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

The Slormancer

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!

Slormite Chronicles #45



Happy New Year everyone!

Same as last year (and the year before that), this Chronicle will be a recap of the past year. We actually really wanted for 2024 to be the year of our release in 1.0 but as always, everything took more time than anticipated and we knew early on that we weren't going to make it.

If the Final Update wasn't leading to the 1.0 Release, we could have managed to sneak it in 2024 since it is mostly done, but preparing for our release requires much more than just being done with development, so we had to delay it.

A Year of Chronicles: 2024 Edition


Fun fact: You may not know this but we publish the Slormite Chronicles devlog every 6th of the month, which is the day The Slormancer was released (on April 6, 2021). Everytime we publish a Slormite Chronicles, the game gets one month older, and it is currently 3 years and 9 months old.

https://steamcommunity.com/games/1104280/announcements/detail/3991945238789013200
We started the year with The Slorm Reapers Update, introducing 68 new Slorm Reapers, and getting the number of available Slorm Reapers to our target of 120. This was definitely no easy task.

Fun fact 2: 6 or 7 years ago, a friend of us (the composer, actually) was playtesting an early version of the game, that had about 10 to 15 Slorm Reapers (in a very rough form), and he told us that Slorm Reapers were super fun to find, collect and upgrade and that we should have more. And for some reason, I said "Ok cool, let's go with 120" without giving it a second thought.
Considering how big of a task creating a single one often, and how small our team is, it was slightly too much. No regrets though, it's actually one of the aspects of the game we're the most proud of.

https://steamcommunity.com/games/1104280/announcements/detail/4031353167277495724
Then, we introduced our 2024 Roadmap, leading to The Final Update. We anticipated 3 Updates to get to The Final Update, and it turned out to be accurate (still missing that last Update though).

https://steamcommunity.com/games/1104280/announcements/detail/4127057033609582819
https://steamcommunity.com/games/1104280/announcements/detail/4111295701206975069

The Slormite Chronicles #35 led to The Encyclopedia Update (0.8), introducing a few key elements: Achievements, a Codex and proper tutorials, and MASSIVE Performance enhancements.

During this Update, we've also prepared a few things that are still not available: Steam Cards, Profile Frames and Steam Achievements. Everything will be available for the 1.0 launch though.

https://steamcommunity.com/games/1104280/announcements/detail/4174347995207375133
https://steamcommunity.com/games/1104280/announcements/detail/4201372129457513908
https://steamcommunity.com/games/1104280/announcements/detail/4154087504281943121

Slormite Chronicles #36, #37 and #38 mostly talk about Balance since it was a very important focus of the year 2024. We actually started brainstorming around March and quickly started talking about upcoming changes in Slormite Chronicles. The feedback we got has helped us getting in the right direction tremendously.

https://steamcommunity.com/games/1104280/announcements/detail/4170974735564951689

We eventually published a Patch Notes a month before the actual Update, and made a bunch of changes based on the feedback we again got.

https://steamcommunity.com/games/1104280/announcements/detail/4264427597934140423
https://steamcommunity.com/games/1104280/announcements/detail/4264427597952925408

We then published The Balance Update on The Experimental Branch to further polish it.
I've said it then, and I'll say it again here: Going through Experimental was a great experience, it involves much less stress than going straight to the Live Branch.

Everything gets to be properly tested, and if something is not working properly, players can always go back to Live Branch so I'm never in a stressful emergency situation, having to quickly debug and patch something preventing most players to play.

https://steamcommunity.com/games/1104280/announcements/detail/4354502761456383826
https://steamcommunity.com/games/1104280/announcements/detail/4592070813181408319

The Balance Update was released a couple of months later on the Live Branch and everything went smoothly!

https://steamcommunity.com/games/1104280/announcements/detail/4592070813170478317
https://steamcommunity.com/games/1104280/announcements/detail/4686648941185573051
https://steamcommunity.com/games/1104280/announcements/detail/4463723296443073307
https://steamcommunity.com/games/1104280/announcements/detail/4480614335784159155

Finally, the last 4 Slormite Chronicles of the year were about me talking about our work on The Final Update: creating a new endgame mode called The Warlords, Legendary Items, Nether Items, an epic Boss Fight, among other things. You should read them if you haven't.

Next month, we should be able to talk about our Roadmap for 2025 and beyond the release. There's unfortunately not much more to announce today since there are still a few blurry things to figure out.

That's about it for now!
Cheers!

Slormite Chronicles #44



Welcome to The Slormite Chronicles #44!

If you've missed the last Slormite Chronicles, here's a brief recap of where we're at: We're almost done with the development part of The Slormancer. Last month, we had the missing 120 Legendary Effects to deal with, along with the final boss fight. As of last week, we're done with Legendary Effects and we are about a week away from being done with the final fight.

So we're making solid progress.

Once we're done with this, we'll have a bunch of testing and debugging to do until everything feels good enough to go into 1.0. At the same time, we're working on verifying texts and get going on the various translations we want for The Slormancer, along with reworking the Chinese translation whose flaws are no longer in doubt.

"Ok kewl, release date wen ?"

Releasing The Slormancer and making sure that it catches as much attention as we think it deserves will be a real challenge, and it will require time and preparation. This is something that we cannot afford to rush.

On top of that, we're working with various partners to release the game on different platforms and in as many languages as we can, so we have to get a green light from everyone.

If everything goes our way, and given what needs to be done, we should be able to release the game around late-Q1 2025.

New Legendary Items


Back to what we've been working on: Legendary Effects!
We've added 120 Effects to get to a total of 200.

We now have about 20 Legendary Effects for each slot so it should introduce more options to some of the weakest slots. And as you may have read in a previous Slormite Chronicles, the new Nether rarity will allow you to Graft Effects from a slot to another, so you can get that sweet Indomitable Mountain effect on Boots if you want to.

There is now at least one Legendary Effect for each Class Skill, Support Skill and Class Mechanic, so that's about 15 Legendary Items that are specific to a class. Then about 27 Legendary Effects for the Ancestral Legacy tree. And finally, we've added 12 Legendary Effects for Slorm Reapers.

Without further ado, here are some teasers!
(Right-Click to enlarge, otherwise it's unreadable sorry)






Ohm Agad, The Slormancer


I can't share a lot right now. But let's just say that he too is waiting for the final release.




That's about it for today!
Merry Christmas everyone and see you in 2025!

Cheers!

Slormite Chronicles #43



Welcome to The Slormite Chronicles #43!

Since our last Slormite Chronicles, we've been working on the remaining features that we want to have in The Slormancer for the 1.0 release. Here's our monthly recap of our current progress with The Warlords Update (The 1.0 Update!).

What's Done



The Warlords endgame mode is now complete and playable from start to finish. We've added about 20 new Cataclysms to The Slormancer, 25 Warlords Bosses for the player to challenge and a fancy new map to navigate the mode.

Since the last Slormite Chronicles, we've added unique skins to each Warlord. And even though, each Warlord is based on an enemy that's already in the game, we wanted to add that unique "filled with raw slorm strength" look to each of them.



We've also been working on Environments and tried to offer a different experience than the regular Battlefield Expeditions. The goal is to create a "Nether / Parallel Universe" kind of feeling, and it looks like this:



The Menu has also been finalized and we've added various info and tooltips regarding Loot during Warlords Expeditions.



About Warlords Drops: As mentioned in a previous Slormite Chronicles, you will be able to target-farm specific Legendary Items by defeating the corresponding Warlord. With 200 Legendary Items in The Slormancer, and 25 Warlords, each Warlord will be attributed 8 Legendary Items that it will be elligible to drop once you defeat him.

The attribution changes everytime you defeat a Warlord, so you will have to fight a different Warlord if you didn't get the Legendary Item that you wanted.

Once you defeat a Warlord, you will get to open a Chest with a Choice:



On the screenshot above, you can see that the player has a choice between 3 different Legendary Items that were elligible to loot on this Warlord. The player will also be able to reroll each slot (once) for a copious amount of Slorm (that we will adjust if necessary).

This means that once a player has cleared The Netherworld and is able to defeat every Warlord, it should be relatively easy to target-farm specific Legendary Effects.

Now onto Nether Equipment!
As you may have noticed on the screenshot above, there is a new Equipment Rarity called Nether, that we've talked about in a previous Slormite Chronicles.

Nether Equipment can only be found when defeating a Primordial Warlord (A Level 100, Wrath 10 Warlord). On the screenshot above, the Chance to get a Nether Equipment is displayed and is currently about 25% and is be increased by your Influence in the current Environment.

Nether Equipment can be increased up to Level 120 and can be Grafted Stats and Legendary Effects from other Equipments. This means that you will be able to add Stats and Legendary Effects that were not available in this slot.



As you can see in the screenshot above, I have a Nether Amulet with a Legendary Cloak Effect.

You will be able to Graft up to 3 Stats and / or Legendary Effects to a Nether Item, and all of this will be available with Friedrich, the Blacksmith, as usual.



Miscellaneous (yet important) stuff
We've added our final Achievements regarding The Warlords Expeditions before the 1.0, we've also added all the missing tutorials and wrote the final dialogues leading to an epic conclusion!
We've also added Part III of the Trials and unlocked the remaining Slorm Reapers and these are preeetty strong.

The 1.0 is getting closer and closer!

What's Missing



We're now only missing exactly two elements to get to the end of development:

  1. The Final Boss Fight agains Ohm Agad, that I will continue working on as soon as I post this Chronicle.
  2. The 120 Legendary Effects that are missing to get to 200. It is not so dauting as it seems because, we already have everything layed out and planned, I have the texts, names and tooltips ready, so we're just talking about coding the Effects.


So we're definitely getting closer than ever to our 1.0 release. Now, I've mentioned before and I'll say it again: once we get to the end of development, we won't be immediately releasing The Slormancer out of Early Access. We will work on translating the game, playtesting it, refining it, along with trying to catch as much attention as we can before the release.

So we're almost done, but not quite there yet.

That's about it for today!
Cheers everyone!

Slormite Chronicles #42



Hello everyone!
Welcome to The Slormite Chronicles #42!

Since the last Slormite Chronicles, we've published The Balance Update on the Live Branch and it got a great reception considering the huge amount of changes that's been made.

Taking the time to polish the Balance Update on the Experimental Branch for a couple of months to fix and balance a bunch of things that we've missed or overlooked was definitely the way to go, and a much smoother release experience for us. And this is something that we will want to reproduce.

And as mentioned, we've also increased the price from $14.99 to $19.99. That being said, as soon as we reach the end of Early Access, we will move on to bigger sales than our usual 20%. So if you're waiting for a good opportunity to get into The Slormancer, just wait a little longer.

The Final Update and leaving Early Access


I've seen a couple of questions regarding our next update, so I'll try to clarify it here:
The Warlords Update will be our Final Early Access Update and will actually be released as part of our 1.0 Release. This means that everything that is currently waiting on our Road Map will be added for this Update. This includes:

  • The Final Boss
  • A Level Cap increased to 100
  • Part III of Adam Nostrus' Trials
  • The Warlords Endgame Mode
  • The Influence System
  • A total of 200 Legendary Items

And of course, quite a bit of bug fixes and balance changes. And on top of that, a proper translation for about 8-10 additional languages along with completing the ones that are already in the game.

The downside is that we will also prepare our release with quite a bit of marketing so it will take some time to get everything done, but now that we're so close to the end, we really don't want to mess things up!

The Warlords


As mentioned in our latest Slormite Chronicles, we've been working on The Warlords, our final endgame mode. We want it to be a mode with a great sense of progression, instead of the usual "Difficulty Climb" that we've offered.

So the first thing we had to craft was a nice and fancy menu to display said progression. In The Warlords mode, the player will actually move on to The Slormancer's realm and defeat its armies and Warlords right there. It's currently called "The Netherworld" as I've yet to find a funky word with "Slorm" in it for this place.

The Menu currently looks like this (as always, everything is subject to change):


Since we went for a map / conquest kind-of design, you will be able to open it in a larger window:


There currently are 45 Cataclysm Runs and 25 Warlords Runs.

You will only have to defeat Cataclysm Runs once to unlock said Cataclysm in its highest Difficulty setting (called "Warlord" difficulty). And to challenge a Warlord, you will have to unlock its Cataclysms to try and defeat him.

Every Run has a set Enemy Level and Wrath Difficulty, yet we want it to be accessible right after the end of the story so the difficulty will start quite slow and increase gradually. Once you've defeated the entire Netherworld, you will get access to The Primordial Netherworld.

In The Primordial Netherworld, everything is set on the highest difficulty (Enemy Level 100, Wrath 10), but this is where the loot table of The Warlords get really interesting.



About the loot tables: Warlords have a set loot table (displayed on the Warlords menu) that is randomized everytime the player completes a Warlord run, so you will never have to defeat the same Warlord 10 times in a row if you're looking for a particular item.

When defeating a Warlord, you will get to choose between 3 Legendary Items from its loot table. But if you've defeated a Primordial Warlord, you will have a chance to get Nether Items instead (more on that in our previous Slormite Chronicles).

New Cataclysms


To get to 45 Cataclysm Runs, we've had to add 15 new Cataclysms to The Slormancer. They've been implemented and offer quite a fresh experience. As mentioned before, we've also been reworking the most unfun Cataclysms of the game.

For instance, Invulnerability now grants a great amount Shield every few seconds, instead of complete Invulnerability, so players have a chance to actively destroy it.

Here are a few screenshots of the new ones:
Endless Fire casts a neverending Fireball that is constantly following you.


Seals of Blindness reduce your Line of Sight when you walk over one.


Shadow Clones let enemies cast one or more attacks once they die.



That's about it for today!
Cheers everyone and see you in the next one!