Temporarily removed battery puzzle and pipe puzzle randomisation due to consistent bugs -- we're currently investigating
Fixed pathfinding in sewers
Fixed pathfinding for trains
Fixed ghost zombies when a player died
Fixed ready screen not updating if the client enters first
Pathfinding should now be a lot more reliable across the board; some irritating bugs got past us in our previous zombie AI rework, but hopefully that's all behind us! Enjoy the patch!
HOTFIX - v1.1.3
Changelog
Fixed an issue where the Sewers pipes would all be showing on rare occasions
Fixed an issue where players could crash within the Twisty Tunnels shape puzzle
Improved Water Balloon VFX
Fixed bug where Player Ragdolls wouldn't fully dissolve and flash
Thank you to those of you who reported this over on our Discord! It was a great help. Enjoy the patch!
HOTFIX - v1.1.2
Hey everyone!
We were recently made aware of some game breaking bugs that were present in our most recent update.
We've spent a lot of time fixing them and we're happy to finally report that the changes are rolling out right now in version 1.1.2.
Changelog
Fixed bug where killing a player at the same time as them hitting you would result in a disconnect/crash
Fixed Twisty Tunnels puzzles issues (Levers and Batteries)
Other issues under investigation We're aware of a particular issue where zombies will not spawn in the Twisty Tunnels level occassionally. We've been unable to reproduce it and therefore fix it. If you happen to come across this issue, please report it to us so we can put a patch out ASAP!
Thanks for your patience - and we hope you enjoy slappin' each other like never before!
PVP, Ragdolls, Emotes and More!
Player Ragdolls and PVP
When we first started making Slap-It Together!, the focus was never PVP. Whilst this remains the case, we found there is a lot of chaos and fun to be had with friendly fire enabled. Oh, we've also added Player Ragdolls which will appear upon a player's death! Gone are the days of vanishing into the air. PVP can be disabled by the host in their game settings, at any time.
Consumables
Consumables have had a pretty significant change. Not only are they much cheaper, consumables must now be picked up and used. We've also added some additional consumables including: Invincibility, Jump Boost & Speed Boost, to give this mechanic more love and focus. What drinks would you like to see?
Emotes
We teased this feature before release and finally, Emotes are now available to use! Hold B on keyboard OR Down on the DPAD for controller to show the radial menu and express yourself in a brand new way. Get ready to Point, Wave or Thumbs Up.
Bug Fixes and Improvements
We've pushed out a whole host of bug fixes and game improvements across the board.
Firstly, we've taken some time to discuss the difficulty of the game. It became clear that the game was far too easy which provided for a less entertaining experience. We've made some changes to improve this side of things, which we anticipate will be an ongoing effort; let us know your thoughts.
Improved zombie AI - all enemies feel more reliable in general + the Pitcher is much, much better!
Bossfight balancing
Reduced time it takes to complete hard mode (plus, hard mode is actually harder now!)
Increased enemy speed
Made the levels slightly harder and more correlative to the difficulty you select
Crazy Cruise can now be completed by a single player as opposed to waiting for all players to enter
As well as that, we've majorly upgraded the multiplayer experience. Without getting too technical, our testing has shown a 25%+ latency improvement which is thanks to lots and lots of reworkings and rewrites. In addition, pickups will feel generally much more reliable. One crucial improvement that comes from this is the ability to join somebody midway through a game session, regardless of the level they're playing. Whilst we hope these fixes provide the polished multiplayer experience we are striving for, there are bugs that we will not have seen nor expected. Be sure to let us know if you encounter anything via any of our social channels or through our Discord server!
General networking latency improvements (25%+)
Improved pickup syncing between clients
Added the ability to join somebody midway through a game
The following bugs have been fixed:
Fixed bug where dropping an item that's being thrown would soft-lock players
Fixed bug where dropping an item whilst aiming would not stop the animation
Fixed water balloon (and buffed it up!)
Fixed some pit wall colliders
Fixed battery puzzle memory leak
Fixed Armored Grunt armor not flashing on Death
General performance improvements
Other changes include:
Changed the way lighting interacts with players, zombies, pickups and interactions
Improved pickup low health VFX
Improved markers UI
Improved some SFX
More will come
We are happy to say that this is not our last update; more updates will be coming. Whilst I don't want to promise too much, new levels and a traps rework are in development. We look forward to updating you on this when we're able.
Until then, keep slappin' and let us know if you have any suggestions or questions!
Slap-It Together! Post Launch Plans
Thank you for playing!
For those who have purchased the game, thank you so much for supporting us. As a small indie studio, we thrive on community and it's been great to see some of you join our Discord with the intent of becoming speedrunners or just wanting to engage in community activities.
Looking Ahead!
Firstly, it has come to our attention that there are some balancing issues in the final level at that part. We're working on making that a little easier. We're also aware of a couple of bugs, that we will be fixing after our Christmas break.
Additionally, it's clear that you want more content and we want to finish the game as proud as we can!
So I am really excited to say that we will be releasing a couple of seasonal updates in 2025 to enhance the current experience and fulfil our initial vision.
In these updates, you can anticipate:
More Levels
Player Emotes
Combat Enhancements (more info coming later!)
Multiplayer Improvements (including in-progress joining and general performance enhancements)
Is there anything in particular that you'd like to see? Let us know!
Have a great new year!
We've just headed off for our Christmas and New Years break so we'll see you in the New Year where we hope to shed some light on our next steps. 2025 is gonna be epic!
SLAP-IT TOGETHER IS AVAILABLE NOW!
Public Launch!
We hope you're just as excited as we are for Slap It Together's 1.0 release!
After 3 years of on-and-off hard work, we've finally launched the game and it's available to purchase.
A lot of love has gone into this and we're excited to see what you all think.
Buy the game today!
In the meantime, the game currently has a 10% launch discount, expiring on December 19th - leaving you and your friends just enough time to get together and slap some zombies at a great price. https://store.steampowered.com/app/1520590/Slap_It_Together/
Next Steps
Whilst we feel done with most of the core experience, we are currently discussing the possibilities of post-launch updates. You can expect more levels, improved multiplayer and AI adjustments to heighten the game.
Early discussions are being held but we feel excited at the prospect of fulfilling our initial visions. There will be information on this at a later date as we define what this looks like and what's achievable for our small team.
RELEASE DATE ANNOUNCEMENT!
Yep, you read the title right!
Grab your friends, fight zombies and fill your pockets in Slap It Together — Releasing on December 12th!
We'll have a more in-depth blog going over what the release entails and some other goodies; but contrary to my previous post, we've been able to make some excellent headroom and we feel ready to launch at the end of this year.
In the meantime, be sure to join our Discord server to take part in our Open Beta starting August 16th!
See you soon, Contestants!
New Demo Update + Launch Plans
Hello Contestants!!
In this blog post, I'll outline the latest demo update (our biggest yet) and give you some background on where we've been and the dreaded release date plans...
The Demo Changelog
We last updated the demo content in November last year. Aside from occasional hotfixes, it has been very very quiet (more on this shortly).
Thankfully, we've just launched a brand new update which includes a ton of features you'll never notice in addition to:
UI Revamp
Random Challenges (WIP)
New Animations for Baseball Bat
New Enemy and Enemy Variants
Audio Optimisation
Showcase mode video (shows after 60s in Main Menu)
General Performance Enhancements
Known Bugs:
Zombie clothing does not sync
Light in the button puzzle does not sync
We're hoping to streamline the blog posting process so we can keep you updated on development more frequently.
Be sure to join our Discord to give us feedback on what you think!
Where We've Been
It has been a long while since we last updated you all on development. Happy to report that we are still alive! (i think)
Rest assured, we have still been working hard and we've got a lot of content to cover over the next few months. Hopefully this blog will shed some light on our progress.
Last year, we focused heavily on seeking funding. Unfortunately, we were unsuccessful which has resulted in multiple delays and a reduction in scope. With this, we've all taken up other employment to keep our personal lives afloat.
Although this sounds really doom and gloom, we have more of an idea of what the game will look like and our plans as a team which has ultimately benefited our overarching vision.
Showcasing Shenanigans
As many of you will know, we've continued to attend multiple exhibitions across the UK. Most notably, our old friends at Insomnia (RIP) have invited us back each time. I personally just wanted to thank those of you who have returned to check out development - we're really putting our all into this and it's always refreshing seeing people with smiles on their faces as they slap our abominations.
Last September, we were lucky enough to get the entire team together for the first time and showcase the latest demo updates.
It's thanks to these events that our design choices have been challenged and resulted in countless improvements. Thank you to anyone who has critiqued our work.
NEW LEVEL! Twisty Tunnels
There will be 3 spectacular levels at launch (with more conditionally planned for post-launch). Each level has a unique flair and host of ridiculousness. You've already seen the Rickety Rooftops over the past few years but we've also been hard at work putting together The Boat and the Twisty Tunnels...
The Twisty Tunnels has been an idea before Slap-It Together had even existed. It's long been my dream to make a level with moving trains. This level is a real testament to our ambition and it pulls things off that we've never tried before.
Testing has been positive and we're just doing the final tidbits for the puzzles before we're ready to show it off. Stay tuned for an exciting blog post going more in-depth into how the entire process has looked for us.
How Launch Will Look
Aside from the features you already see before you, we're currently working towards a plethora of new cosmetics, enemies and gamemodes. Some of which will potentially become available post-launch.
One aspect that won't be coming is a voiced antagonist and more story elements. As mentioned earlier, we just don't have the funds to pull something like that off.
I've saved the best for last...
When are we releasing? Initially, we were aiming for a 2024 release but our lack of a marketing push has left our numbers too low to justify it. Assuming this improves, we will be releasing in Q1/Q2 of 2025.
Thanks for Reading
Thank you for baring with us as we wade through these obstacles and I hope you enjoyed reading this blog.
If you want to support us in any way, please do wishlist Slap-It Together on Steam and join our Discord Server.
Cheers, Matt.
Demo Patch Notes #2
Hey Contestants!
We're happy to celebrate over 2,500 downloads since our demo release! (getting to 5,000 overall downloads!). This is a HUGE milestone for us and we're so grateful for your interest.
We've got a pretty chunky changelog today! How exciting!
Changelog: - Polished/remade multiplayer player animations - Improved Crane Puzzle clarity and direction - Added clarity to the Garden puzzle button presses - Added lights to the Revive Center - Improved difficulty options and their impact (e.g. more money when playing on Easy mode) - Improved general Rooftops Level collision, reducing exploit possibilities slightly - Added VFX to destroying drones (BANG!) - Fixed Crane Puzzle exploit - Fixed multiple disconnection issues - Fixed players getting stuck in the revival booth - Fixed exit area collision issues (preventing players from skipping the level) - Fixed players getting stuck in zombie spawn areas - Fixed cardboard boxes breaking pathing in some circumstances - Fixed cardboard boxes not breaking on Clients - Fixed Crane Puzzle collision - Fixed a bug where the zombie kill count would increase after beating the level - Minor performance improvements
Last week, we mentioned we were working on improving performance in the later waves. Progress has been made and we're hoping to have more patches out as and when we're able to. We'll keep you updated on this.
Firstly, thank you so much for giving the game a try and sending in your lovely messages.
It has been really uplifting to hear that so many of you have enjoyed yourself.
Thanks to this exceptional support, we've been able to squash a few pesky bugs and put this patch out today.
Changelog:
Leaving settings and going back now remembers which tab you were on
Fixed players getting stuck after leaving customisation for a second time
Fixed various controller navigation bugs
Greatly improved controller reliability
We're working consistently to deliver a more optimised experience. We are aware of the current performance implications towards the later waves and I hope to provide you with an update on this within the next couple of weeks.
As mentioned in our previous post, if you encounter a bug of any sort, please send over an email to contact@headtiltgames.com or join our Discord.