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

The Slormancer

The Encyclopedia Update is now available!

Hello everyone!

The Encyclopedia Update (v.0.8.0) is now available!

Codex



  • A Codex has been added to the game and should answer the most frequently asked questions regarding most mechanics.
  • Stats Tooltips have been added, displaying current value and valuable informations to all the stats that may appear on Skills or Upgrades.

If you feel like an entry is missing an important information, please let us know. After working on the game for so long, we lost track of what is easy to understand and what is not.

Achievements



  • A little over 200 Achievements have been added to The Slormancer.
  • Steam Achievements will be added later (for the 1.0 release).

There are quite a few values that were not tracked before adding Achievements so there are a few Achievements that will be starting at 0.

Profile Menu



  • The Profile Menu has been reworked to look more modern and better reflect the actual content of the game.


Click to Move



  • Click to Move has been reworked and should feel more natural to use.
  • The Click to Move key can now be rebind.
  • Aiming should be more precise and now come with visual feedback.


Performance


We've done numerous changes that should drastically improve the performances of the game. That being said, new issues might arise from all these changes (basically, we might have broken something).
If so, please let us know.

And since we've made changes to how the game compiles and executes, there is a small possibility that it just no longer works on your setup. If so, let us know as soon as possible so we'll be able to work things out.

We've done a great deal of changes yet there are some things remaining that may cause the game to slow down, if you happen to find one, please let me know (such as when equipping this X Legendary Item or that Y Upgrade).

Even though everything should work much faster, the game can still be quite demanding for the more modest configs. On your side, you can disable Damage Numbers and / or Lifebars, both of these can take a toll on performance when many enemies are being displayed. Enabling the "Low FX" option from the Settings menu also helps a lot.

Bugs


Slorm Reaper

  • Fixed a crash with Primordial Reaper of Time and Space.
  • Changed the lore of Reaper of the Spider Nest to match its Reapersmith.
  • Relevant Projectiles should now properly rebound when hitting the edges of the screen when Reaper of the Spider Nest is equipped.
  • Changed the lore of Reaper of Support to match its Reapersmith.
  • In The Great Forge, Imps should no longer be locked outside the Area when using Slasha.


Various

  • Using "Sort Inventory" should no longer mess with Loadouts.
  • Blazing Fireball now add the correct amount of stacks.
  • Opening Random Boxes with Jemma with a Controller should no longer lock you out of the menu under specific circumstances.
  • In The Great Forge, the "War Chest Quantity is equal to War Chest Quality" reward should now work properly.
  • You should no longer be able to use an exploit allowing you to unlock all Slorm Reapers through the campaign.
  • Imps should now behave properly when Slowed or Chilled.


That's about it for now!
Cheers!

Slormite Chronicles #35

Hello Everyone!

If you've missed the last Slormite Chronicles then here's a quick recap: We are currently working on Update 0.8 that will introduce Achievements, a Codex and various quality of life features regarding stats and mechanics to The Slormancer,

Update 0.8: Achievements and Codex


You can read more about Achievements and Codex in our previous Slormite Chronicles. Quickly put, we're introducing over 200 Achievements and a Codex, detailing most mechanics, stats and game modes of The Slormancer.





Working on Performance


Besides the Codex and Achievements, we wanted to work on one last thing for this Update before calling it ready: Since the beginning of our Early Access, The Slormancer has struggled with performance toward the endgame when using heavy builds against lots of enemies. And this has only gone worse since the release of The Great Forge and then even worse when we allowed to fight multiple waves at once, coming from multiple directions. So you guessed it, we've been working on Performance.

We're trying to get rid of any sort of slowdown or freeze and to maintain FPS at a good enough rate regardless of the situation you're in. Hopefully, this is our final work on performance, and once we're done, The Slormancer will be ready for 1.0 performance-wise.

I've recorded a Before / After using a VERY intensive build in which I have about 100% Critical Strike Chance and 50% Ancestral Strike Chance, resulting in lots of Ancestral Effects triggering on top of constant Burn ticks everywhere. I'm also using Echoes of Vilinis, which can be quite demanding (to say the least) when lots of Crits are occuring. It's quite a messy build yet it's much cleaner when it stops being a slideshow.



We've done incredible improvements by reworking pretty much every script that are heavily used in combat, whether by your own Character and Skills or by Enemies. We've also changed the way the game is compiled, again gaining quite a bit of speed.

I'm happy to say that improvements are satisfying enough to the point that we now feel confident with the performances of the game. That being said, some very specific builds may still be slowing the game down, but these will now be easy to target and work on.

Release when?!


That's where we're at. At this point, it is safe to say that the 0.8 Update should be available before the end of March, unless we run into some big issues during our final tests.

We've been working on mostly technical stuff for the past month so this is not the most exciting Chronicle, and we don't have much to share. But we believe it's for the best!

Cheers!

Slormite Chronicles #34

Hello Everyone!

Today, I'd like to talk about our plan for 2024. We've layed down the last steps that should allow us to hopefully leave Early Access this year! Without further ado, let's break it down.

The 2024 Roadmap




Here is our latest (and last) Early Access Roadmap.

Some steps have been removed while others have been changed:
We've removed "Enemies & Environemment" along with the "5th Endgame Mode" that were in our previous Roadmap. The truth is that it does not feel necessary to consider the game as complete. Of course, we could keep adding stuff to The Slormancer but we feel that we have enough enemy diversity and enough environments for now. As for the 5th Endgame Mode, we believe that our 4th Endgame Mode called "The Warlords" will be more than enough to complete the gameplay loop we want for the game.

We believe that these additions would benefit the game so we may very well add them after the release in 1.0 but our current priority is to polish our game and get it out of Early Access.

As you may have noticed on the Roadmap, there should be 3 Major Updates leading to the release.

  • Update: 0.8: Will introduce the Codex and the Achievements.
  • Update: 0.9: Will introduce a lot of changes regarding Balance and Player's Experience based on all the feedback we've gathered this past few years.
  • Update: 1.0: Will introduce the end to the Story, the fight against The Slormancer, The Warlords Endgame Mode, the Influence that will be tied to it along with a big batch of Legendary Items.
At first, we wanted The Warlords to come earlier but we decided that we needed to drop something big along with the 1.0 Release so The Warlords Update will actually sign the end of Early Access.
We will playtest it in Closed Beta just to make sure that everything works properly before the release.

There are a few key elements that will be worked on along with Update 0.8 and Update 0.9 such as:

  • Performance.
  • Massive Debugging.
  • Translation.
We have a bunch of deadlines set up along the year and we'll quickly know whether we can make it for 2024 or not. Now that we're so close, better not mess up.

Update 0.8: The Encyclopedia Update


The Codex




We've been working pretty hard on this Update already: We're done with the Codex (see above) but we've also added a pretty neat little feature: Since some new players were lost when reading their Skills and Upgrades for the first time as to what stat does what, we've added an extra tooltip that explains all stats that are mentioned in said Skill or Upgrade. AND for seasoned players, it also displays the current value of the stat so that you don't have to move back and forth your inventory.

This should be really useful for everyone that doesn't quite understand how some of our stats work.



Achievements


As for Achievements, we're almost done as well. The menu and most achievements are complete and we're currently sitting at more than 200 Achievements divided in about 700 steps.



About Steam Achievements: They will be available for the release of The Slormancer (for the 1.0 release). There should be around 50 to 70 Steam Achievements chosen among all the ingame Achievements. We believe that Achievements are a powerful tool to encourage players to return to the game and we would like for this to happen at the best time for the game which is when it leaves Early Access.

That being said, everything you unlock now with ingame Achievements will be synchronized with Steam Achievements as soon as they become available (you won't have to do them twice).

Regarding Steam, we will also introduce Badges, Emoticons, Cards, Wallpapers etc... with the release of the 1.0 release. These are ready aswell so we can give you a small preview.





As you can see, the "Big Features" of the update are almost complete and it is now time to work on some of the invisible stuff such as Performance and Bugs. I really want to take the time to take care of most of our Performance issues in the next couple of weeks.
So, no release date just yet for Update 0.8. It'll depend on how fast I'm able to fix Performance issues.

That's about it for now.
Cheers!

The Slorm Reapers Update is now available!

Hello everyone!

The Slorm Reapers Update (v.0.7.5) is now available!

New Slorm Reapers



68 Slorm Reapers have been added into The Slormancer!
That's pretty much it.

Of the 68 Slorm Reapers, there are 40 Unique Slorm Reapers and 28 Evolutions.

This means that the Slorm Reapers Collection is now complete.
However, 2 of the new Slorm Reapers are currently locked behing unavailable content right now:

  • Vengeance will be acquired once you defeat Ohm Agad.
  • Altior will be acquired once you complete Adam Nostrus' Trials.


Some Advices to hunt Slorm Reapers:

  1. Slorm Reapers are looted on Breaches (not enemies) so clearing Breaches is the way to go.
  2. Rooms in The Slorm Temple count as Breaches.
  3. Breaches from Story Missions can loot Slorm Reapers.
  4. There are no Breaches in The Great Forge so you won't find Slorm Reapers there.
  5. There is a hidden pity timer that guarantees a Slorm Reaper every 150 Breaches.


Various Additions


We've added a couple of things that felt mandatory when working on this Update:

  • Whenever a Skill resets its Cooldown Time due to a triggered effect, an animation will be played on its icon to clearly deliver the information.
  • Legendary Items and Slorm Reapers tooltips can now be scrolled up / down.


Bugs & Performance


Performance:



  • Crafting lots of Slormites / Slormelines will compute instantaneously and will no longer cause the game to crash / freeze.
  • Opening FAT War Chests should no longer cause the game to crash / freeze.

    • Goldus can now drop in stacks of 100 000.
    • Slormite, Slormelines and Slormandrites will be packed based on their Tier / Rarity.
    • In the absence of a Loot Filter, Items will be gradually filtered out to prevent 100s+ of Items displayed on screen (granting Goldus instead). This will literally only activate if more than 100 Items of a specific rarity are about to spawn, and will never filter out Epic or Legendary Items.
    • Item Names will be shown once the War Chest has done distributing all its content to prevent unnecessary performance constraints.
    • Looting all the content of a FAT War Chest should be much faster overall.

Bugs Fixed:



  • Having the Primal Ancestral Stone in a Tier 1 Ancestral Legacy Slot should no longer cause a crash.
  • Duplicating a currency should no longer be possible in the Material Tabs.

That's about it for now!
Cheers!

Slormite Chronicles #33

Happy New Year everyone!

Same as last year, this Chronicle will be a recap of the year 2023 for The Slormancer and we will take a look back at what's been done.

But first and foremost, let's talk about the Slorm Reaper Update that was supposed to be done (damn you, devs!). It turns out that verifying and debugging a hefty amount of 68 Slorm Reapers took us longer than anticipated. We also took some time off during the holidays, and were busy eating raclette for a few days.

There's still a degree of uncertainty regarding the release date. We have a few things to polish here and there, a few sound FX to add and still some Slorm Reapers that do not work the way we want. We're almost there but not quite. We're almost always regretting giving a release date too soon so I'm not giving any right now. Coming Soon is the best I can say.

Now onto the Recap.

A Year of Chronicles: 2023 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 2 years and 9 months old.

https://steamcommunity.com/games/1104280/announcements/detail/3648510249383787904
We started the year with Slormite Chronicles #21. A Chronicle similar to this one, with a roadmap for 2023, and it turns out that we did everything that we had planned. Yay! Moving to Slorm Reapers by the end of year was not planned but it is one of the most challenging part of the roadmap for us so we're happy to be (almost) done with it.

https://steamcommunity.com/games/1104280/announcements/detail/3677786821873442436
We then went on with Update #1: The Luxuriant Update Part II on January 30.
This Update introduced :

  • 8 New Missions (Act 4)
  • A New Ancestral Legacy Tier, adding 32 Ancestral Skills.
  • An Increased Level cap to 70.
  • Quality of Life for The Slorm Temple.


https://steamcommunity.com/games/1104280/announcements/detail/3645136358946943138
In Slormite Chronicles #22, we talked about the (mixed) feedback we got for Act 4 and our plan to fix things, and then talked about the upcoming rework on Controller Support.

https://steamcommunity.com/games/1104280/announcements/detail/3655271993680980796
Slormite Chronicles #23 was again about Controller Support and the numerous technical changes that were coming to the game in The Technical Update. We also talked about the new Environment and Enemies that we were working on.

https://steamcommunity.com/games/1104280/announcements/detail/3645137816263933584
Update #2, called The Technical Update, introduced a complete rework of the Controller. We had a growing playerbase on Steam Deck, and an unexpected amount of players using a controller so it was most needed. We also added numerous technical changes:

  • A new Aim-Assist for Controller users.
  • A Toggle Option along with various Visual Feedbacks for the Aim-Assist.
  • Many Interface and Menu Navigation changes for the Controller.
  • New Font Sizes
  • Search Bars for Skills, Attributes and Slorm Reapers.
  • New Bindable Buttons
  • Uncapped FPS.
  • UltraWide Support
  • An ingame Zoom.


https://steamcommunity.com/games/1104280/announcements/detail/3696933459132056109
Slormite Chronicles #24 covered our upcoming Royal Wing environment along with 5 New Enemies.

https://steamcommunity.com/games/1104280/announcements/detail/6754877058971340034
This led to Update #3: The Royal Wing Update Part I on April 11 that introduced:

  • 5 New Enemies
  • A New Environment (The Royal Wing)
  • A New Legendary Chest to store Legendary Items.
  • Changes to Battlefield Expeditions: Now separated in two slightly different modes.

    • Battlefield Journey. With Bosses on dedicated Floors.
    • Careful Examination. With the ability to farm in a chosen Environment.



https://steamcommunity.com/games/1104280/announcements/detail/3719453992477321493
https://steamcommunity.com/games/1104280/announcements/detail/3721708329664648030
https://steamcommunity.com/games/1104280/announcements/detail/3644023772659391558

Slormite Chronicles #25, #26 and #27 were all about our biggest update of the year: The Royal Wing Update, Part II that would not only introduce new missions, story content but also loadouts and a rework of The Great Forge. The first iteration that we talked about in the Chronicles (#25) turned out to be something players didn't want so we went on with something simpler and funnier (#26) that seems to have pleased players.

https://steamcommunity.com/games/1104280/announcements/detail/6027549530047881897
This led to Update #4: The Royal Wing Update Part II on July 10 introducing:

  • Act 5: 6 New Missions and 1 Boss fight.
  • A new Ancestral Legacy Tier adding 20 new Ancestral Skills.
  • Increased Level Cap to 80.
  • Loadouts
  • Reworks to:

    • Armor and Elemental Resistances, making them more efficient.
    • The Great Forge, making it faster, greedier and with a better density by introducing "Multi-Waving" along with opening more Spawn Locations at once (from 2, up to 6).
    • Silence, toning it down and making it only affect spellcasters.
    • Legendary Reinforcement, by limiting it to 15.

  • And various changes to Runes or new player experience.


https://steamcommunity.com/games/1104280/announcements/detail/3685685238927988976
https://steamcommunity.com/games/1104280/announcements/detail/3690191375767913128

Slormite Chronicles #28 and #29 were about the upcoming Ancestral Update that would introduce Adam Nostrus Trials, a series of endgame goals that would guide the player to the right direction along with setting nice objectives, along with our first endgame boss: Adam Nostrus.
On top of that, we would introduce the Primal Ancestral Stone, a unique stone that you can enshrine anywhere on your Ancestral Legacy that would increase build possibilities a lot.

In one of the Slormite Chronicles, we also talked about our ideal goal for the end of the year, which was to release: The Ancestral Update, The Slorm Reaper Update (the one we're currently working on) and The Warlords Update. It was very optimistic to say the least. I would have loved to release The Slorm Reapers Update before the end of the year, just to get 2 out of 3, but there was no way that we could have done this one faster.

https://steamcommunity.com/games/1104280/announcements/detail/6819068581450405188
Update #5: The Ancestral Update was then released on September, 19th.
It introduced:

  • Adam Nostrus' Trials.
  • An endgame Boss: Adam Nostrus, King of Fashion.
  • The last Tier of the Ancestral Legacy Tree adding 5 new Ancestral Skills.
  • The Primal Ancestral Stone.


https://steamcommunity.com/games/1104280/announcements/detail/3749867242861566445
https://steamcommunity.com/games/1104280/announcements/detail/3774639576536488352
https://steamcommunity.com/games/1104280/announcements/detail/3860210510760624428
Since then, we've been working on Slorm Reapers! So we pretty much only talked about Slorm Reapers in Slormite Chronicles #30, #31 and #32.

In 2023, we have released 5 Updates. A 6th before the end of the year would have been great but we had to settle for 5. It was a great year for us overall, we checked a lot of important boxes and made good progress.

Once The Slorm Reapers Update is out, we will post our plan for 2024 in an upcoming Slormite Chronicles. along with an updated Road Map. We have high hopes for the year to come, so please stick with us for the final push!

That's about it for now!
And again, Happy New Year! May you all loot fat War Chests.

Cheers!

Slormite Chronicles #32

Hello everyone!

It's Chronicle time!

Slorm Reapers, again!


I feel like I'm only talking about Slorm Reapers lately in these Slormite Chronicles, but that's pretty much what this is what our daily lives are like. Slorm Reapers everyday, and night.

For those of you that have missed our latest Slormites Chronicles, we are currently working on finishing the whole Slorm Reapers Collection. As of now, there are currently 52 Slorm Reapers available in The Slormancer for a total of 120 wanted. This means 68 new Slorm Reapers to deliver.

The good news is that everything is coming along. We are slightly late on schedule but not by a big margin. This could have taken much more time than previously anticipated, so we're happy with how things are going. As for our current progress, at the time of writing this Chronicle, we are at:
- Pre-production and Brainstorm : 100% Complete
- Production (Actual Code) : 80% Complete
- Assets (Icons and Visual FX): 70% Complete
- Tests: Debug & Balance: 0% Complete

This means that we should be done relatively soon but I'm still reluctant to give a release window right now, mostly because Christmas holidays are coming up. And we want to make sure that we are fully available to fix bugs for at least a week once the update releases. We also don't want to release an update that may introduce gamebreaking bugs while the holiday sales is going on, since this would be a pretty bad experience for new players.

Basically, this means that we will probably aim for a release of this update slightly after Christmas, and possibly even slightly after the holidays, depending on how comfortable we are with our update.

That being said, we're close to finish quite a big milestone for The Slormancer, and for us. And we're pretty happy with how things are going. We're not sure about the impact of adding so many Slorm Reapers for our Early Access players, since most of you already have totally broken very viable builds with the weapons that already are in the game. But we're pretty confident that having so many different and unique weapons to choose from, level up, and discover will eventually pay off and hopefully be an important salespoint for the game.

Slorm Reapers, again!


Since we now have quite a bit of Slorm Reapers ready, I can finally show a bunch of screenshots of actual gameplay. It's not as efficient as videos but it's much faster to make, and it means that I will be able to return to coding Slorm Reapers soon enough.


The first screenshot is based on the notorious Vegetable Reaper. Tyler, the rabbit is there with you, eating vegetables.


This is the Slorm Reaper of the Desecrated Unholy Sepulcher: When killing enemies, they will drop a small sepulcher. You will then be able to either cast Tomb Explosion or Tomb Profanation on them.


Slorm Reaper of the Spider Nest, turning you into ... a spider knight.
On top of that, this Slorm Reaper makes your projectiles bounce off the edges of the camera instead of physical walls!

That's about it for today!
If you've missed the last Slormite Chronicles about Slorm Reapers, you can find them here, and there!

Cheers everyone!

Slormite Chronicles #31

Hello everyone!

It's Chronicle time!

As mentioned in our previous Slormite Chronicles, we are currently working on building the last Slorm Reapers for The Slormancer. This is a long and quite difficult process but we're making good progress.

We've now moved to production and I believe this part should take about a month. There are a lot of original (and hopefully fun) new concepts that require quite a bit of assets and resources, but we believe it's for the best.

We don't have much gameplay to show yet, or at least nothing visually interesting, so we will instead continue to reveal upcoming Slorm Reapers. (As always, everything is subject to change).



The Slormancer being The Slormancer, we have a couple of circumvoluted and absurd concepts that we want to share with you, such as a Vegetable as a Slorm Reaper.

Go Tyler, Go!

The Primordial Version has an effect called "Miscalculation" that reduces Critical Strike Chance or Ancestral Strike Chance to 0% before Probability occurs. It gets fun.

We also came up with a bunch of asymmetrical Slorm Reapers.
Here's Legion, Reaper of Unity!



This Slorm Reaper gets stronger based on the number of Slorm Reapers you own called Legion.
It has a total of 5 Evolutions, plus its base form, so adding up the Primordial Versions, it adds up to a total of 36 Slorm Reapers.

On top of that, each evolution starts at level 1 and can be leveled up to 100.

Complete Collection


And here's a small preview of what a Slorm Reapers Collection looks like when complete!






If you want to read more about how we came up with Slorm Reapers and how the concept evolved, you can read our previous Slormite Chronicles.

That's about it for today!
Cheers everyone!

Slormite Chronicles #30

Hello everyone!

It's Chronicle time!

We're currently working on the upcoming Slorm Reapers, and since we're still on preproduction, we don't have that much to share with you guys, so I figured I might tell you a bit more about Slorm Reapers and how we came up with the concept.

The Origins


At first, Slorm Reapers were supposed to be much more basic than what they are now.
The core was the same: Collectible Weapons that would always at least slightly alter the way you would play. But the result was very different back then. We came up with about 40 Slorm Reapers, with various effects. Most of them worked in a similar way: You get a nice bonus that could enable a build, but you get a malus that you have to play around.

And we also liked that it was a collectible, instead of a basic piece of Equipment. We wanted a "Weapon-o-Dex" that you could complete and that would also allow players to quickly change their builds on the go.

Here's an example of a very early prototype:



Slorm Reapers had rarities back then, and as you can see, one very simple bonus, and one very simple malus.

Slorm Reaper Hunting


As you can see on the screenshot above, we had a mechanic in place called "Focused Thoughts Elixir" that would allow players to try to loot a very specific Slorm Reaper he wanted.
Basically, you would loot Scrolls that would give you informations on a random Slorm Reaper, including where you could find it, then you could decide to use Focused Thoughts Elixir on that Reaper, greatly increasing the chances to find it.

We called this "The Hunt".

Slorm Reapers were much harder to drop without these Elixirs and the process felt tedious and not so fun. So instead of having to loot a Scroll, then spend a few Elixirs, then farm in the correct Environment, we removed these steps, increased the droprate and went full random.

From 40 to 120


At this point, we've only had one playtester beside us two (which is the composer), and when he played the first prototypes, he told us that he loved collecting Slorm Reapers, and that he thought we should go for more, and that 40 was not a big enough number.

So we went with 120.
This would lead to a LOT more work than anticipated, especially given the numerous reworks we've had to make.

Reworking Slorm Reapers


We then went on and built 120 Slorm Reapers. Then moved on to other mechanics of the game, eventually reworking Class Skills, The Ancestral Legacy, addind Character Traits etc... And even though Slorm Reapers were "good to go", The Slormancer got much bigger and much more complex than we anticipated, and all of a sudden Slorm Reapers were very underwhelming for what they were supposed to accomplish.

So we decided to rework them all. This would lead to a very important change:

We felt that granting a bonus and a malus was a very nice idea but that most players would be so annoyed by the malus that they would not give the Slorm Reaper a try.

So we first decided to split things up. Let's offer a regular version of the Slorm Reaper, with a fun and interesting concept, and then, if players show great commitment to it, they would unlock an even stronger version, but with a Malediction they would have to overcome.

This would lead to the Primordial Version that it's in the game.

So it meant that we could discard almost all the work we've done on the first iteration of our 120 Slorm Reapers. And coming up with new effects turned out to be both long and challenging, so we decided that instead of having 120 Slorm Reapers from the beginning of Early Access, we would start with 32, and add more along the way.

At this point, we also removed Rarities, because we knew players would often disregard Non-Legendary Reapers simply because... they are not Legendaries.

Here's a Before / After of Aïondee :



This new version is a LOT more work. Now instead of having a simple Bonus / Malus, we also have to come up with an interesting base, with a few scalable stats and exciting things to build around. Usually, our goal when designing a Slorm Reaper is to create something that is good on its own, but that can also trigger the theorycraft part of a player. Basically, when you loot a Slorm Reaper, you should always think: "Oh, I want to build something around this."

Early Access


During Early Access, as Pepperidge Farm remembers, we added a first batch of about 20 Slorm Reapers pretty early on, but it felt too early for most players, since the game was still lacking most of its content, so we decided to postpone the rest of the Slorm Reapers until further notice.

Early Access also saw the apparition of Slorm Reaper Affinity, a mechanic that would enhance the effects of your Slorm Reaper, reduce the difficulty to unlock Primordial Slorm Reapers and the addition of Cory Ironbender, an NPC that can craft Slorm Reapers you've unlocked with another class.

Now


And this leads us to now.
With 68 Slorm Reapers left to go.

Since the last Slormite Chronicles, we've made good progress and are almost done with preproduction. We have all the 68 Slorm Reapers ready to go, and are currently validating every single one of them one last time so we won't regret anything during or after production.

Here are a couple of new concepts that we can share:
At this stage of development, things are heavily subject to change.

[table]
[tr]
[th]Reaper of the Conniving Warlock[/th]
[/tr]
[tr]
[td]Whenever you spend Life, you trigger Life Drain, dealing that same Percent of damage as Skill Damage to enemies within a 3 yard radius and apply a Life Link stack to enemies hit, up to (Reaper Level).

Life Drain deals 1% x Reaper Level Increased Damage.
Life Drain deals 8% Increased Damage for each stack of Life Link.

You gain the following Active Skill:
Life Bargain - Cost: 10% Life.
For the next 7 seconds, Mana costs spend Life instead of Mana.[/td]
[/tr]
[tr]
[td]Evolution:
Life Drain can leech Life.
You have 1% x Reaper Level Life Leech on Life Drain.
[/td]
[/tr]
[tr]
[td]
Primordial Benediction:
The Cooldown Time of Skills costing Life to cast is reduced by 70%.
[/td]
[/tr]
[tr]
[td]
Primordial Malediction:
Life Costs are doubled.
[/td]
[/tr]
[/table]

[table]
[tr]
[th]Aurelon's Reaper of Light[/th]
[/tr]
[tr]
[td]'+1% x Reaper Level Aura Increased Effect
+0.5% x Reaper Level Aura Increased Multiplier

The Judge of Light is equipped and at Max Rank.

Whenever you kill an enemy while The Judge of Light is active, you have a 0,3% x Reaper Level Chance to create a Blorm of Light, for every Negative Effect on the enemy.

A Blorm of Light lasts 10 seconds and relentlessly attacks nearby enemies, dealing 100% Skill Damage per attack.

Blorms of Light deal Increased Damage equal to your Percent of Missing Mana.[/td]
[/tr]
[tr]
[td]Primordial Benediction:
Whenever you receive Damage, if you have Shield, Damage is reduced to 1.

Shield stops decreasing while The Judge of Light is active.
[/td]
[/tr]
[tr]
[td]
Primordial Malediction:
Value of Shields is 1.
[/td]
[/tr]
[/table]

[table]
[tr]
[th]Energy Overflowing Reaper[/th]
[/tr]
[tr]
[td]'+1 x Reaper Level Mana On Hit Multiplier
+1% x Reaper Level Mana On Kill Multiplier
+1% x Reaper Level Mana Leech Multiplier
+1% x Reaper Level Mana Regeneration Multiplier

Mana you Restore over your Max Mana is stored as Overflowing Mana.
Every 2 seconds, Overflowing Mana is evenly distributed as Elemental Damage to up to 5 random enemies within a 7 yard radius.

Overflowing Mana has X% Critical Strike Chance.
Critical Strike Chance is equal to yours.
[/td]
[/tr]
[tr]
[td]Primordial Benediction:
Max Mana Modifiers are added to your Life instead of your Mana.
[/td]
[/tr]
[tr]
[td]
Primordial Malediction:
Your Max Mana is 1.
[/td]
[/tr]
[/table]

That's about it for today!
Cheers everyone!

The Ancestral Update is now available!

Hello everyone!

The Ancestral Update (v.0.7) is now available!

Adam Nostrus' Trials


Part I and II of the Adam Nostrus' Trials have been added to The Slormancer.

As mentioned in our previous Slormite Chronicles, they are an introduction to the endgame content of The Slormancer.



The Slormancer is now tracking the following data:

  • The number of Bosses defeated during Expeditions.
  • The highest Reinforcement among your Items.
  • The highest Great Forge at Wrath 3+
This means that somes objectives of the Trials will be validated retroactively, while others (listed above) will not.

Ancestral Stones and Ancestral Skills


Have been added to the game:

  • The 7th Ancestral Stone.
  • The Primal Ancestral Stone.
  • The last 5 remaining Ancestral Skill.
With this update, the Ancestral Legacy is now feature complete.

Adam Nostrus, King of Fashion


Adam Nostrus, King of Fashion, our first Endgame boss has been added to the game.

He has fixed stats and will not scale to your Character Level or Wrath Level.
He will be fairly easy to defeat for seasoned players but should be quite challenging for players running Wrath 5 to 7 Expeditions.

This is a first for us, and its first iteration, so feel free to let us know how you are doing against Adam Nostrus and if a mechanic is difficult to overcome.

Various Changes and Additions



  • The Necromancer and The Dreadful Colossus, enemies you've defeated as Story Bosses, can now appear as regular enemies during Expeditions.
  • Bosses will trigger more often during Battlefield Expeditions.
  • Loadouts are now saving Character Traits.
  • Story Missions from Act 1 to Act 3 can now be chained without returning to the Village when possible.

  • Fate-Crusher, Reaper of the Seven & The Great Forge:

    • Fate-Crusher no longer grants an unknown and unusable Reapersmith Spirit.
    • Fate-Crusher now has a bonus Reapersmith Spirit reward with every Reapersmith Spirit.
    • As such, a defeat in The Great Forge equipped with Fate-Crusher will result in you keeping every Reapersmith Spirit in your War Chest.



Bug Fixes


The Might Knight:

  • Grappling Hook should now behave and animate properly.
  • Grappling Hook should no longer teleport you around.

The Great Forge:

  • Light Beam and Ice Bomb should no longer stop as soon as the "Next Wave" Button is enabled.
(Bugs were definitely not a priority lately)

That's about it for now!
Cheers!

Slormite Chronicles #28

Hello everyone!

Today is Chronicles day! So let's jump into it!
We've mentioned this in our previous Chronicle but we have a short term plan in mind for the rest of 2023. Ideally, we would like to release 3 Updates:

  • The Ancestral Update
    It's the one we are currently working and I'll detail all about its content right down below.
  • The Slorm Reapers Update
    Is the one where we want to release all the Slorm Reapers that are left to be introduced. That's a whopping 68 new Slorm Reapers!
  • The Warlords Update
    Is the update that will introduce the big Endgame content that we have in mind for The Slormancer.


Best case scenario is that we manage to release all of that content before the end of the year. But depending on how things may turn out when developping Slorm Reapers or The Warlords endgame mode, it may take longer than that.

Once we're done with these 3 Updates, the vast majority of the content will be in The Slormancer so we would like to move on to balancing the game.

The Ancestral Update


Now let's talk about the upcoming Ancestral Update.
The idea here is to tie the end of the Story to the beginning of the Endgame via a few objectives to complete that will give the players a good idea of what's left to be done when reaching this point.

On top of that, we will introduce the last 2 Ancestral Stones for the Ancestral Legacy tree, along with our very first non-scaled Endgame Boss.

Adam Nostrus' Trials




Once you reach the end of the Story and defeat the Boss in Act 5, Adam Nostrus will give you a few tasks to complete to make sure that you are indeed ready to fight The Slormancer itself.

His Trials are divided in 3 Parts. You will have to complete each part to unlock the next one, and everytime you complete a part, you will unlock a reward.

The first part grants the seventh Ancestral Stone, while the second part grants The Primal Ancestral Stone which is a unique Ancestral Stone that can be enshrined into any slot of your Ancestral Legacy.
As for the third part, as you can see, it is currently waiting for "The Warlords" content to be available but it will reward you with a unique Slorm Reaper (only available through the Trials).




Adam Nostrus' Trials are designed to encourage new players reaching Endgame for the first time to explore all their options.

For seasoned players looking for harder goals, we will instead use Achievements to create interesting challenges.

Regarding the tracking of all these Objectives, the game is already tracking most of them, and this is also true for Achievements. However, some of them are currently not being tracked, such as Defeating Expeditions Bosses, so you will start from scratch once the Update comes out.


Ancestral Legacy




One of the most important goals of this update is to unlock the full potential of the Ancestral Legacy.
So for those of you that have been playing The Slormancer since Day 1, where you only had 2 Ancestral Stones at your disposal, this is the end of a very long journey.

With this update, we introduce the seventh Ancestral Stone that will allow you to reach the very last Skills that were not reachable yet. And with the new Primal Ancestral Stone, we hope to provide an interesting option to enhance previously impossible combinations, and hopefully break the linearity of the Ancestral Legacy a bit.

Adam Nostrus, King of Fashion


We do not consider this to be a spoiler since this is a friendly challenge (some sort of a final test) and not a major plot twist making Adam Nostrus the big villain. And since you've been giving this poor old fella a bunch of the most powerful artifacts known to man, it is now time to face him.

Adam Nostrus is our first Boss with fixed stats which means he will not adapt to your level or your current Wrath Level. He will represent the same challenge for everyone and a good way for us to have a non-scaled way to measure the strength of the various classes and builds.

We've yet to determine his actual strength but he is meant to give players a reachable goal and a first taste of an Endgame fight so he will probably land around something similar to Level 100 + Wrath 7. So if you're alreay crushing Wrath 10, besides understanding his mechanics, he will not be particularly challenging. For that, we will have The Slormancer itself.


That's about it for today!
We have no release date for this update but it should be around September.

Cheers everyone!