Full notes
Full Slimekeep update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey everyone, this update brings a ton of improvements to the Slime Rush mode, alongside some more polish and bug fixes. Please note that updates may start to slow down over the next few weeks. I currently have finals to start studying for so my time will be limited to work on Slimekeep.
What changed
- Gameplay
- Fixes
- Balance
- UI and audio
Slime Rush Tweaks
Added 5 new Slime Rush-specific upgrades!
Slimeball drops now scale exponentially by round: 30 × 1.15^(round - 1)
Player now gains 1 special slimeball per round completed in Slime Rush
Removed certain incompatible upgrades from appearing in Slime Rush
Added round number text to the bottom corner of the screen in Slime Rush
Fixed a Slime Rush softlock caused by unkillable enemies
Fixed pit softlocks in Slime Rush
Fixed visual stacking issue with grass in Slime Rush
Visual and Gameplay Improvements
Made mech boss minion nuts and bolts more visible with a yellow outline
Reflected projectiles from the Samurai boss now have yellow outlines and move slower (6c31c8e)
Samurai boss slightly nerfed to make the fight less tanky
Chopper boss’s death ring no longer deals damage
Samurai knives stuck to walls no longer deal damage
Digger Slime no longer glows while digging
Added a laser sound effect to the DJ boss fight lasers
Added screenshake to the Chopper boss death animation
Bug Fixes
Fixed grass and decorations spawning inside pits/walls in Slime Rush
Fixed player being unable to open the pause menu in the Keep
Fixed save data incorrectly persisting between the tutorial and main game
Fixed the “Lucky Loot” upgrade not saving properly
Super Rush “ready” light now properly disappears when entering buildings
Thanks for playing and diving into Slime Rush! Keep the bug reports and feedback coming by reporting them to my Discord.
Happy sliming, BenBonk
Source
Changelog.gg summarizes and formats this update. How we read updates.
