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

The Slormancer

The Slormancer: Hotfix 1.0.1e



Don't mind me, I'm fixing a few details.


  • One is important though: The Final cutscene after defeating The Slormancer should now be properly played.
    Since there were no way for me to figure out if a player saw said cinematic or not, it will be trigerred once you log into the game if you've defeated The Slormancer even if you saw it once.
  • Dark Ritual should now properly cause Skills to cost Life.
  • Thundestruck should now deal the proper amount of damage when triggered with Blazingspark Amulet.
  • Holding Left Mouse Button while the Next Wave is automatically triggered in the Great Forge should no longer register when the button is released.


The Slormancer v1.0.1: is now avalaible



Hello everyone!

Patch 1.0.1 is now live on the Default Branch.
Here is the full list of changes:

Additions and Quality of Lifes



  • Added a few QoLs to Rick Manalan's Reinforcement:

    • Right-Clicking on an Item to send it to The Slormitizer will now always re-equip the previous Item.
    • Adding an Equipment to The Slormitizer will now immediately add the proper Slormite to The Slormitizer.
    • Pressing SHIFT will now send 10 Slormelines / Slormandrites to the Slormitizer, and pressing ALT will send 100.
    • In Rick Manalan's Merge Menu, you can now select 1, 3, 10, 100 and Max as Craft values.
  • Pure Stats will now display !, !! and !!! based on the Max possible Pure Score instead of the current possible Pure Score, to prevent !!! turning into !!.
  • Added a few QoLs to The Blacksmith:

    • Right-Clicking on an Item to send it to Friedrich's Forge will now always re-equip the previous Item.
    • In the Blacksmith's Salvage Menu, you can now press SHIFT + Right Click to Salvage unequipped Equipment.
    • Choosing a Reforge Recipe at the Blacksmith should now snap the tooltip to the associated stat.
    • In the Blacksmith's Merge Menu, you can now select 1, 3, 10, 100 and Max as Craft values.
  • Added a "Sort" button in Storage Stashes.
  • Added a Search function to:

    • Inventory Equipment
    • Storage Stashes
    • Legendary Stashes
  • Class Skills: Added a visual cue to better display the fact that only a single upgrade can be active per tier.
  • Added a function to fully Upgrade or fully Downgrade a Skill / Ancestral Skill when holding SHIFT while upgrading or downgrading a Skill.
  • Added a "Automatically Start Next Wave" setting / toggle in The Great Forge.
  • Influence can now be gained in The Netherworld.
  • Fire Rage and AoEs from The Dreadful Colossus should be less noisy.
  • Material Tabs:

    • Stacks of Materials will now only be displayed up to 99 999 to not clutter the screen with useless informations (the actual stack value is still properly displayed in the tooltip).
    • Stack values are now being displayed with a XX XXX format (it's not much, but it looks nicer).
    • Goldus, Slorm, Pure and Elder Slorm values are not properly displayed and the font should adjust accordingly to the value.


Changes



  • Fire Rage Cataclysm is now a single "donut-shaped" attack instead of 3 areas.
  • The following Damage over Time effects can now deal Critical Strike Damage by default:

    • Skewer
    • Retaliation over Time
    • Arcane Bond
    • Afflict (from Reaper of Ferocious Affinity)
    • Exhaustion (from Reaper of Sleepy Butterfly)
    • Trauma (from Reaper of Deadly Accuracy)
    • Resonating Force (from Reaper of Upheaval)
  • Ancestral Firefingers now reads: Damage over Time can now deal Ancestral Strike Damage.


Bugs Fixes


General

  • In The Slorm Temple and The Netherworld, the proper Wrath level should now be applied when calculating resistances.
  • Skills Imbued with multiple elements should now have the proper Mana Cost.
  • Equipping Skills right after opening the Skills menu should now properly work.
  • The Search function should now work properly with The Netherworld map and no longer return positive for Raw Damage.
  • Slormites tooltips should now be properly displayed when using a 4k resolution.
  • Loots on the Minimap should no longer randomly disappear.
  • Fixed an issue preventing the possibility to Graft some Legendary Effects.
  • Fixed a crash occuring when opening Jemma's store.
  • Fixed a few other crashes.

Ancestral Legacy

  • Waste Not's Overkill Damage should no longer be modified by damage modifiers.
  • Melting Ice should now reduce the Cooldown of all relevant Skills.
  • Burning Rage should no longer appear twice.

The Mighty Knight

  • Skewered should now display the amount of stacks.

The Fierce Huntress

  • Void Arrow should now charge at the proper speed regardless of FPS.

The Mischievous Mage

  • Remnants of Overdrive should now trigger Remnant Clouds.

Slorm Reapers

  • Reaper of Necromancy should no longer prevent Bryan's Seal of Protection to be removed.
  • Reaper of Support should now properly grant additional damage to Turret Syndrom.
  • Primordial Malediction of Reaper of the Goldship should now work properly.
  • Primordial Benediction of Reaper of Upheaval should now only apply to you.

Legendaries

  • Ironclad Retaliation should now work properly with Cataclysm Damage.
  • Gloves of the Unleashed Surge should no longer trigger with Support Skills.
  • Jewel of Odhor should now properly reduce the Cooldown of all relevant Skills.
  • Jewel of Istrahsil should now properly reduce the Mana Cost of all relevant Skills.
  • Abrasihl's Verdict should now only trigger when casting Cadence.
  • Fulgurorn's Elemental Snare should no longer be applied to you.




I still have quite a list of bugs to fix, including very problematic ones that I still can't seem to figure out. So don't worry, I'm still working on those!

Cheers!

Slormite Chronicles #50



Hello everyone!

Here it is: the first (real) Slormite Chronicles since the full release of the game. And it’s also the fiftieth! Not bad! I’m definitely sweating a lot less than I was for Slormite Chronicles #49 which I wrote just a week before release. Feels like that was six months ago though.

For all the players who joined us with the official 1.0 release: we publish a devlog we call the Slormite Chronicles on the 6th of every month, which is the anniversary of the game’s Early Access launch.

In today’s Chronicle: a quick look back at the release, some of the current issues we’re facing, and what’s next for The Slormancer.

The 1.0 Release


We posted a Special Slormite Chronicles a week after the launch, which included sales figures and some of the feedback we received.

As mentioned in that Chronicle, we sold just over 75,000 copies during the first week, bringing the total to 250,00, and we should hit 300,000 sales by the end of the first month (on the 13th), which is absolutely incredible for us.

We've also reached 10,989 concurrent players and nearly 2,000 Steam Reviews that month alone.

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

I’ll quote myself from the previous Slormite Chronicles because it still rings true:
We’re also reading tons of feedback everywhere, 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’ve had since the beginning, like instant build swapping and deterministic crafting, are being recognized and appreciated. That means a lot to us.

Bugs and Quality of Life Additions


Speaking of feedback, we’re still receiving bug reports on a regular basis, some are more troubling than others (like textures or UI elements randomly disappearing, for example).

Now that we’re a bit past the launch, I’ve resumed development and started focusing on fixing bugs and implementing the most requested quality-of-life features.

Updating a game post-Early Access is a bit different. Back then, I occasionally broke things while trying to fix others. So from now on, I’ll always push updates to the Steam Experimental branch first (at least for a few days) to ensure stability before rolling them out to the default branch.

Version 1.0.1 of The Slormancer, which includes a first wave of bug fixes and a handful of QoL additions, is currently on the Experimental branch and should be pushed to the default branch early next week.

This version brings improvements to the Blacksmith menu and the Reinforcement menu to make those operations smoother, along with updates to help better manage your inventory, among other things:



The Patch Notes are available here!

Working on “small” improvements without a strict schedule, and just going with the flow, has been a very enjoyable way to ease back into development after such a long Early Access period full of roadmaps and pressure to hit 1.0. Which brings me to the next point.

The Future of The Slormancer


Over the past four years in Early Access, we’ve been jumping from one update to the next without ever really taking a breather. Every update came out later than we planned, and we were always trying to catch up.

At the same time, comments from players pointing out how long we’d been in Early Access (2, 3, then 4 years) has put us under constant pressure to finish the game.

Now, we just want to take a moment to enjoy the ride and feel like we’ve actually crossed the finish line.

That doesn’t mean we’re done with The Slormancer, far from it. As I mentioned earlier, taking time to work on fun little features that make everyone happy is a luxury I couldn’t really afford during Early Access, where the “big feature” of the moment always took priority.

What we really want now is to continue without a rigid roadmap. We have a list of features we’d like to add, many of which players have asked for, but we don’t want to set deadlines or make any promises.

What we can promise, however, is that the game will keep growing.

In the short term, I’d like to keep working on QoL updates, then shift focus to a more complete skin system, starting with alternate color palettes for each class’s outfits, and laying the groundwork for even more skins down the line. Reworking the Netherworld and its equipment “economy” is also on our minds.

I won’t say more, because honestly, I don’t know what we’ll be tackling after that.
Let’s call it agile development!

In the meantime, we’ve also started working on console ports. I’m collaborating with a porting team, and all changes aimed at improving clarity and performance will also be available in the PC version. This should also help us get the “Verified” badge for the Steam Deck.

So for now, no big new feature to announce, just a lot of polishing to do, bugs to fix, and preparation for the future.

That's about it for now!
Cheers! And happy Slorm hunting!

The Slormancer v1.0.1: Patch Notes



Hello everyone!

Now that the release is behind us and that I have a bit more time to work on The Slormancer, here's the first round of additions and fixes.

To avoid breaking anything that will prevent lots of players from enjoying the game, we will be deploying (almost) every single patch in the Experimental Branch for a short period of time, until we're sure that the new version is stable.

Patch 1.0.1 is now available on the Experimental Branch and should hit the Default Branch soon. So if you want to give it a try, right click The Slormancer, choose Properties then Beta and select Experimental.

Important: The Experimental Branch will use the same save as the Default Branch so you can move back and forth between branches and your progress will follow through.

Additions and Quality of Lifes



  • Added a few QoLs to Rick Manalan's Reinforcement:

    • Right-Clicking on an Item to send it to The Slormitizer will now always re-equip the previous Item.
    • Adding an Equipment to The Slormitizer will now immediately add the proper Slormite to The Slormitizer.
    • Pressing SHIFT will now send 10 Slormelines / Slormandrites to the Slormitizer, and pressing ALT will send 100.
    • In Rick Manalan's Merge Menu, you can now select 1, 3, 10, 100 and Max as Craft values.
  • Pure Stats will now display !, !! and !!! based on the Max possible Pure Score instead of the current possible Pure Score, to prevent !!! turning into !!.
  • Added a few QoLs to The Blacksmith:

    • Right-Clicking on an Item to send it to Friedrich's Forge will now always re-equip the previous Item.
    • In the Blacksmith's Salvage Menu, you can now press SHIFT + Right Click to Salvage unequipped Equipment.
    • Choosing a Reforge Recipe at the Blacksmith should now snap the tooltip to the associated stat.
    • In the Blacksmith's Merge Menu, you can now select 1, 3, 10, 100 and Max as Craft values.
  • Added a "Sort" button in Storage Stashes.
  • Added a Search function to:

    • Inventory Equipment
    • Storage Stashes
    • Legendary Stashes
  • Class Skills: Added a visual cue to better display the fact that only a single upgrade can be active per tier.
  • Added a function to fully Upgrade or fully Downgrade a Skill / Ancestral Skill when holding SHIFT while upgrading or downgrading a Skill.
  • Added a "Automatically Start Next Wave" toggle in The Great Forge.
  • Influence can now be gained in The Netherworld.
  • Fire Rage and AoEs from The Dreadful Colossus should be less noisy.
  • Material Tabs:

    • Stacks of Materials will now only be displayed up to 99 999 to not clutter the screen with useless informations (the actual stack value is still properly displayed in the tooltip).
    • Stack values are now being displayed with a XX XXX format (it's not much, but it looks nicer).
    • Goldus, Slorm, Pure and Elder Slorm values are not properly displayed and the font should adjust accordingly to the value.


Changes



  • Fire Rage Cataclysm is now a single "donut-shaped" attack instead of 3 areas.
  • The following Damage over Time effects can now deal Critical Strike Damage by default:

    • Skewer
    • Retaliation over Time
    • Arcane Bond
    • Afflict (from Reaper of Ferocious Affinity)
    • Exhaustion (from Reaper of Sleepy Butterfly)
    • Trauma (from Reaper of Deadly Accuracy)
    • Resonating Force (from Reaper of Upheaval)
  • Ancestral Firefingers now reads: Damage over Time can now deal Ancestral Strike Damage.


Bugs Fixes


General

  • In The Slorm Temple and The Netherworld, the proper Wrath level should now be applied when calculating resistances.
  • Skills Imbued with multiple elements should now have the proper Mana Cost.
  • Equipping Skills right after opening the Skills menu should now properly work.
  • The Search function should now work properly with The Netherworld map and no longer return positive for Raw Damage.
  • Slormites tooltips should now be properly displayed when using a 4k resolution.
  • Loots on the Minimap should no longer randomly disappear.
  • Fixed an issue preventing the possibility to Graft some Legendary Effects.
  • Fixed a crash occuring when opening Jemma's store.
  • Fixed a few other crashes.

Ancestral Legacy

  • Waste Not's Overkill Damage should no longer be modified by damage modifiers.
  • Melting Ice should now reduce the Cooldown of all relevant Skills.
  • Burning Rage should no longer appear twice.

The Mighty Knight

  • Skewered should now display the amount of stacks.

The Fierce Huntress

  • Void Arrow should now charge at the proper speed regardless of FPS.

The Mischievous Mage

  • Remnants of Overdrive should now trigger Remnant Clouds.

Slorm Reapers

  • Reaper of Necromancy should no longer prevent Bryan's Seal of Protection to be removed.
  • Reaper of Support should now properly grant additional damage to Turret Syndrom.
  • Primordial Malediction of Reaper of the Goldship should now work properly.
  • Primordial Benediction of Reaper of Upheaval should now only apply to you.

Legendaries

  • Ironclad Retaliation should now work properly with Cataclysm Damage.
  • Gloves of the Unleashed Surge should no longer trigger with Support Skills.
  • Jewel of Odhor should now properly reduce the Cooldown of all relevant Skills.
  • Jewel of Istrahsil should now properly reduce the Mana Cost of all relevant Skills.
  • Abrasihl's Verdict should now only trigger when casting Cadence.
  • Fulgurorn's Elemental Snare should no longer be applied to you.




I still have quite a list of bugs to fix, including very problematic ones that I still can't seem to figure out. So don't worry, I'm still working on those!

Cheers!

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.