Released
Sep 30, 2022
Platforms
Last updated
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Updates & announcements

20 posts
  1. Developer post

    Slime rescue events, post boxes, updated robots

    Slime rescue events Wild slimes have been captured and need your help! Imprisoned slimes can be randomly found in the desert biome, and will trigger an invasion-like event on interaction. Completing these events will award rescued slimes, which can be used to build infrastructure

  2. Developer post

    Village building upgrades

    Village building upgrades This patch brings a way to upgrade village buildings, adding a form of meaningful long-term progression without directly affecting player power. First batch of upgrades Pocket Dimension - Increases your inventory capacity by 1 slot per upgrade point, up

  3. Developer post

    An update, i guess

    Realm system / what's taking so long? The game was initially designed with just one "dimension" in mind, meaning that one savefile only had one primary world. The chaos rifts and the pineapple altar, under the hood, actually took place in the same realm, but in a small enclosed a

  4. Developer post

    Somewhat significant performance improvements

    Performance improvements Some of the code responsible for lighting and world chunking has been rewritten in C++ (instead of Godot Engine's scripting language), which should (hopefully) result in considerable performance gains, especially on lower-end CPUs This should also elimina

  5. Developer post

    Ability empowerment

    Ability empowerment mechanic Your next cast of Slime Blast can be empowered with up to 2 mana points, increasing the strength of the projectile with each mana point Wrecking Ball can be empowered with a mana point to immediately gain full charge of the ability If received well, t

  6. Developer post

    Christmas mini-boss: Festivius, the Festive Dragon

    It's a bit weird to release a Christmas update after Christmas, but here it is anyway! New mini boss: Festivius, the Festive dragon The summon item can drop from elementals or loot containers in the snow biome, as long as the player doesn't already have the item The boss can drop

  7. Developer post

    New ultimate ability - Overdrive

    New ultimate ability: overdrive (Q) Note: I feel like the existing ultimate abilities didn't feel "ultimate" enough. An "ultimate" ability should make the player feel really strong, and not just do an extra 2% damage to the boss. Previous ultimate abilities have been removed from

  8. Developer post

    Auto-save feature + key bind changes

    Auto-save This feature is long overdue and should've been added much earlier, but it's finally here! The game will auto-save after every major event (i.e. after defeating bosses or invasions), as well as every 5 minutes during gameplay. You can also manually trigger a quicksave b

  9. Developer post

    Cosmetic items & Engine update

    Engine The game has been filly migrated from Godot 3 to Godot 4 The performance on lower-end hardware should be a bit better now This also means brand new bugs and issues, yay! Cosmetic items! Two new types of items - Headwear and Dyes - have been added, and can be equipped to cu

  10. Developer post

    Dev update: ongoing engine migration, available in beta branch

    Greetings! As some of you might know, Gelatine is made with Godot engine. This year, a new version of the engine was released - Godot 4 - and the game is currently being ported from old-fashioned Godot 3 to all-new Godot 4. In the end, this should result in better performance and

  11. Developer post

    General look-and-feel improvements

    This patch contains a few small improvements to the game's overall feel. Action bar slots are now showing the remaining cooldown as a number, in addition to the cooldown animation. Tooltips now have a much more readable font. Some pixel art aesthetic had to be sacrificed, but rea

  12. Developer post

    New boss - Arcane Containment Unit

    New boss fight! This boss is the final boss of Act 1. The summon item can be crafted by combining one Mysterious energy core and one Storm essence, and is craftable by the Engineer. New accessories Two accessories can be crafted from materials that drop from the new boss: Enchant

  13. Developer post

    Wrecking ball ability, new accessories, UI improvements

    Wrecking Ball Slime Whip was kinda useless as a combat ability, so it's been reworked into a mining tool (although it still does damage to enemies and can still be used in combat). The reworked ability is called Wrecking Ball and can be used for destroying a small area in a singl

  14. Developer post

    Ultimate abilities, Bottled XP, improved questing, and more

    Questing Quests are now split into acts. Completing the final quest in the act will allow you to move to the next act. Currently there's only one act, which will culminate in a final boss of this act (which is yet to be released in a future patch). Then, act 2 will begin. The que

  15. Developer post

    Two-phase boss fights and reworked combat

    Boss fight upgrades All bosses now have two phases, with slightly different sets of abilities and a different part of the soundtrack playing during each phase Decomposer and Metal Core have a couple of brand new abilities and have been slightly changed visually Every boss fight n

  16. Developer post

    Improved smart cursor / moving to monthly updates

    First of all, a small announcement: from this point, the game is shifting from weekly updates to monthly. The amount of work going into the game will stay the same, but the updates themselves are getting larger in scope and take more time to complete, which makes a weekly schedul

  17. Developer post

    Instant teleportation ability + slight optimization of tile loading

    The Dimensional Leap ability now has an upgrade that makes the ability instant, without the need to charge it up first Dynamic tile loading has been slightly optimized, to somewhat alleviate the issues that some users are having where the world isn't loading fast enough to keep u

  18. Developer post

    Challenging mode / No-hit achievements

    From now on, every boss in the game will have three separate achievements: 1. Defeat the boss on any difficulty 2. Defeat the boss on Challenging difficulty 3. Defeat the boss on Challenging difficulty without taking any damage This should reward players for challenging themselve

  19. Developer post

    A bunch of hotfixes

    Fall damage has been reduced by 50%, and the "safe" height tolerance has been increased Boss modifiers should no longer affect invasions NPCs are no longer affected by gravity FIxed an issue with automatic sliding doors not being harvestable Fixed an issue with flamethrower visua

  20. Developer post

    Sprinting ability and quality-of-life improvements

    This patch consists mostly of boring quality-of-life changes. And one new learnable talent. New learnable talent - Momentum - that greatly increases your movement speed for 3 seconds after dashing, as long as you keep moving in the same direction Added a shift-click functionality