
Hello, welcome to the first official update post for Rise of the Slime! I've been feverously working on a set of updates to our cute n' squishy slime boy! Take a look at the update notes below and please let me know on the Steam Discussion board or on Discord what you think!
Move it, Backstabbers! Update Notes:
- Added PUSH/PULL cards for position manipulation on the field
- Backstabs are now in-game - position yourself behind an enemy and stab them with a sword for massive damage!
- Unlock Progress Bar added
- Jackpot Wheel added to the game - try your luck and win big!
- Combat Summons - players can summon familiars to do their bidding (4 summon cards and capacity card)
- Entering terrain now triggers intended action and gives debuff according to the terrain you are on
- Limited max movement with movement points to counter-balance potential abuse of terrain tiles on movement
- Movement range/points now showed on screen
- HP upgrade price reduced
- Correct run time should show up if the game is running at a faster speed
- Card rewards and other places in UI now show correct energy gem
- Acid absorb shield high adds the correct amount of shield
- Added one custom selected bonus card to the starting deck
- Familiars can no longer target shrouded enemies
- Chests deal damage on explosion
- Lots of tiny UI card interaction and generic bug fixes
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Fixes Week 1
- Playing the end turn card is now more responsive
- Enemies take shorter to do their actions
- Camera now pans closer to active enemy to show its actions
- Offscreen damage is shown on screen
- Can no longer generate infinite cash when removing cards
- Updated AI patterns of certain enemies
- Ensured all rooms have exits (so you can leave and continue exploring!)
- Nerfed starting zone unit HPs
- Removed one starting room during room generation boosted card drops
- Fixed bug where 40 HP was restored on entering the shop
- You can now see how many actions the enemy has (MP)
- New card decks now unlock after a certain amount of player deaths, even if you don't reach next zones, for the sake of more fun
- Cash now carries over between runs
- Lowered shop/upgrade costs
- Added unstable energy card, unstable carry over def card and made multiple smaller adjustments to cards
- Nerfed corrupt card goblin and the cards it plays
- Visual + gameplay bug hotfixes
- Other bug fixes and improvements
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