The Slormancer cover
The Slormancer screenshot
Genre: Role-playing (RPG), Adventure, Indie

The Slormancer

Special Slormite Chronicles



Hello everyone!
Welcome to a very special edition of the Slormite Chronicles!

Since a lot of new players have joined us recently, here’s a quick reminder: the Slormite Chronicles is what we call our devlogs. We publish one on the 6th of every month to celebrate the day The Slormancer launched in Early Access.

But hey, we didn’t want to wait until the 6th this time. So here’s a little bonus Chronicles to give you a quick recap of how launch week went, and what’s coming up next!

What a Week!


Launch week officially ends on Tuesday, May 20th at 7pm (which is just a few hours from the time I’m writing this). And overall… it went pretty well!

We sold 75,000 copies during launch week, bringing us to a grand total of 250,000 units sold! Thank you so much for your support!



Our only previous experience with a game launch was when The Slormancer hit Early Access, and let’s just say, that was a bit more of a wild ride.

We’ve seen dozens of bugs reported daily on Discord, but players are still able to launch the game and enjoy the full content without major crashes. The #1 issue seems to be the game starting in windowed mode, mildly annoying, but fixable on the player's end.

We also hit an all-time peak of 10,989 concurrent players!
That’s not quite at the level of the genre’s biggest titles, but considering where we started, and the fact that our team has a grand total of two people, we think that’s pretty awesome.



Once again, a massive thank you to everyone who gave the game a shot this week, whether you loved it or bounced off, we appreciate every single one of you.

Unlike our Early Access launch, we’re also seeing a lot more players sticking around this time, which is super encouraging. There’s content, and players seem to be enjoying it.

Thanks to many streamers who jumped in and gave The Slormancer a try, we’ve regularly had between 1,000 and 4,000 viewers on Twitch. Big thanks to all the streamers and viewers, it's always fun watching new builds being discovered live.

Here’s a handful of cool videos we'd like to share:







Handling Feedback


We’ve had an avalanche of feedback to process: from Discord, Steam, emails, and beyond. Whether it’s bug reports or gameplay suggestions, we’re actually spending more time reading and sorting through it all than fixing things!

So we’ve got to optimize how we work. Aside from two quick hotfixes to address crashes, I only just got back into the code yesterday, and I’ve been working full steam ahead to squash bugs and add a few goodies.

That said, as mentioned, we’re a tiny team, and I’m actually the only developer. This whole adventure started with the two of us, and we’d really like it to end the same way, just us, doing our best to build something we care about. It’s just… a bit slower.

More feedback!
We’re also reading a ton of feedback all over the place, Reddit threads, Twitch chat, Steam discussions, and we’ve been feeling a lot of love lately.

The Slormancer was made with passion, but let’s be honest, it’s a bit clumsy in places so we totally understand the negative reviews and that it might not click for everyone.

That said, we’re really happy to see that some of the core ideas we had from the start, like instantly swapping builds or offering deterministic crafting, are being recognized and appreciated. That means a lot to us.

Speaking of feedback...
If you’re enjoying The Slormancer, please consider leaving a positive review! It really helps. ːbryan_mcrippedː

Patch When?


Post-release is a bit different from Early Access. My plan is to release regular patches with fixes and updates until everything’s stable and polished. The first patch should drop next week, and we’ll test it on the Experimental Branch for a few days to make sure it doesn’t break anything.

Here’s a tiny sneak peek:


Added a visual cue to make it super clear you can only have one upgrade per tier.


Added a shiny new button in the Forge.

We’ve also got a bunch of quality-of-life tweaks and loads of bug fixes coming.


What’s Next?


To be fully transparent, we’ve just wrapped up 8 years of development, with some very intense final months. I want to focus hard on fixing as many issues as I can during these early weeks, so everyone can enjoy the game under the best conditions.

After that, we’ll take a bit of a breather and figure out the next steps. There are a lot of things we’d love to add, but until we’re 100% sure what’s feasible, we don’t want to make any promises.

What I can promise, though, is this:
The Slormancer is coming to consoles, Switch, PlayStation, and Xbox, when it’s ready. While adapting the UI for consoles, we’ll also be polishing up controller support and working toward getting that sweet “Verified” badge for the Steam Deck.

That’s all for now!
Thanks again to everyone playing, supporting, and slorm hunting with us!

(Alright, back to code.)

The Slormancer v1.0 is now available!



The Slormancer is now out of Early Access


The Slormancer is the result of countless hours of work but it was made possible thanks to the incredible support, feedback, and passion of our player community throughout its development. From the bottom of our hearts, thank you for being part of this adventure!

The Slormancer: From 0.1 To 1.0




We need your help!


As a small indie team, your support means the world to us. If you’ve enjoyed your time with The Slormancer, there are a few simple things you can do to help us make this release a success:
  • Tell your friends about the game, or share the news on social media!
  • Leave a positive review on Steam if you haven’t already, it really helps more than you might think.
  • Come say hi on Discord, X or Bluesky and help spread the word!


Supporter Pack


Our wonderful Supporter Pack has been available for a few days now, along with the Original Soundtrack!

Buying either is a great way to support the ongoing development of The Slormancer, and every bit of support means the world to us. Whether you’ve been with us since the beginning or are just now joining the adventure, thank you so much for being part of this journey!

https://store.steampowered.com/app/3625910/The_Slormancer__Supporter_Pack
https://store.steampowered.com/app/1110800/The_Slormancer__Original_Soundtrack

Patch Notes


The Patch Notes for v1.0.0 can be found here.

The End of the Beginning


Even though this update marks the end of The Slormancer's Early Access, it’s far from the end of the road. We will continue to develop and improve the game through future updates, balancing changes, and new content, and your feedback will remain as valuable as ever.

So please, keep sharing your thoughts, ideas, and bug reports with us.

This is only the beginning.



Migrating a Save File from Experimental to Live


If you've been playing the Experimental Branch and would like to carry your progress over to the Live Branch, there is a small extra step that needs to be done:

  1. Head over to C:/Users//AppData/Local/The_Slormancer and find the save_exp_cbeta_1 file, copy it and rename it to save_1 (and copy or erase the previous file).
  2. When you launch The Slormancer, if Steam asks you to choose between the Local and the Cloud file, choose Local.
  3. Profit!
This assumes that you are playing on the Save Slot 1.
if not, simply change the numbers accordingly (e.g: Rename save_exp_cbeta_2 -> save_2 etc...)


Have fun!
Cheers!

The Slormancer: Supporter Pack, Achievements, Cards & Badges



Hello everyone!

The Slormancer leaves Early Access tomorrow


-sweating intensifies-

Here's a count down timer to the release.

Supporter Pack


Our wonderful Supporter Pack is now available!

However, please note that its content will only be accessible with the 1.0 version of the game, which will be released tomorrow unless you’re participating in the Experimental Branch, in which case you’ll have immediate access to its content.



https://store.steampowered.com/app/3625910/The_Slormancer__Supporter_Pack

Slorm of Gold
In The Slormancer, Bryan didn’t have the best fate… but that doesn’t mean he can’t shine! With this DLC, give him a second (and much more radiant) chance with the "Slorm of Gold" alternative skin.

Say goodbye to the spectral blue: Bryan now reincarnates as a glowing yellow orb and gains ethereal wings. More celestial than ever, he now floats with divine grace (or almost).

But that’s not all! When Bryan transforms into a door, he is no longer just any door… he becomes a golden door. With Wings!

A simple cosmetic change? Maybe. A glorious new aura for Bryan? Absolutely!

This Supporter Pack includes:

A Golden Skin for Bryan, the little ghostly orb following the player.

A Golden Skin for the teleportation doors created by Bryan and used throughout the game.

Supporting the Team
By purchasing this Supporter Pack, you’re not just giving Bryan a fresh new look—you’re also supporting two independent developers who put all their passion into The Slormancer.

Creating and evolving a game is a challenging adventure, and every bit of support helps us continue improving the experience, adding more content, and pouring even more love into the game’s universe.

If you love The Slormancer, if you love Bryan, or if you just think there aren’t enough wings in the base game, then this pack is for you!

Steam Achievements


Steam Achievements should now also be available for everyone.

There are currently 83 achievements, each tied to some of the most significant milestones available in The Slormancer. Your achievements should update the next time you launch the game.



Community Items


Steam Trading Cards should now also be available, along with Steam Badges and Community Items.
You will now be able to get animated profile pictures, avatar frames, background and emoticons.

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Happy hunting!
Cheers!

Slormite Chronicles #49



Hello everyone!
Welcome to Slormite Chronicles #49!

Not much to announce this week.


Oh wait... Our game is leaving Early Access in 7 days.
Other than that, everything’s pretty chill.

We're cool.

The Slormancer: From 0.1 To 1.0


Have you seen those beautiful videos we made?
They're 100% homemade and crafted with love. So, I'm dropping them here again, for no real reason, other than the fact that they're just nice. (Please share them)


The Slormancer: Trailer




Leaving Early Access!


This will be the last Slormite Chronicle we publish while in Early Access. With this entry, I've written 49 Chronicles in total, meaning we'll start our 1.0 journey with Slormite Chronicle #50, which is pretty nice.

Our Early Access journey didn’t always go as planned, and it ended up taking twice as long as we initially expected. But those expectations were based on zero prior experience, so in hindsight… it kind of makes sense.

The Slormancer is far from perfect. It’s a bit odd in places, not always well-balanced, and still rough around some edges, but making a solid ARPG is a real challenge, especially for two amateur devs trying to find their way.

We didn’t set out to make the ultimate ARPG. At first, we just wanted to build something we’d enjoy playing ourselves. But things grew, and suddenly we were trying to make a game that could speak to a much wider audience, from casual players to hardcore fans, which isn’t easy at all.

That said, we truly hope that the love and effort we put into this project is visible. If The Slormancer manages to offer a fun, slightly quirky experience that resonates with some ARPG fans out there then we’ll consider that a big win.

About the future


The 1.0 release is not the end of the journey. We still have plenty of ideas and plans to keep expanding The Slormancer. Even though the game is leaving Early Access, our commitment to it, and to our community, remains intact.

We've decided to leave Early Access because the game is now feature-complete and relatively bug-free. That said, our day-to-day work won't change much, we'll still be fixing bugs, reworking systems, and adding new content.

I still genuinely enjoy coding new features, coming up with fresh mechanics, and even writing these Slormite Chronicles. As long as that passion lasts (and as long as it remains financially sustainable) we’ll keep developing new content with the same enthusiasm.

I’m not going to make any promises or give any exact details, because if everything goes smoothly, we might take a little break over the summer. That said, in the near (or not-so-near) future, we’ll be sharing a roadmap with upcoming features we'd like to add to The Slormancer.

Thank you!


The Slormancer is the result of countless hours of work but it was made possible thanks to the incredible support, feedback, and passion of our player community throughout its development. From the bottom of our hearts, thank you for being part of this adventure!

I want to personally thank a few members of the community who have been absolutely amazing throughout Early Access. We truly have a great community.

Peredur, for being with us since 2019, proofreading 49 Slormite Chronicles and numerous announcement posts. Also, thank you for suggesting the Steam Games Festival, I believe that’s where we found our first taste of success.

Cayrac, for creating the fantastic and incredibly useful tool: The Slorm Planner.

Legrems, for providing valuable feedback, beta testing, writing helpful guides, and moderating our Discord community since 2021.

Ninakoru, for taking the time to dive into my code, offering suggestions for fixes, and providing a wealth of constructive feedback.

Alarack, for asking insightful questions and for single-handedly keeping our Discord active for a full year prior to Early Access. We still have the document with all your questions. I haven’t revisited it in a while, so I wonder how relevant our answers are now!

To our entire Discord community, who’ve followed us for the past 5 years with incredible passion.

I also want to extend a huge thank you to everyone who contributed feedback, reported bugs, playtested broken versions of The Slormancer, helped others, and/or actively participated in the community, among which: Akezhar, Al_3x, Blacksad, Blitzy, Bodeln, Calavontis, DaddyDeGrand, Darkvoras, DenOwl, DevilsAdvocate, Doghouse, Dylan, Entity, faraddox, kechop3000, llli1liliill, MrPoirot, MuffinRichter, Nightxwolf, Ninakoru, NxHunter, Sawyer, Setharial, Silversicer, TasakaSama, Tengu, TheConcepteur, TheHobomice, Torinux, Twing, Vil, Wiffle, Yeljerolis.

To all the amazing content creators who helped spread the word about The Slormancer, like Wanderbots and SplatterCatGaming, Pohx, ZiggyD, Dr3adful as well as our beloved Frenchies, Best In Slot, Bestio, and Hopure, thank you for your support and enthusiasm.

To Abiding Bridge, for handling the legal and administrative side of things, and for helping us form meaningful partnerships that made our journey easier and more focused.


Since The Slormancer wouldn’t be what it is today without your help, it only felt right to include all of you in the credits of the game. It’s not much, but it’s the least we can do.

I truly apologize if I've missed anyone, I did my best to include everyone I could think of.

And finally, to Aurélien Poudat, the composer behind The Slormancer’s soundtrack, thank you for creating what I truly believe is one of the best video game OSTs I’ve ever heard. Your music has helped shape the soul of our universe.

That's about it.
See you all in a week!

The Slormancer 1.0 available in Experimental



The Final Update (v1.0.0) is now available on the Experimental Branch!

The Patch Notes for the v1.0.0 can be found here!



Experimental Branch


This final update adds a number of new features and changes many others. Our goal is to deliver a clean, stable game that runs smoothly on a wide range of systems, without any major bugs.

We're still in Early Access and in an Experimental Branch on top of that, so bugs are to be expected.

If you encounter any bugs or would like to share your feedback, feel free to post on the Steam forums, join us on Discord, or press "Contact Support" directly from within the game.

If you’d like to try the Experimental version, please note that you’ll still be able to transfer your save from the Experimental Branch to the Live Branch once the Experimental period is over.

Also, we have no intention of resetting any player progress so it is safe to farm!

New Languages


In addition to all the new changes, The Slormancer is now available in four new languages: German, Spanish, Japanese, and (partially) Russian.
If you speak any of these languages, feel free to switch your in-game language settings to enjoy the new translations, and don’t hesitate to share your feedback on their quality!

How to play


To get access to the Experimental Branch, right click on The Slormancer, then:
Properties -> Betas -> Beta Participation -> Experimental - Testing Branch.

Once you start The Slormancer, it will make a copy of your save so your progress will carry over to the Experimental Branch. A few changes on The Final Update (1.0) are not compatible with the current 0.9 version of The Slormancer, so if you want to go back to the Live Branch, your progress from the Experimental Branch will NOT carry back to the Live Branch.

That being said, once The Balance Update moves from the Experimental Branch to the Live Branch, your save from the Experimental Branch will be elligible to be carried over.

Have fun!
Cheers!

The Slormancer v1.0: Patch Notes




Just in case you missed our last update, below is a quick reminder of the important info!

The Slormancer: Release Date



The Slormancer will leave Early Access on May 13, 2025 at around 10 AM PST.
In a little more than 2 weeks!

Here's a count down timer to the release.

The Slormancer: From 0.1 To 1.0




The Slormancer: Trailer




Release Discount


The Slormancer will have its biggest discount yet: 25% off during launch week.

Experimental Branch


For those of you eager to try The Slormancer 1.0, we will open an Experimental Branch available to everyone on Tuesday, April 29. The Experimental Branch will allow us to catch the few remaining bugs that may still be in the game and make sure that everything is up and ready for the release.

We need your help!


As a small indie team, your support means the world to us. If you’ve enjoyed your time with The Slormancer, there are a few simple things you can do to help us make this release a success:
  • Tell your friends about the game, or share the news on social media!
  • Leave a positive review on Steam if you haven’t already, it really helps more than you might think.
  • Leave a comment or a thumbs up on either YouTube trailers and help spread the word!
Every little gesture counts and helps us bring The Slormancer to even more players.
Thank you for being part of this wild adventure!

Patch Notes



The Beginning of the End:
The Slormancer can now be completed! An epic final boss fight is available once you reach the end of the Trials.

The Netherworld:
A new endgame mode called The Netherworld has been added to The Slormancer. It features a detailed map of the Netherworld to explore, 45 Cataclysm Runs to complete, and 25 Warlords to defeat. Once all Warlords have been defeated, a Primordial version of the Warlords becomes accessible.

Each Cataclysm Run features an increased minimum Pure Stat Score and Pure Stat Chance for one stat, chosen at random. Each Warlord Expedition is also assigned a random group of Legendary Equipment, which changes at the end of each Expedition, allowing players to target specific Legendary effects.

Additionally, each Cataclysm Expedition grants Nether Charge, increasing the chance of finding Nether rarity Equipment from Warlords. Upon defeating a Warlord, you’ll be able to choose from 3 Legendary/Nether Items, with the option to reroll each slot once.

Level cap:
The Level Cap has reached its final form and is now set to 100.

Slorm Reapers:
The 2 missing Slorm Reapers can now be found.
They require specific actions and can not be randomly looted.

Equipment and Items:

  • 120 Legendary Items have been added to The Slormancer.
  • The Potential required to Reinforce Items with a high Reinforcement Level has been drastically reduced. By about 85% at Rank 15.
  • Nether Items:

    • A new Equipment Rarity has been added to the game called “Nether Rarity”.
    • Nether Equipment can only be found when defeating Warlords.
    • They can reach up to level 120.
    • Stats and effects, including Legendary effects and off-slot stats, can be grafted onto them with Friedrich’s help.

Adam Nostrus' Trials:

  • Adam Nostrus’ Trials Part III is now available.
  • Reduced the number of Bosses to defeat to 30 -> 15.
  • Increased the number of Influence required to 30 -> 50.
  • Reduced the Level and Reaper Level required to complete Part I to 60 -> 50.
  • Reduced the Level required to complete Part II to 80 -> 75.
  • Reduced The Slorm Temple Floor required to 150 -> 50.

The Slorm Temple:

  • Enemies now start at Level 35 -> 40.
  • Max Life now increased by 10 -> 30% on every floor.
  • Armor and Elemental Resistances by 1 -> 2% on every floor.
  • Increased Damage by 1 -> 3% on every floor.

Various Additions:

  • A “Graft” menu becomes available at Friedrich’s upon finding your first Nether Item.
  • New achievements related to Warlords and the Final Boss Fight have been added.
  • New Codex entries and tutorials for recent additions are now included.
  • Acquired Slorm Reapers and Adam Nostrus’ Trials rewards are now properly indicated.

Various Changes:

  • A shield icon now appears over enemies with a "Nullifying Shield" to indicate incoming damage will be ignored (e.g., Prisoners).
  • Bryan now opens Breach Portals about twice as fast during Expeditions.
  • You can now leave Expeditions at any time using the “Leave Expedition” button.
  • Friendly Minions casting AoEs will no longer cancel their attack when their main target dies.
  • Equipment tooltips now display decimals for percentage-based stats.
  • Achievement notifications no longer overlap the Reforge button.
  • The XP curve of Influence has been drastically reduced.

Elite Affixes:

  • Elite Affixes are now properly implemented and a tooltip is now displayed when hovering over an effect.
  • Balance:

    • Light Strike: Light Projectiles now have a precast animation and are now cast at a slower speed.
    • Lightning Strike: Lightning Bolts now have a precast animation and are now cast at a slower speed.
    • Invulnerability: Now grants a Shield that lasts 5 seconds equal to 100% of their Max Life, every 15 seconds.

Cataclysms:

  • 15 New Cataclysms have been added to the game.
  • Balance:

    • Invulnerability: Now grants a Shield once, equal to a Percent of their Max Life instead.
    • Fury of the Storm: Lightning Bolts now have a precast animation and are now cast at a slower speed.
    • Fury of the Storm now triggers a single Lightning Bolt instead of 3.
    • Side Storm - At Warlord Difficulty - now triggers 2 Lightning Bolts instead of 4.
    • Shadow Curse now reads: “Every 3 seconds, a Shadow Symbol appears next to you.”

Steam Additions:

  • Steam Achievements are now available.
  • Cards and Badges are now also available.

Languages:

  • Simplified Chinese and Traditional Chinese translations are now complete.
  • The Slormancer is now available in Japanese, German and Spanish.
  • The Slormancer is now partially available in Russian*.
* Note: Due to delays, Russian currently uses machine translation and is not yet listed on Steam as officially supported.

Achievements:

  • Elite Slayer Rank 5 has been reduced from 100 000 to 10 000.
  • Equipment Finder Rank 5 has been reduced from 100 000 to 2 500.
  • Achievements requiring you to complete X Floors in a specific Environment have been reduced at rank 5 from 1 000 to 250.

The Great Forge:

  • Being defeated in The Great Forge will now cause you to lose all multipliers and War Chests bonuses but you will get to loot your War Chest anyway.
  • The Greater Reward that used to grant 25% of your War Chest upon dying will now grant 100% of your War Chest with bonuses and multipliers (with this Reward, dying will have no incidence on your War Chest basically).


Bug Fixes:



  • Channeled Skills now work properly with high Attack Speed / Cooldown Reduction.
  • Same goes for Skills with a delayed effect such as Ascension, Tumble or Grappling Hook.
  • Holding a key to summon Frost Sentinels or Totems will now properly summon them.
  • You can now properly click on Skills to Equip them right after the Menu opens up.
  • Mana Locking exactly 100% mana should now work properly.
  • Crafting a Slorm Reaper should now display the proper currency icon.
  • Fixed a rare crash occuring when moving an Item.
  • Fixed a rare crash occuring when casting Arcane Missile.
  • Tooltips should properly appear in 21/9 resolutions.
  • Fixed an issue where the game was sometimes not opening in Fullscreen.
  • Fixed an issue with Click to Move and the entrance of The Graveyard.
  • Fixed an issue with adding / removing Traits with a Controller.
  • Fixed an issue when counting the "Complete Legacy" Achievement.
  • Loading a Loadout should now properly add / remove buffs.
  • Pure Slorm Rewards from the Expeditions Menu should now display the proper value.
  • Improved the Escort quest so that there are no waiting time.
  • Overlapping Buttons should now behave properly.

Slorm Reapers:

  • Primordial Reaper of the Recurring Nightmare now grants the proper Increased Damage.
  • Thornbite Reaper’s Thornbite Protection now has a proper 2 seconds Cooldown time.
  • Elder Reaper of the Slorm Temple now grants the proper Additional Damage
  • Primordial Lifebender Reaper now show the proper Conversion name.
  • Primordial Reaper of the Timeshifter now properly reduces Attack Speed and Cooldown Reduction.
  • Primordial Reaper of the Trainee now properly grants Reaper Damage.
  • Primordial Shockwave Reaper of Havoc’s tooltip now displays -100% Attack Speed Multiplier instead of -100% Cooldown Reduction Multiplier.
  • Elemental Damage from Primordial Reaper of the Shapeshifter is now properly affected by Area Increased Effect.
  • Leaving the range of Spectral Shape now deals the proper amount of Damage.
  • Reaper of the Conniving Warlock now properly grants Reduced Cooldown Time to Skills costing Life.

Ancestral Legacy:

  • Blorms can now properly deal Critical Strike Damage.

Attributes:

  • Willpower 45 now grants the proper amount of Minion Increased Damage.

The Fierce Huntress:

  • Max Mana gained from Evasive Magic is now properly added to Max Life when using Primordial Energy Overflow Reaper

The Mischievous Mage:

  • Arcane Sovereign should now calculate Additional Projectiles properly.
  • The Emblem Mechanic now properly grants % Skill and Elemental Damage (instead of a Multiplier) and the Emblematic Caster upgrade now actually upgrades it to a Multiplier.

Runes:

  • Thornbite Rune now displays the correct values.

Legendaries:

  • Gazloka’s Conquest no longer triggers on Critical Strike Damage.


The Slormancer: Release Date

The Slormancer: From 0.1 To 1.0




The Slormancer: Trailer




The Slormancer: Release Date



The Slormancer will leave Early Access on May 13, 2025 at around 10 AM PST.
In a little more than 2 weeks!

Here's a count down timer to the release.

Release Discount


The Slormancer will have its biggest discount yet: 25% off during launch week.

Experimental Branch


For those of you eager to try The Slormancer 1.0, we will open an Experimental Branch available to everyone on Tuesday, April 29. The Experimental Branch will allow us to catch the few remaining bugs that may still be in the game and make sure that everything is up and ready for the release.

We need your help!


As a small indie team, your support means the world to us. If you’ve enjoyed your time with The Slormancer, there are a few simple things you can do to help us make this release a success:
  • Tell your friends about the game, or share the news on social media!
  • Leave a positive review on Steam if you haven’t already, it really helps more than you might think.
  • Leave a comment or a thumbs up on either YouTube trailers and help spread the word!
Every little gesture counts and helps us bring The Slormancer to even more players.
Thank you for being part of this wild adventure!

Steam Achievements and Supporter Pack


Toward the end of the Experimental period, and in order to ensure that the player experience on the Experimental Branch is as close as possible to what it will be in version 1.0, we will be releasing all the remaining content we had yet to publish, namely: the Supporter Pack, Steam Achievements, as well as Steam Trading Cards and Community Badges.

https://store.steampowered.com/app/3625910/The_Slormancer__Supporter_Pack

The Supporter Pack should be available a few days before the 1.0 release but you can already wishlist it.
On that day, we will also enable Steam Achievements, Steam Trading Cards and Community Badges so that we can make sure that everything is working properly.

This is it!



Slormite Chronicles #48



Hello everyone!
Welcome to Slormite Chronicles #48!

New Banner and Key Arts!


Did you see the new banners? Aren’t they gorgeous? It took half of the team’s effort (so, one person) over the course of a few weeks to achieve this result. HyonD set aside their usual PixelArt to rework and improve our old banner, which—let’s be honest—had run its course!

We went for an image with more contrasted colors and chose an orange logo to make it stand out from the rest of the image—and from the rest of the Steam store (so as many potential players as possible click on it! ;) ).

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New Steam Page!


We have also revamped our Steam page with a modern update, featuring beautiful GIFs that complement the screenshots and trailers available at the top of the page.





You can check out the full page by following this link, but if you're reading this Chronicles, you most likely already own the game!

https://store.steampowered.com/app/1104280/The_Slormancer/

Release Date, when?!


We have a release date that’s almost finalized. In fact, we’ve already scheduled a slot with Steam, but we want to be absolutely sure that everything is perfectly ready for the big day before making an official announcement.

What I can say: We are currently working on a release date announcement video, which will be out by the end of April. We will post a news update on The Slormancer’s page, and we’re counting on you and our entire player community to share and spread the word to as many people as possible!

What I can also say is that the game’s release won’t be too far off from the announcement. You won’t have to wait two months between the reveal and the actual launch. But enough teasing—more news is coming soon!

Supporter Pack



With the game’s release, we will also be offering a DLC called the "Supporter Pack," which will be sold alongside the game and will include a cosmetic change for Bryan.

Say goodbye to spectral blue—Bryan is reincarnating as a glowing yellow orb, adorned with ethereal wings. More celestial than ever, he now floats with divine (or almost divine) grace.

But that’s not all! When Bryan transforms into a door, he no longer becomes just any door… he becomes a golden door. With Wings!

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The main goal of the Supporter Pack is to offer an additional option for players who wish to support the game's development. We don’t have an exact price in mind yet, but it should be around the same price as the OST—approximately $6.

Clarifications regarding before and after the release


We've seen a few discussions and comments about what we plan to do for the release and beyond, so I’d like to clarify a few points:

Before the release: Experimental Branch
There will be an open beta on the game's Experimental branch before release, shortly after the release date announcement. This branch will mainly help us identify any major issues that might still be present in the game and ensure we’re fully prepared for the full-scale launch.

After the release: Ongoing support
What we’ve referred to several times as "The Final Update" is called that because it marks the final update for Early Access. It is absolutely not the final update for the game.

First, we plan to continue fixing any potential bugs and adding quality-of-life features to the game. Then, we’ll likely keep updating the game with both free and possibly paid updates for a period of time that is yet to be defined.

We had previously mentioned that the game might or might not receive updates depending on sales, but that’s no longer true. In fact, even if the game doesn’t sell very well after the Early Access release, it would still make sense for us to keep adding content and new features to attract more players. These days, it’s possible to extend the lifespan of a game and keep it alive for many years with proper support, so we are likely to opt for long-term support.

Changes to The Netherworld


But that's not all! We've also made some changes to how certain game mechanics work, which will be included in version 1.0, thanks to feedback from a few players who had access to the latest version of the game.

The Cataclysm Runs, which previously only served to unlock the associated Warlords, now have an added functionality that increases replayability for these modes.

Each Cataclysm Run now allows you to target a Pure Stat, which will have a higher chance of loot and a better score. The Pure Stats assigned to a Cataclysm change randomly at the end of each run.

Additionally, we’ve changed how Nether items are obtained. You’ll now need to fill a Nether Charge bar by completing Cataclysm Runs in order to maximize the chances of looting a Nether item when facing a Warlord.

We still have a number of changes and adjustments planned for release, but we’re making progress!



That's about it for now!
Cheers!

Slormite Chronicles #47



Hello everyone!

Welcome to Slormite Chronicles #47!

For those who haven't been following the latest Slormite Chronicles, we're in the final stretch before release. We are currently preparing the last update of the Early Access phase, leading to the official launch.

This is the most crucial stage for The Slormancer, so we’re doing everything we can to ensure the best possible release and that as many players as possible are there for launch. This is one of the reasons why we had to postpone the opening of the Experimental Branch, which was originally planned for the end of February.

Experimental Branch


In the last Slormite Chronicles, we announced that the game's Experimental Branch would open around the end of February, allowing players to test the 1.0 version before its final release.

Unfortunately, we’ve decided to go back on that decision and postpone the opening of the Experimental Branch so that it is closer to the game's actual release date. The planned release date for The Slormancer hasn't changed, but the Experimental Branch will open a bit later to ensure that the game works perfectly for everyone.

We sincerely apologize for making an announcement and then changing course. We took the time to weigh the pros and cons of opening the Experimental Branch too early, and we believe that to maintain the momentum and hype we hope to build around the launch in the coming weeks, it would be much more effective not to start distributing the final version of the game via an Experimental Branch.

To go into more detail, the way Steam works—and how players decide whether a game is worth buying—is directly linked to the number of sales, the number of reviews, and the number of active players at any given time.

If players buy the game following the launch of the 1.0 version on the Experimental Branch, play it, and don’t return for the official release, we lose out on the snowball effect.

We also believe that opening an Experimental Branch to everyone isn’t necessary. Instead, a closed beta with a few dozen players, which will begin soon, should be sufficient.

I believe we made the right decision for the game, but not necessarily the best one for players eager to try this version. Once again, we’re sorry for this change—we should have thought everything through before announcing the Experimental Branch.

Work in Progress


The last Slormite Chronicles have been relatively difficult to write. We understand the anticipation for a release date that we still can’t share, as well as the desire for new information. Unfortunately, we've already revealed all the new features of the game in previous Slormite Chronicles.

Not much seems to be happening on the surface, but we’re still making progress toward the release!

We’re currently waiting for translations to be finalized. The translation teams have given us a deadline, and everything is in progress and should be ready soon.

On our end, we’re working on the game’s marketing. We’re revamping the Steam page, which will be updated soon. We want a more eye-catching banner, an updated trailer showcasing the new features, as well as the addition of GIFs and decorations to enhance the page overall. After all, it’s the game's main storefront.

We’ve neglected marketing throughout Early Access, so it’s time to make up for lost ground. The Steam page hasn’t been updated since the start of Early Access, despite the many things we’ve added to the game.

From a development standpoint, the game is ready—or at least, it will be once we’ve integrated the feedback from the beta—but the release itself isn’t quite there yet.

I’ll wrap up this section with two quotes that perfectly apply to game development:

"The first 90% of development accounts for the first 90% of the development time. The remaining 10% accounts for the other 90% of the development time."

"Hofstadter's Law: It always takes longer than you expect, even when you take into account Hofstadter's Law."

The Warlords Update


We’ve already talked about these mechanics in previous Slormite Chronicles, but I’d like to share some additional teasers from my own playthrough.

The final gameplay loop takes place in The Netherworld. There are 45 Cataclysm Expeditions, where the goal is to close enough breaches to complete the Expedition.



The Cataclysms used are in their "Warlord" version and at their highest difficulty level, meaning players regularly need to add or adjust stats in our build to mitigate their effects.

Additionally, all Breaches in The Netherworld are in their Cataclysmic version, progressively adding new Cataclysms throughout the Expedition.

Once a Cataclysm is completed, it unlocks higher-difficulty Cataclysms. And once all necessary Cataclysms for facing a Warlord have been completed, it becomes possible to challenge them.



During the Expedition against Cinderolis The Fireborn, five Warlord Cataclysms will be active at all times: Fire Strike, Fire Rage, Floor is Lava, Endless Fire, and Equilibrium.



Once defeated, the player will be able to choose from three Legendary and/or Nether-rarity items.



We’ve done a lot of internal playtesting for this update. And even after all these years of development, I’m still having as much fun—if not more—than before. I hope you have as much fun as we do when the 1.0 update is available.

That's about it for now!
Cheers!

Slormite Chronicles #46



Hello everyone!

Welcome to this month' Slormite Chronicles!
As we get closer to the release, it gets harder to talk about new and exciting content because we've already covered what The Final Update (1.0) will be about in previous Slormite Chronicles (#41, #42, #43 and #44). The development of The Slormancer is almost over. We're making a few tweaks, adding a few assets here and there and that's about it. We've shifted toward marketing the game and catching as much attention as we can until the release.

We have a release window in mind but we won't be able to talk about it right now. So except from that, I'll try to be as transparent as possible with how things are going:

Playtesting The Final Update


With 120+ new Legendary Items, Nether Equipment, a new Endgame mode and new Cataclysms coming up, we have to make sure that The Final Update is as good and as bugfree as it can be.
For this reason, we will be opening up The Experimental Branch by the end of February for everyone to try this update. Stay tuned!

Changes and Fixes


Let's start with the game itself. We've been making a small balance pass regarding the biggest complaints from the community that resulted in the following changes:

The Great Forge !
Being defeated in The Great Forge will now cause you to lose all multipliers and War Chests bonuses but you will get to loot your War Chest anyway.

This is a big change, but we can definitely agree that losing in The Great Forge can be really painful so we feel like it's for the best.

Achievements
Some of the initial values on Achievements were too damn high!
So we're adjusting those.

  • Elite Slayer Rank 5 has been reduced from 100 000 to 10 000.
  • Equipment Finder Rank 5 has been reduced from 100 000 to 2 500.
  • Achievements requiring you to complete X Floors in a specific Environment have been reduced at rank 5 from 1 000 to 250.

Potential
Potential gets increasingly harder when an Item reaches high levels of Reinforcement to a point that it farming to get Potential is no longer a viable option. For this reason, players often bypass Potential by using currencies.

This is fine but we would like for the farming option to be much more viable. As much we've made a few adjustments to the Potential curve resulting in a reduction of about 85% for an Item with a Reinforcement Level of 15.


We've been making other changes and will probably make a few more before the release. These have been the changes we've been working on this month.

Advertising The Slormancer


This is something that we haven't been doing a lot during Early Access but that is necessary to spread the word. We've started publishing content on various platforms. If you wish to, you can follow us on:
We're also working on various materials to give our Steam Page a fresh look, such as an updated Trailer or a new Thumbnail Image.

Localization


We're currently working with a publisher to translate the game in various languages. We've stated this before, The Slormancer is pretty heavy when it comes to word count, so translations can get quite expensive so we have to carefully pick the languages we want.

Right now, we've been using the number of Wishlists we have in every language to determine the highest demands. The Slormancer will be availabe at launch in the following languages:

  • English
  • French
  • Chinese
  • Traditional Chinese
  • Japanese
  • German
  • Spanish
  • Russian
Depending on how the release goes and how our sales and wishlists evolve, we will try to progressively add new languages to The Slormancer. If you would like to help us translate the game in a language that is not in the list above, please contact us and we will try to work something together.

Console Release


On top of that, we're working to get The Slormancer on consoles (PS5, Switch and X-Box X for now). We're not looking for a simultaneaous release for PC and consoles, but it's on the way!

That's about it for now!
Cheers!