Traditionally, a number of the greatest things in an RPG is the battle. The tactical decisions, crunching numbers, the strategizing, saving power for future encounters. But what's left if you remove personality control and almost everything however crunching stat amounts and filling at the map? You get Loop Hero, and it turns out to be a game full of compellingly unique ideas and a weird fantasy world that needs attention. There is nothing quite enjoy this odd mixture of idle game autobattler together with roguelite deckbuilding and puzzley tile placement. This exploratory experiment drew me so profoundly with its own buffet of synergies and clever strategies that I lost track of time whilst playing more often than not. I just escaped because after its stat-building puzzles are resolved there is not much more for this.
Everything is abandoned except, of course, your only protagonist , who walks a circular route through the void, fighting monsters and -- crucially -- recalling things before returning back to a campfire to rest.
Each time the loop chooses your hero into the campfire you're able to retreat back into your camp together with all your gathered resources (instead of some mid-loop retreat or death, that leaves you just a fraction of your haul) You build up the camp as time passes, adding new buildings and individuals. This provides you the small incremental updates you want to advance and conquer the boss of each act. You might have an individual's scythe to secure more food from the fields you move, a silver necklace to reduce damage from witches, or build potion racks so you're able to bring more recovery beside you about the journey. (Also, although the developers have promised that a fix for this shortly, you cannot save your progress mid-expedition -- stopping off and out puts you back on your town like the run had never happened.)