MCT) at Hogeschool MCT.
Utilizes Unity 6's high-performance runtime with the High Definition Render Pipeline for volumetric lighting, physical shaders, and realistic shadow mapping in dark abandoned facilities.
Server-Authoritative multiplayer with Client-Side movement prediction. Remote Procedure Calls (`[ServerRpc]`, `[ClientRpc]`) synchronize physics tethering and scoring safely.
Integrated spatial 3D proximity voice communication so team members can whisper or shout across procedural corridors with realistic distance attenuation.
Dungeon generation constructs modular rooms at runtime, triggering an asynchronous NavMesh surface bake so monster FSM agents navigate smoothly across dynamically generated corridors.
Developer: Emrys Melissant
Mentors & Evaluators: Koen Heylen • Pieter Jorissen
Asset Pipeline: Leartes Studios Cyberpunk Gigapack & Sketchfab Robotics
“Lootbugs combines procedural inverse kinematics, custom normal gravity physics, and server-authoritative netcode to craft a distinct, engaging multiplayer roguelike experience.”