Slime Alchemist

Yorblesnoot

Released
Sep 19, 2023
Platforms
Last updated
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Updates & announcements

17 posts
  1. Developer post

    Patch Notes v0.5.1

    This patch brings fixes for some of the bigger bugs left behind in the wake of the Apocalypse, as well as some quality-of-life changes for combat. Added a single-card discard for 1 pip of action time. Click a card in your hand twice to discard it. You can also now deselect the ac

  2. Developer post

    Patch Notes v0.5.0.1

    The Apocalypse patch seems to have left difficulty a bit on the high side, so these changes are intended to rein that in a little. Fixes: Tendrils are supposed to be a nuisance, but ended up feeling impossible to counter. Tendrils now attack in a cross AOE rather than a square to

  3. Developer post

    Patch Notes v0.5.0.1

    Tweaks and bug fixes to sand down some of the rough edges of the Apocalypse patch! Fixes: Clone Craft essence requirement: 2 -> 0. Compared to the other orbs, Clone was unrewarding under almost all circumstances. Now it'll be worth picking up most of the time, like the others.

  4. Developer post

    Update v0.5.0: Apocalypse, Part 1

    Hello everyone! This update brings the Corruption system to the game, as well as a huge slew of visual improvements and reworks. As you progress through a run, Corruption will unpredictably alter the spaces you travel and the enemies you encounter. You'll have to learn new strate

  5. Developer post

    Patch Notes v0.4.3.1

    Fixes: Tweaked the reworked spawn algorithm to reduce the likelihood of spawning into a giant dogpile of melee units. Tweaked the AI of most units to slightly improve their pathing behavior.

  6. Developer post

    Patch Notes v0.4.3

    Rolling out a few more fixes and balance changes before starting on the next big update, including some changes that will make the game harder across all difficulties! Fixes: Reworked the algorithm for enemy placement to put enemies at their ideal ranges more frequently, i.e. mel

  7. Developer post

    Patch Notes v0.4.2

    More bug fixes and tweaks, including some long-needed improvements to minion pathfinding. Big thank you to everyone who sent feedback through the in-game tool! I also wanted to specifically call out to the person who asked about accessibility features; unfortunately that was beyo

  8. Developer post

    Patch Notes v0.4.1

    Bug fixes for the Ruins update! Fixed a bug that would lock the game after killing the owner of a delayed effect. Fixed a bug where Maintain Proximity didn't require a target. Reversed the visual stacking order of cards to improve readability of large hands. Fixed a bug where Ice

  9. Developer post

    Update v0.4.0: That Belongs in a Museum

    RUINS UPDATE! Hello everyone! Unfortunately ya boi got COVID half way through the development cycle and had to scale down a bit, but nonetheless this patch brings the first batch of new content to the game! There's a new biome to discover in the overworld, a new map to battle on,

  10. Developer post

    Patch Notes v0.3.1

    Minor bug fixes! Fixed a bug where the Halo Slime would get stuck in a walking animation when moving one tile. Fixed a bug where the floating damage number for shield was too light to see. Fixed a bug where NPC buffs would appear horizontally instead of vertically. Fixed a bug wh

  11. Developer post

    Update v0.3.0: Ooh, Shiny

    Hello! This update is a bit of a variety pack aimed at improving the game's UI clarity and overall responsiveness. I've added several animations, floating damage numbers and hit-state to make combat more readable and responsive, VFX for crafting and the deck view, and more! With

  12. Developer post

    Patch Notes v0.2.1

    This patch brings unit tooltips to the game, as well some other less noticeable changes and fixes! Features: Added tooltips for non-player units in battle that show HP, barriers, turn progress, and a short description of the unit's behavior. Added tutorial for unit tooltips. Chan

  13. Developer post

    Update v0.2.0: Deeper Exploration

    UPDATE Hello everyone! One of the more common points of feedback I've received is that the overworld/exploration portion of the game feels not very interactive/repetitive/not interesting enough. I agree! To start remedying that, this update makes mountains and water tiles into bl

  14. Developer post

    Patch Notes v0.1.3

    More small tweaks and fixes. With the majority of the glaring bugs and easily-resolvable issues (hopefully) out of the way, I can turn my focus to adding new features and content! And to anyone reading this, I'd love to hear from you on the discussion page or through the ingame f

  15. Developer post

    Patch Notes v0.1.2

    Another patch, aimed at smoothing out the difficulty curve somewhat between normal encounters and bosses, explaining some mechanics that needed clarification, and of course, miscellaneous bug fixes. Thanks again to everyone who's playing the game! Rebalanced normal encounters to

  16. Developer post

    Patch Notes v0.1.1

    Minor bug fixes; big thanks to everyone who sent in bug reports! :) Fixed issue with card target type plaque that was causing Illusion Swap to improperly display as 'Target Enemy'. Fixed feedback box to properly wrap text.

  17. Developer post

    SLIME ALCHEMIST ENTERS EARLY ACCESS!

    VERSION 0.1, GO! Yes, indeed! This slimy little deckbuilder is ready to go! It has been a long and arduous journey to reach this point and there's still a ways to go. I know nobody's really looking as of right now, but here's the beginning of my paper trail. I'm sorry if there ar