I am saddened to inform our followers and players that after 3 years of hard work, Hack and Slime has been definitively canceled due to a lack of staff.
Hack and Slime consists of several design documents with over 50,000 words of documentation, hundreds of sound assets, and thousands of graphic assets to provide you with 4 to 6 hours of gameplay. It has been an incredible and exhausting work journey, and now I find myself obliged to conclude the project as it is impossible to continue.
I am immensely grateful for the interest and support received over these years on Steam, Discord, social media, and at in-person events. Your company has been what gave me the strength to keep working during the tough times.
From the producer, director, designer, writer, and graphic assistant: Odín Campoy.
Monthly Update!
Good morning, Hack and Slime players!
This update is very special. As we've mentioned on other occasions, the transition from Construct 3 to Unity is imminent, bringing with it all the enhancements and new content that entails. Hack and Slime will be bigger than ever; with new characters, menus, abilities, and millions of equipment pieces.
Unfortunately, this poses an inconvenience for our more experienced players: the saved game system is not compatible. Hack and Slime will have too much added content to support save file porting between different engines. We need to be clear about this, as we have in the past: saved games will be lost.
Additionally, during the initial weeks, there won't be a functional saving system. We'll maintain a pre-alpha version for testing on the main Steam branch. We need to do it this way to achieve massive testing from our players and rapidly address any issues that may arise.
We understand that this may not sound very promising, but trust us, the best is yet to come. Hack and Slime will be a huge game before you know it, and you'll be able to spend hundreds of hours farming and defeating endless hordes of monsters.
That's why we're asking for your collaboration and feedback on the Bullwaresoft Discord, to improve Hack and Slime and make it the best Hack and Slash possible:
The collision system has been improved so that characters and enemies do not get stuck when changing from solid to platform
Created and implemented the Skullspider enemy (Behaviour, stats and animations)
Fixed a bug related to "dropping" from non-solid platforms
Skullpider now has lighting in the abdomen and eyes to see her better in the dark
Created and implemented the Ogrog enemy (Behaviour, stats and animations)
Characters now retain their stats, level and skill/attribute points after returning to the main menu
The icy familiar and its trail will now appear bright regardless of external light
Now when changing scenes the player's level will be correctly displayed on the HUD
Skullspider will now end his run if he encounters a non-solid platform
Fixed a bug that blocked the movement of the skeleton in some height changes
Barricades now have physics and stop characters from moving forward
The barricades now stop the advance of the warrior's Dash.
Spiked barricades now damage characters
Creation and implementation of the Batmon enemy.
The Batmon enemy will now hover at random points above the player to avoid overlapping.
Added sounds for all of Batmon's actions and status.
The interact icon will no longer appear if the interactable object is in cooldown (for example with mobile platforms)
Added bomb throwing sound to the Ratapunky enemy.
The music volume in The Sewers has been slightly reduced.
The Slime now heads towards the player when appearing in the scene.
All sounds have been added for the correct operation of the O-grog.
The O-Grog now has all character sounds included
Now Batmon has all character sounds included
Now when the skeleton walks it plays random footsteps sounds
The elevator menu is now available to make quick trips between scenes
Added animation to the elevator door to open when the player is nearby
Added sounds to the elevator menu (closing, arriving, opening, error when pressing the same active scene)
The duration of the fade to black when entering the elevator or any shop in Humble Village has been significantly reduced.
All characters in Humble Village now change their character orientation.
Now skullspider has all the sounds of his behavior added
Now the Slime has all the sounds of its behavior added
Added warning signage system for NPCs and Warpmazon
Added the splash screen, the command recommendation screen and the ability to skip them
Added signage system for unlocked elevator warning
Skullspider now has all of his behavior sounds implemented
Slime attack sound updated
Added elevator unlocking system
Fixed a bug related to sampling of npcs and location signs in Humble Village
The initial number of potions in the combat hud is now 0
Skullspider's behavior and operating rules have been improved
Added a waiting sound while filling the character confirmation bar in the main menu
Enemies and their projectiles will now ignore barricades
Fixed a splash screen bug that allowed the main menu to be loaded multiple times
The background of the inventory menu has been changed and now reflects the number of scrolls
The dynamic glyph system has been fully implemented (UI and Gameplay)
Humble Village npcs now have the interact icon visible
Fixed a bug that allowed you to navigate through the main menu before it was fully visible
Adjusted health regeneration time
Some graphics in the inventory and attributes menu have been updated
If the player attempts to cast a skill without enough mana a failure or error sound will be played
Coins will now play impact sound when touching all types of platforms
Added impact and destruction sounds to barricades
The combat HUD will now show skill cooldowns
Now when the character does not have the necessary mana to execute an equipped skill, the combat hud will show it in gray
Now when a character levels up their life and mana are restored to 100%
The new mage skill "Flaming Familiar" has been created and implemented
The skill system has been modified so that if you summon a familiar while having another already summoned, it will disappear
Familiar skill icons will now disappear from the combat hud if unequipped
Fixed a bug that prevented the flaming familiar from targeting the enemy "Batmon"
Fixed a bug that prevented the flaming familiar from targeting the enemy "Treasure Goblin"
Canceling a familiar now does not trigger the ability's cooldown and plays a "retreat" sound (placeholder)
Icicle ability now has a breaking sound
Added the "Voltaic Nova" skill for the mage. It has been integrated throughout the HUD
The Flame Familiar now scales its damage correctly
Humble Village information signs now appear more easily
¡Actualización Mensual!
Good morning, Hack and Slime players!
We have HUGE news for our followers. This will be the last update where we maintain the "old" version in the main branch. What changes will this bring for players who haven't tried the open beta?
First and foremost, we want to apologize for any inconvenience, as the most significant change is that saved games from the Construct 3 version will simply disappear, as they are not compatible with Unity or the vastly different game you will see in March.
You will have 2 characters available with dozens of abilities that will be implemented over time. Now, Hack and Slime will not have a character-based story; instead, these characters will be avatars to represent the player (similar to Diablo 1, 2, and 3). The Warrior and the Mage, each with 15 active skills, 20 annexed skills, and 15 passive skills. That's 50 skills per character!
Dynamic lighting, improved physics system, new biomes, new enemies, new NPCs, and billions... (European billions, not billions) of pieces of equipment and weapons, with nearly infinite combinations. We've added charms, rings, and essences, as well as unique equipment pieces for all character levels.
All of that and much more is on the way, although once again, we'll have to start with a series of updates to include all this content. That's why we want to ask for your collaboration and feedback on the Bullwaresoft Discord, to improve Hack and Slime and make it the best Hack and Slash possible.
You just have to follow the link above, say hello, and request to be beta testers to gain access to the official testing thread.
We know that the journey to our dream game is long and difficult, but we have you to accompany us :)
Odín Campoy, Director and designer of Hack and Slime.
pa_0.1.0.0
Changelog:
The names of the characters in the Main Menu now have the right color.
Now enemy attacks cannot stop the execution of "Berserker".
Navigation between the character menus has been updated.
The drive cooldown of mobile platforms from 1s to 0.6s has been reduced.
The inventory buttons are now 3: Inventory button, Back button, and ESC/Start button.
An error has been corrected in the sampling of combat data.
Now when the player levels the "Campana" warning graph is shown animatedly.
Now the character of the character in real-time is shown in combat.
Now the amount of potions available in real-time is shown in the combat hud.
Hyakuretsu's ability integrated (gameplay and hud).
Added lunge sound for hyakuretsu.
Corrected bug that prevented crossing cross platforms down.
Now mobile platforms do not behave as solid objects.
Created the animations and behavior of the enemy Ratapunky.
Added sounds for slime (impact and death).
Added sounds for Nagga (impact, death, and shot).
The impact sound in the slime has been added when he receives any blow.
The impact sound in the naga has been added when you receive any blow.
The impact sound in the Skeleton has been added when any blow is received.
The navigation sound of the buttons in the Main Menu has changed for something more tribal.
The skill of the warrior "sacrifice" for "Hyakuretsu" has changed.
It has been added as an attached ability to Hyakuretsu: "frenzy".
Created and integrated into the HUD system the pause menu.
From the pause menu now the player can travel to the Main Menu (lack of improvement in the transition).
Sound for Uppercut ability has been improved.
The ability "Balalaika" has been walked for "combat harpoon".
The annexed skill "depth load" has been added to combat harpoon.
New skills or modified are not accessible although they have descriptions.
Created the remaining sources (red, purple, and green).
Added random source (it will become a random source at the start of the scene)
Now the red fountain restores all health and blue restores the entire mana.
Now all sources reproduce a space sound of "loop".
By activating the sources the space sound "loop" will be reduced until it goes out.
When activating the sources, the "drinkpool" sound is reproduced.
When activating the temples the "Templecasting" sound is reproduced.
Now the Nagga will start shooting when the player enters the range.
The Nagga projectile will damage the player when impacting and will be destroyed when touching soil/wall.
A rendering error has been corrected in the last icons of added skills.
A new skill icon has been added to "Golden Axe".
The "uppercut" ability to the warrior has been added, now it is accessible from the skill tree
A sound effect for "uppercut" has been added.
Modified uppercut to move the camera when used in the air
Uppercut ability now costs Maná and its damage correctly
Uppercut ability now reflects its percentage of damage and its mana cost correctly on the skill selection screen, in real-time
A dashboard bug has been corrected that showed the ability assigned to R in the L and vice versa position
Changed damage reception system (the "Ouch" is no longer 100% of the times that an entity receives damage)
The waiting time in the characters selection bar has been reduced by half
Now when the selection of a character is confirmed in the Main Menu the waiting bar disappears
Horizontal force has been slightly increased in the displacement of coins
The time of attraction of the mining to the characters has diminished to half
The cooldown of attack of the Guerrero Strike's skill has been slightly diminished
Guerrero's Strike ability can now hit up as it puts in his description Slime attack cooldown has decreased when a character enters its radius of action to 1.2 seconds
The operating cycle of the SLIME AI has been completed
The operating cycle of the Skeleton AI has been completed
The wake of the icy relative is already affected by global lighting in all scenes
Now the "icicle" projectiles do not collide with non-solid platforms
Now the wake of "icy family" is illuminated correctly in all the scenes of the game
¡Actualización Mensual!
Good morning Hack and Slime players!
This monthly update is VERY SPECIAL and we want to explain why. On the Hack and Slime team we are working hard to make the port as quickly as possible, this includes all the work previously done in construct3 plus all the changes and extras that the Unity version will contain. And the new Hack and Slime is going to be HUGE.
However we need a lot more feedback and testing of the beta version to move forward as quickly as possible (your feedback and testing is very valuable).
That's why we have decided that this monthly update will be the last one where we maintain the construct3 branch and move to the Unity model 100%.
You must understand that the Unity version does not yet have a save system due to its enormous complexity, size, and implemented mechanics, but it will soon have it and you will be able to play Hack and Slime better than ever.
Thank you very much for your help and understanding. Let's give our 100%
Odin, from the Hack and Slime team.
op_0.1.2.0
Changelog:
Some annexed skills of the Guerrero have been written again to improve its reading.
Style has been given to the writings of the annexes of the Guerrero to improve its reading.
An skill icon has been added to the icy relative.
The minimum and maximum damage that increases "harangue" has been changed.
The design of the skills menu has changed.
Now you have to keep the add points to raise a level skill.
Added sounds to move through the menu and level a skill level.
The Maná del Hud sphere is already fully functional.
The skills are already consumed and is shown correctly in the HUD.
Manna's regeneration now functional.
The regeneration of life now functional.
The dashboard correctly represents the ability assigned to each button.
The dashboard is updated every time a skill is assigned to a button.
The dashboard already correctly represents the level of the assigned ability.
Now the relative icy does not consume Maná to deactivate it
The "Berserker" warrior's ability has been satisfactorily implemented.
A new sound for Berserker execution has been implemented.
The collider of the coins has been adjusted.
Monthly Update!
Good morning, farming enthusiasts!
The monthly update for Hack and Slime has arrived with a bunch of changes and improvements.
But before we continue, we want to remind you how to play the beta version:
In your Steam library, right-click on 'Hack and Slime.' Properties. The following popup window will appear. In the left navigation menu, click on 'Betas.' In the right display, click on the dropdown 'Participation in beta "beta - Open Unity Beta.
Hack and Slime now has a functional albeit basic version of the skill trees for the Warrior and the Mage. When they level up, players can spend points to improve existing skills or unlock new ones. Currently, there are only 2 skills available per character, but we will be adding more skills weekly.
For all those interested in testing the Beta version or wanting to help improve Hack and Slime, we remind you that we have a Discord server updated daily with all our progress and a section for beta testers. https://discord.com/invite/bullwaresoft
op_0.0.8.0
Changelog:
New back tileset added to "The Well"
Stalagmites and stalactites included in "The Well"
3 parallax levels added for the background of "The Well"
Improved global and dynamic lighting in "The Well"
Fixed a positioning error with the chests in "The Well"
Now the "Dash" ability can be upgraded using skill points in addition to meeting its unlock requirements
Abilities now correctly display their actual level in the skill menu
Added water droplet decorations to "The Well"
Added cobweb decorations to "The Well"
Added sound effects for chest opening
Added sound effects for the warrior's "Strike" ability
Implemented the skill assignment system
Fixed a bug that prevented the mage from moving
Added sound effects for coin collection and falling
Dynamic lighting has been added to the water.
Improved camera tracking when characters fall from a high position.
Initial life regeneration for the warrior has been changed from 0.1 to 0.2.
Players can now navigate through the attached skill nodes.
Changed the color of statistic numbers to #fff.
Added mage's attached skills and their display in the skill menu.
Matched the font of the version text in the main menu with the scene mockup.
Although skills cannot yet be leveled up, navigation to the corresponding submenu is now accessible.
Replaced the "placeholder" music in the main menu with one composed by Carlos Vallejo for Hack and Slime.
The main menu music is now dynamic based on the cursor's position in the scene.
Fixed a bug that allowed loading Humble Village from the main menu multiple times simultaneously.
Improved water physics in The Sewers 1 and 2, The Pit, and The Catacombs 1 and 2.
Added individual lighting to water for each level, relative to its tileset.
The Warrior now has his own skill tree.
Added attached skills to the Warrior's skill tree.
Enemies now drop coins when defeated.
Chests now drop coins when opened.
Added a physics system for dropped coins.
Added decoration and enemies in Catacombs 2.
Added the biome 1 song to "The Sewers 1, The Sewers 2, and The Pit."
Icicle can now be modified with skill points from the Mage's skill tree.
Players can now travel to "The Training Room" from the sign in Humble Village, to the left of the instructor.
Players can now pick up dropped coins.
Added an attraction system for coins corresponding to the global stat "coins magnet."
Added the Training Room scene sign to the village, although it is not yet functional.
Characters now gain 1 skill point when leveling up.
Strike can now be modified with skill points from the Warrior's skill tree.
Changed the legend of "Sorcerer" in the main menu to "Mage."
All skills added weekly will have effective values.
Minimum and maximum damage will now affect Warrior's skills by the appropriate percentage.
Fixed the description of the "Frosty Familiar."
Added the "Training Room" level.
Added "The Well" level to the game, a new biome in progress.
Added access to the "Training Room" level in Humble Village.
Added access to the "The Well" level in Humble Village.
Added the "Charge" skill, default assigned to the Y button.
The skills menu now displays unavailable skills with gray graphics.
Drastically reduced the life of enemies.
Fixed and polished the coin collection system.
Thank you very much to everyone for trusting the Hack and Slime team.
Monthly Update!
Happy weekend to all the fans of Hack and Slash games!
Today, we begin a new stage in the development of Hack and Slime: Monthly updates. While we will continue with the weekly updates for the Beta version (Steam beta testing system), these will be announced in our Discord news channel.
The changelog regarding the week's work will be broken down, and we'll have different channels for you to report any bugs you find or suggest improvements. The more, the merrier, and it will make our game better.
On the first Friday of each month, we will release the weekly update along with a Steam news post summarizing all the month's work. This way, we won't clutter the news section with minor updates and will have a substantial list of changes to share.
Without further ado, here's the monthly changelog, and we remind you that we're looking forward to your feedback here, on Steam, and in our Discord.
You are Hack and Slime. Thank you very much.
Changelog:
Now the buttons (Xbox only for now) on the lower dashboard correctly appear in the attributes and equipment menu.
Now the buttons (Xbox only for now) on the lower dashboard correctly appear in the skills menu.
A dynamic water system with different effects and physics has been added to the game.
Statistics now reflect real-time attribute point changes.
Sound effects have been added for character and enemy entry and exit in the water.
A cooldown time has been added between presses of mobile platform activators.
The travel distance of "Icicle," the Mage's initial ability, has been reduced.
A sound effect has been added to "Icicle."
The animation speed of the temples when the player interacts with them has been reduced.
A sound effect has been added when the player levels up.
Navigation between the Mage's active skills is now free, and you can view descriptions, properties, and requirements for all of them.
The informative interface for skills has been improved.
The Mage now has her own jump sound.
The Discord button now leads the player to the official Bullwaresoft Discord.
The version control can now be seen in the upper right corner of the main menu.
The positioning and movement of all parallax layers in Humble Village have been improved.
A lighting error in the background layers of Humble Village has been corrected.
Smoke animation has been added to the blacksmith's chimney shot.
A gleam animation has been added to the blacksmith's forge.
Leveling up now grants 5 attribute points instead of 1, as in the Construct3 version.
Movement animation has been added to the hanging pots on the Humble Village sign.
The inner light radius of all candles has been increased.
An error where candle niches did not illuminate enemies and background objects has been corrected.
An error where large candles did not illuminate enemies and background objects has been corrected.
Torches can now illuminate themselves and display their pixel art light halo.
Sewers and catacombs torches can now illuminate background objects.
Global lighting now correctly affects enemies in Catacombs 2.
The NPC "Kayane" has been added to Humble Village.
The NPC "Don Peteton" has been added to Humble Village.
The NPC "Arlys" has been added to Humble Village.
The NPC "Andariel" has been added to Humble Village.
An alpha version of the skill menu has been added, accessed by pressing (Q/E) or (L1/R1) in the attributes menu.
In loving memory of Gunpei, Bullwaresoft's last Bulldog. Now you're with your siblings."
THE PORT AND THE EXPANSION START TODAY!
Friends, the time has come...
Hack and Slime is taking its first step toward its Unity port on Steam!
It's been over a year since Bullwaresoft began early access for Hack and Slime on Steam. We've worked very hard during this time and have made many updates to our game. But during development, we realized all the shortcomings and issues that Construct 3 was causing.
At the beginning of 2023, we made two major decisions:
The first was to start pre-production of Hack and Slime in the Unity engine from scratch, the entire game.
The second was to expand the GDD (Game Design Document) and, with it, the core of Hack and Slime. More and better attributes and statistics, more equipment pieces and more properties for them, more types of different skills, more active skills, and even a multi-character system with completely different gameplay.
All these changes require a great effort, involving design, graphics, coding, and marketing. This means that while we're making good progress, we're still taking the first steps to offer a functional and playable version in Unity, and most importantly: We need you.
Hack and Slime is a game for its playerbase, not for its creators. We need your testing, your feedback, your proposals, and your ideas. You are the lifeblood that flows through Hack and Slime, something we've known since before the first sale.
That's why we want to ask all those interested in helping improve this game to do the following to enter the testing phase:
Go to your Steam library.
Right-click on Hack and Slime.
Left-click on Properties.
In the popup window, click on the "Betas" tab.
Under the "Beta participation" section, choose: beta - Open Beta.
Join our Discord: BULLWARESOFT and request the tester role. This will give you access to various threads where you can let us know about any issues or suggestions, and thanks to that, we can progress faster in development and create a product that is closer to the players.
IMPORTANT: Hack and Slime does not have saving in its beta version at the moment because it would be impossible to link those saves with the changes made daily. To compensate for testers who want to try out the mechanics and skills we add each week, the experience granted by each enemy is HUGE, approximately *10 times the real amount. By defeating 10 enemies, you will have defeated 100, making it easy to test in short sessions with each new update.
I bid farewell to you until next week, reminding you that we also have a Twitter account if you prefer to check for updates and content available on Discord. TWITTER
Thank you very much. Odín Campoy. CEO (very indie) of Bullwaresoft.
ONCE AGAIN... WE ARE DELAYED
Porting a game to another engine is very hard and tiring...
That's why we want to thank the players who are waiting for the first alpha of Hack and Slime working in Unity for their patience.
The chosen date is next October 13 and we hope you enjoy testing it.
Thank you very much everyone, the Hack and Slime team. And remember to follow us on Twitter and Discord to stay up to date with updates.
We are very happy to be able to make this announcement officially on Steam.
The Hack and Slime Port to Unity is a reality and will soon be available on Steam... Totally free for fans of our early access!
On September 1 we will upload the first functional version, with limited content but many improvements, such as:
Real-time lighting and improved parallax system.
New mechanics to interact with objects in the dungeon
Improvements and extensions of the mechanics already included
New attributes, stats and builds
New pieces of equipment and "Unique" category.
We have many surprises prepared for future versions of Hack and Slime, we know that its update has been long delayed compared to our roadmap but we guarantee that the wait will be worth it.
Thank you all so much and remember to follow us on Twitter and Discord to stay up to date with updates.
We at Hack and Slime team are very happy to bring, together with the weekly update, the first winter sales of our game.
A 35% discount for those who don't have it yet or want to give it away to play on vacation days, less than €3 or $4 for more than a year and a half of work and constant updates (yes, that's what it's like to be an independent developer)
Do not think about it, join the adventure of crushing Slime and farm for tens of hours to become a monster grinder.
Who knows, maybe soon Hack and Slime will raise the price permanently...
Thank you for playing Hack and Slime.
Remember that we are on Discord attentive to your suggestions at all times with a specific thread to report errors: https://discord.com/invite/bullwaresoft
Changelog
An error that maintained the sound of the "Slimes Spawners" has been corrected by leaving Warpmazon.
An error has been corrected that prevented seeing the increase in "skill power" statistics that increased equipment.
The progression of the game in "The Sewers 1" has been facilitated
A Nagga spawner has been corrected in "The Dungeons 1"
Part of the "The Pit" design to improve combat has been modified.
Pending changes
Fix bugs in behavior and spawn of various enemies.