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Steam News9 April 20251y ago

Slimekeep Update V1.0.1

I'm happy to announce Slimekeep's first update since launch! Firstly, thank you everyone for a successful release! There didn't seem to be anything too game breaking which was great to see.

Full notes

Full Slimekeep update

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

What changed

10 fixes5 additions20 changes0 removals
  • Server
  • Gameplay
  • Balance
  • Maps
  • Fixes
  • Store
changedI'm happy to announce Slimekeep's first update since launch!Please report any bugs you may encounter to my discord server here: Discord
addedI'm happy to announce Slimekeep's first update since launch!In this post I will explain some of new additions, bug fixes, and tweaks I have made to hopefully make the game more balanced and less buggy!
changedI'm happy to announce Slimekeep's first update since launch!Let's start with game balance. I've received a fair bit of feedback that the game is too easy. This has been a challenge for me in development because I want to make sure the game is accessible to all, but also challenging. Although currently it seems like the current game is a tad too easy in general, which I've been working to fix. It felt like too many people were getting overpowered runs early in the game loop or on their first or second attempts, and shredding boss health bars. While I love seeing the chaos of an overpowered build in action, I think the ease of getting powerful items needs to be toned down to emphasize the risk reward nature of the game, as well as making bosses more difficult in general. Here are some of my changes in this regard:
changedBalance ChangesMajor
changedBalance ChangesIncreased all bosses health anywhere from 20-50% health to make them more challenging
changedBalance ChangesIncreased boss damage caps/meat shields so they take a bit longer to kill with a busted build
super rush buff time20seconds12secondssuper rush buff time decreased, nerf

I'm happy to announce Slimekeep's first update since launch!

Firstly, thank you everyone for a successful release! There didn't seem to be anything too game breaking which was great to see. However, I am still aware of a few issues with the capturing system and some other things that are very difficult to replicate, so if you do ever run into any bugs, video recordings with plenty of context goes a long way in helping me fix these!

Please report any bugs you may encounter to my discord server here: Discord

In this post I will explain some of new additions, bug fixes, and tweaks I have made to hopefully make the game more balanced and less buggy!

Let's start with game balance. I've received a fair bit of feedback that the game is too easy. This has been a challenge for me in development because I want to make sure the game is accessible to all, but also challenging. Although currently it seems like the current game is a tad too easy in general, which I've been working to fix. It felt like too many people were getting overpowered runs early in the game loop or on their first or second attempts, and shredding boss health bars. While I love seeing the chaos of an overpowered build in action, I think the ease of getting powerful items needs to be toned down to emphasize the risk reward nature of the game, as well as making bosses more difficult in general. Here are some of my changes in this regard:

Balance Changes

  • Major

  • Increased all bosses health anywhere from 20-50% health to make them more challenging

  • Increased boss damage caps/meat shields so they take a bit longer to kill with a busted build

  • Gave the pet's weapon a 50% fire rate decrease by default as his base DPS felt a little too high

  • Made the health shop pens cost slightly more

  • Pretty heavily nerfed later stage/later difficulty slimes to drop less slimeballs

  • Generally increased most upgrade costs to make them more balanced

  • Decreased super rush buff time from 20 seconds to 12 seconds by default

    Minor

  • Nerfed the better battery pet upgrade

  • Made the capture loot bars slightly rarer and more difficult to hit

  • Nerfed the battery add from capture minigame bars to be +100 instead of +250

  • Nerfed boss slimeball drops from boss chests as they dropped far too many

  • Slightly tweaked a few weapon prices to be more fair (sorry rocket launcher!)

  • Increased tier 1 and tier 2 pet upgrade costs by 5 special currency each

  • Nerfed slimy/slimier surge super rush upgrades to increase buff duration by 5 seconds each instead of 10

  • Made it rarer for a tier 2 weapon to drop from a reward chest

  • Greatly decreased the chance for item drops after clearing rooms

  • Changed slime armor upgrade to give +2 max health instead of +4

Next, here is a general list of bug fixes and new additions I've made over the past two days.

Other changes and fixes

  • Randomized the start screen theme at the start of the game

  • Fixed a bug where the player could not open the pause menu/minimap after playing darts

  • Fixed a few softlocks and bugs in slime rush mode

  • Clarified the home/restart/quit confirm text to be more clear on when the game actually saves

  • Fixed a dialogue bug when purchasing goo in the goo station

  • Fixed a softlock when playing slroulette/slimejack in the casino

  • Ensured all projectiles/attacks are now destroyed after killing a boss or clearing a room

  • Added some clarifying text to the slimeinator panels

  • Fixed a few of the slime king's attacks having lingering hitboxes

  • Slightly tweaked slime panicking when being captured to be a bit more engaging

  • Added more guiding text after clearing the tutorial

  • TNT craters now don't appear in places they shouldn't be

Hopefully you all understand these changes and please let me know what you think! I am always open to feedback. And again, if you encounter any bugs please do try to report them to the discord above and send a video your gameplay as well as the full context behind it so I have a better chance at identifying and fixing the bug. Happy slimekeeping everyone!

Source

Steam News / 9 April 2025

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