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Steam News8 November 20196y ago

Move it, Backstabbers! Update out now

Hello, welcome to the first official update post for Rise of the Slime! I've been feverously working on a set of updates to our cute n' squishy slime boy!

Full notes

Full Rise of the Slime update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix8 additions14 changes3 removals
  • Gameplay
  • Balance
  • UI and audio
  • Maps
  • Store
addedAdded PUSH/PULL cards for position manipulation on the field
changedBackstabs are now in-game - position yourself behind an enemy and stab them with a sword for massive damage!
addedUnlock Progress Bar added
addedJackpot Wheel added to the game - try your luck and win big!
changedCombat Summons - players can summon familiars to do their bidding (4 summon cards and capacity card)
changedEntering terrain now triggers intended action and gives debuff according to the terrain you are on

Rise of the Slime changes

addedAdded PUSH/PULL cards for position manipulation on the field
changedBackstabs are now in-game - position yourself behind an enemy and stab them with a sword for massive damage!
addedUnlock Progress Bar added
addedJackpot Wheel added to the game - try your luck and win big!
changedCombat Summons - players can summon familiars to do their bidding (4 summon cards and capacity card)

Hello, welcome to the first official update post for Rise of the Slime! I've been feverously working on a set of updates to our cute n' squishy slime boy! Take a look at the update notes below and please let me know on the Steam Discussion board or on Discord what you think!

Move it, Backstabbers! Update Notes:

  • Added PUSH/PULL cards for position manipulation on the field

  • Backstabs are now in-game - position yourself behind an enemy and stab them with a sword for massive damage!

  • Unlock Progress Bar added

  • Jackpot Wheel added to the game - try your luck and win big!

  • Combat Summons - players can summon familiars to do their bidding (4 summon cards and capacity card)

  • Entering terrain now triggers intended action and gives debuff according to the terrain you are on

  • Limited max movement with movement points to counter-balance potential abuse of terrain tiles on movement

  • Movement range/points now showed on screen

  • HP upgrade price reduced

  • Correct run time should show up if the game is running at a faster speed

  • Card rewards and other places in UI now show correct energy gem

  • Acid absorb shield high adds the correct amount of shield

  • Added one custom selected bonus card to the starting deck

  • Familiars can no longer target shrouded enemies

  • Chests deal damage on explosion

  • Lots of tiny UI card interaction and generic bug fixes

----------------------------- Fixes Week 1

  • Playing the end turn card is now more responsive

  • Enemies take shorter to do their actions

  • Camera now pans closer to active enemy to show its actions

  • Offscreen damage is shown on screen

  • Can no longer generate infinite cash when removing cards

  • Updated AI patterns of certain enemies

  • Ensured all rooms have exits (so you can leave and continue exploring!)

  • Nerfed starting zone unit HPs

  • Removed one starting room during room generation boosted card drops

  • Fixed bug where 40 HP was restored on entering the shop

  • You can now see how many actions the enemy has (MP)

  • New card decks now unlock after a certain amount of player deaths, even if you don't reach next zones, for the sake of more fun

  • Cash now carries over between runs

  • Lowered shop/upgrade costs

  • Added unstable energy card, unstable carry over def card and made multiple smaller adjustments to cards

  • Nerfed corrupt card goblin and the cards it plays

  • Visual + gameplay bug hotfixes

  • Other bug fixes and improvements

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Source

Steam News / 8 November 2019

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