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Steam News4 June 20261mo ago

0.15.0 - Combat Overhaul, Part 3

It has been a long time coming, but Combat Overhaul part 3 is finally here! We are finally ready to show off the AP (Affinity Points) system. The Slimes have different types of abilities, with different requirements.

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What changed

0 fixes5 additions3 changes0 removals
  • Balance
  • Events
  • Gameplay
  • UI and audio
changedIt has been a long time coming, but Combat Overhaul part 3 is finally here! We are finally ready to show off the AP (Affinity Points) system. The Slimes have different types of abilities, with different requirements. Most have item requirements. Some of the more powerful abilities also require building up power to use them. We track this buildup, and the cost to use an ability, with AP. Each of the Slimes has different Affinities, and will accumulate AP only in the Affinities appropriate to their abilities. You gain AP by eating items with that Affinity as you use your other abilities. Using an ability that requires AP will not gain any AP. These special abilities with an AP cost are more powerful than your regular abilities, so it is a good idea to build up your AP and save it for tougher fights.
addedAlong with the new AP system, we have also redone the current abilities, and added many more. Since we started the Combat Overhaul, we have been giving the player all of the current abilities right at the start. Now, your party will only start with some abilities, and will gain more as you play through. Some will come from events, while others are level based.
changedThe leveling system is still in need of additional work, but has gotten some attention in this update. Previously your character level was tied to the world, and enemy, level. Now, each character has their own level, with members of the party starting out at different levels to reflect their individual experience levels.
addedWe have also taken a long overdue look at the Character Stats screen. It has not been touched in a long time and was very out of date, including not having been updated to match the overall look and feel of the rest of the UI. In addition to a fresh coat of paint and better matching the look of everything else, it has gotten new features. The AP is now shown, and the HP display has been updated to use a similar progress bar look. When viewing one of your Slimes, there will also be tabs, allowing you to switch over to view your abilities.
addedIn addition to updating the Character Stats that can be viewed while in combat, it has now also been added to the Player UI, allowing you to see them outside of combat! When viewing them in the Player UI, there will be buttons at the top, instead of the Slime's name, allowing you to switch between them. You can use the same shortcut key as in combat (default "c") to bring this screen up directly, or click on the new button added to the main UI, next to the Pause button.
addedWhile much of the focus has been on combat and abilities, we also took some time to add a bit more story. The game will be starting a bit earlier now, with Phil leaving home before meeting up with Tanko and Leader Leo. We had some comments that there wasn't enough to really get to know the party before setting out, so hopefully this little bit of extra story will help to bring them more to life.

Hungry For Loot changes

changedIt has been a long time coming, but Combat Overhaul part 3 is finally here! We are finally ready to show off the AP (Affinity Points) system. The Slimes have different types of abilities, with different requirements. Most have item requirements. Some of the more powerful abilities also require building up power to use them. We track this buildup, and the cost to use an ability, with AP. Each of the Slimes has different Affinities, and will accumulate AP only in the Affinities appropriate to their abilities. You gain AP by eating items with that Affinity as you use your other abilities. Using an ability that requires AP will not gain any AP. These special abilities with an AP cost are more powerful than your regular abilities, so it is a good idea to build up your AP and save it for tougher fights.
addedAlong with the new AP system, we have also redone the current abilities, and added many more. Since we started the Combat Overhaul, we have been giving the player all of the current abilities right at the start. Now, your party will only start with some abilities, and will gain more as you play through. Some will come from events, while others are level based.
changedThe leveling system is still in need of additional work, but has gotten some attention in this update. Previously your character level was tied to the world, and enemy, level. Now, each character has their own level, with members of the party starting out at different levels to reflect their individual experience levels.
addedWe have also taken a long overdue look at the Character Stats screen. It has not been touched in a long time and was very out of date, including not having been updated to match the overall look and feel of the rest of the UI. In addition to a fresh coat of paint and better matching the look of everything else, it has gotten new features. The AP is now shown, and the HP display has been updated to use a similar progress bar look. When viewing one of your Slimes, there will also be tabs, allowing you to switch over to view your abilities.
addedIn addition to updating the Character Stats that can be viewed while in combat, it has now also been added to the Player UI, allowing you to see them outside of combat! When viewing them in the Player UI, there will be buttons at the top, instead of the Slime's name, allowing you to switch between them. You can use the same shortcut key as in combat (default "c") to bring this screen up directly, or click on the new button added to the main UI, next to the Pause button.

It has been a long time coming, but Combat Overhaul part 3 is finally here! We are finally ready to show off the AP (Affinity Points) system. The Slimes have different types of abilities, with different requirements. Most have item requirements. Some of the more powerful abilities also require building up power to use them. We track this buildup, and the cost to use an ability, with AP. Each of the Slimes has different Affinities, and will accumulate AP only in the Affinities appropriate to their abilities. You gain AP by eating items with that Affinity as you use your other abilities. Using an ability that requires AP will not gain any AP. These special abilities with an AP cost are more powerful than your regular abilities, so it is a good idea to build up your AP and save it for tougher fights.

Along with the new AP system, we have also redone the current abilities, and added many more. Since we started the Combat Overhaul, we have been giving the player all of the current abilities right at the start. Now, your party will only start with some abilities, and will gain more as you play through. Some will come from events, while others are level based.

Tanko and Helen do not currently have as many as Phil and Mindy. We have more planned for them, but their abilities will be focused more on buffs and status effects, which are not yet ready for public release. For now we've given them some additional combat abilities so they don't feel too far behind, but many of those will get reviewed once the status effect system is ready.

The leveling system is still in need of additional work, but has gotten some attention in this update. Previously your character level was tied to the world, and enemy, level. Now, each character has their own level, with members of the party starting out at different levels to reflect their individual experience levels.

We have also taken a long overdue look at the Character Stats screen. It has not been touched in a long time and was very out of date, including not having been updated to match the overall look and feel of the rest of the UI. In addition to a fresh coat of paint and better matching the look of everything else, it has gotten new features. The AP is now shown, and the HP display has been updated to use a similar progress bar look. When viewing one of your Slimes, there will also be tabs, allowing you to switch over to view your abilities.

In addition to updating the Character Stats that can be viewed while in combat, it has now also been added to the Player UI, allowing you to see them outside of combat! When viewing them in the Player UI, there will be buttons at the top, instead of the Slime's name, allowing you to switch between them. You can use the same shortcut key as in combat (default "c") to bring this screen up directly, or click on the new button added to the main UI, next to the Pause button.

While much of the focus has been on combat and abilities, we also took some time to add a bit more story. The game will be starting a bit earlier now, with Phil leaving home before meeting up with Tanko and Leader Leo. We had some comments that there wasn't enough to really get to know the party before setting out, so hopefully this little bit of extra story will help to bring them more to life.

Each of the Taverns that have a bard playing will now show the name and portrait of the bard.

We also updated the boot screen to add your party.

Source

Steam News / 4 June 2026

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