Genre: Role-playing (RPG), Strategy, Adventure, Indie, Card & Board Game
Rise of the Slime
Post launch update
Hello there people,
Now that the game has been out for a bit, i wanted to post an update with my comments together with the latest patch.
First of all - Thank You to everyone who tried Rise of the Slime so far! It has been a rocky start for the lil' slime 😅
This was my first major game release and overall im very happy with the game and the fact that it launched ( altho it seems like a lot of people did not like the direction i took it in 😅) - im grateful to all of you who gave the game a chance and i hope that the game has brought joy to at least some of you!
Many things went right, but many things went slightly sideways too, leaning in too much on more wild swings for combat difficulty is quite big misfire on my part atm that seemed to be allright in prelaunch game tests with smaller groups of people but in reality situation seems to be different when game got to the masses. On the positive side - Im glad that many people did like the aesthetic of the game and the idea of it. Maybe leaning in on more casual fun might have been a better idea on some level.
I have been following the feedback and thinking on what i can do to improve some of the problem aspects that people had issue with.
On the patch side: i have been working on fixing some of the more critical issues with game that we had on consoles ( memory leaks leading to crashes, UX thingies and some other stuff ) as well as fixing overall bugs that popped up once more people started flooding in and playing the game more intensely.
Patch notes for main interest points for update on steam:
- added option for preview bubble during gameplay that increases text size on cards - added another check for save loading and moved saves to between-rooms - chests can now be opened based on distance, not top chest for gamepad - can pick up pots with ranged on gamepad - can flip direction with gamepad - removed corrupted enemies as they were introducing too much confusion for players sometimes - changed multiple core mutations - reworked some UI systems to perform better - other bugfixes
Thanks for playing and reading! - Maris / Bunkovsky
Minor Hotfix update
Updated several Debuff and card descriptions that were confusing the people a bit, and adjusted some of the enemy power levels.
- Card removal cost reduced, for easier deck modification - Also you will no longer get corrupted enemies before looping run - Reduced The fire stack that gets added when triggering mark of the phoenix from 60 to 20
Rise of the Slime is Out Now!
It’s time to slime!
Rise of the Slime is available now worldwide for you to play.
It's been quite the journey since the first prototypes of Rise of the Slime - so I’m happy to finally be here and bring you a version of the game that I’m proud of. Hopefully, it’ll bring you lots of fun!
The full game features:
New modes for runs (including shorter but more intense runs)
New locations
Improvements to the game feel
Over 50 Core Mutations that add a new dimension of strategy to each playthrough.
Let’s take a look at the trailer:
https://www.youtube.com/watch?v=pa8rYqza-c0
As well as Steam, Rise of the Slime launches on Nintendo Switch, PS5, Xbox Series X|S, PS4, and Xbox One!
For more details, visit: https://www.riseoftheslime.com/
Don't forget to follow Slime on Twitter to catch all the latest updates and features: https://twitter.com/RiseOfTheSlime
This is only the beginning for Rise of the Slime and our squishy hero. I have some interesting plans cooking in my head, so look forward to the future.