Please continue submitting bug reports and gameplay suggestions in-game — we rely on your feedback.
This is a major update, so we expect there will be a number of bugs to work through. To help manage this going forward, we're setting up a separate test server so the main game stays stable while rough edges get caught early.
I'll be honest: this update went out faster than I'd have liked, so I'll be spending tomorrow and the next few days addressing issues as they come in. Once things are stabilized, we'll begin rolling changes through the test server before they reach the main game.
Thanks for your patience and for helping us improve the experience.
New
Unlocking a unit on the tech tree finally makes a sound of its own
Photo mode on F11: the HUD genuinely disappears, and SHIFT+SPACE steps through five named shots at 1920x1080 or better
Challenge a friend to a 1v1 — the SLIME UNIVERSE friends screen is back on the menu and INVITE TO PVP drops them into your lobby
Your Steam account links to your Slime account automatically, so a shared PC or Family Sharing no longer signs the second person in as the first
A SHOW button on every password box on the account screen, never remembered between screens
Workshop mods arrive and leave while the game is running, and one that will not load says why, in amber, with a button to its page
A Workshop mod can be published privately or to friends instead of straight to public
Thirty achievements have both halves of their icon now — earned and locked — including the ten oldest, which had never had a picture at all
Changes
Impossible's army climbed 1.5 slimes a minute to a ceiling of 28; it now climbs 1.1 a minute to 24. Nothing else about Impossible changed
Easy earns 0.7 coins a second instead of 0.5, builds in 16s instead of 20s, and fields 12 slimes instead of 8
Hard earns 1.15 coins a second instead of 0.9, builds and trains faster, and fields 20 instead of 18
Nightmare is untouched — it is meant to be a wall and it still is
PLAY RANKED is one button: the queue pairs you by rating instead of two players hosting empty lobbies at each other
WATCH REPLAY, the time-lapse viewer and the recording behind them are removed; replays already on your disk can be deleted safely
CHECK SAVES is gone from the options screen — saves are still signed, and a save that fails its signature is still refused
The "+0.9/s" rate lines under the resource counters are hidden; the income they measured still drives the PROGRESS comparison and the end-of-match summary
The standing "what to do next" bar is gone — the 27-step objectives ladder now announces each step once, as a notification
ROUTE: FRONT is gone and RETREAT takes its corner; your units all march the front, and the enemy still flanks exactly as it did
Fighter and Corrupted are no longer offered as profile pictures — seven to choose from, and if one of them is yours today it stays yours
The leaderboard sits over the game's own dusk valley instead of a flat blue rectangle
The roadmap tile is gone from the menu; SUGGEST A FEATURE stays, under HELP
Fixes
DELETE YOUR ACCOUNT was headed SIGN OUT, over a paragraph promising "Nothing is deleted" — above the button that permanently deletes your save, gems, level, friends, name and friend code
That screen now says what it actually does, in all twelve languages
No arrow could damage a base at all, and every arrow that hit anything but a slime threw — ranged units are about half the roster
The Crossbow slime never fired a shot: it threw the moment it came into range, and again every attack interval, and just stood there
Five coins bought turret slot 2 or 3 an empty platform: the plinth rose, the turret never switched on, and it only existed once you paid ten more to upgrade it
The turret upgrade was priced three ways — gated at 10 coins, charged 20, labelled 15 — so one mis-click drove your purse below zero, and below zero you can afford nothing for the rest of the match
That button was also built at runtime, so its price read English in all twelve languages
A bought turret read as level 0, so the "Dmg:" readout sat one upgrade behind the turret in front of you
Continue put the whole forge back on sale: you kept +5 sharpness in the fight and were charged for all ten levels again
The forge's +Speed ladder — five levels at +20% army movement each — was not saved at all, so loading returned a slower army and the ladder to buy again
A loaded match had turrets standing on the base with slot 1 back on sale, and a level-3 turret's first upgrade going at the level-1 price
The difficulty rebalance under Changes was not taking full effect — every tier earned 27.8% over its table, Hard running 1.28x where it meant 1.00x. It applies now
The difficulty picker printed the inflated figure too — "128%" under a line reading "roughly matches an attentive player"
The arrow that points a stuck player at the button to press had never once appeared — it was looking for five buttons that do not exist
Opening research from the button left the forge drawn underneath it, still taking clicks behind a screen the game had just paused for
King of the Hill paid you for holding the circle and paid nobody for losing it, in every match against the computer
Three forge buttons greyed out for good the first time you clicked one you could not afford — grey means maxed in this game, and only the cap greys them now
Both building-improvements tabs threw when pressed
The hero skill tree sold +1% movement per tier while the match applied +5%
Twenty-six things the game says mid-match — SURVIVAL MODE, the boss arriving, the weekly mutators, six army orders — were English on every machine; 27 lines now speak 11 more languages
The options screen still offered to hide the ROUTE button, an order the game no longer has
Signing in now names which of four things went wrong instead of saying "could not sign in" to all of them
The 500 shards for making an account are actually paid now — and paid on signing in, if you made the account on another machine
"16 wins in 6 matches" — an online match recorded its result but never counted the match; drifted saves are put right once on the next launch
The menu read "Ranked season ends in ends within the hour" — all three forms of that countdown were broken, not just the one that got noticed
The achievements list showed thirty rows of plain text; all sixty icons now draw beside their rows
Slinger, Tank and Mammoth were blank white tiles in the profile picture grid — their art was never imported in a form the game could draw
Both bases sat on a big leaning black slab — a base was casting its shadow from its health bar instead of its own body — and a building bought mid-match stayed shadowless for the rest of it
The in-game music slider sat at silence, read a fixed "40%", and changed no volume at all
The options screen ran the interface-size slider 1.0 to 1.4 against a setting that goes 0.75 to 1.5, so a smaller interface could not be undone there
Reduce Motion missed four things: resource labels at cap, the highlight on a pending purchase, the minimap's attack flash and the animated menu background
Reduce Motion looked broken on the very screen you flip it on: wavy text already up kept waving, and the button under your cursor went on pulsing — including the Reduce Motion toggle itself
Menu text appeared in a plain typeface for about a second before turning pixel — 138 places now set the font as they build the text
Backing out of the multiplayer screen no longer counts as abandoning a ranked match
INVITE TO PVP sent your lobby's name instead of your join code, so it led nowhere
Accounts with two-factor turned on can sign in to Slime Wars now, instead of being refused with nowhere to type the code
Photo mode was on F12 — Steam's own screenshot key — so one press saved a picture with the HUD and damage numbers still in it
PROGRESS was a flat yellow strip because its art slot was empty; it is drawn from the STATS button now and sits beside it
