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Special Slormite Chronicles



Hello everyone!
Welcome to a very special edition of the Slormite Chronicles!

Since a lot of new players have joined us recently, here’s a quick reminder: the Slormite Chronicles is what we call our devlogs. We publish one on the 6th of every month to celebrate the day The Slormancer launched in Early Access.

But hey, we didn’t want to wait until the 6th this time. So here’s a little bonus Chronicles to give you a quick recap of how launch week went, and what’s coming up next!

[h2]What a Week![/h2]
Launch week officially ends on Tuesday, May 20th at 7pm (which is just a few hours from the time I’m writing this). And overall… it went pretty well!

We sold 75,000 copies during launch week, bringing us to a grand total of 250,000 units sold! Thank you so much for your support!



Our only previous experience with a game launch was when The Slormancer hit Early Access, and let’s just say, that was a bit more of a wild ride.

We’ve seen dozens of bugs reported daily on Discord, but players are still able to launch the game and enjoy the full content without major crashes. The #1 issue seems to be the game starting in windowed mode, mildly annoying, but fixable on the player's end.

We also hit an all-time peak of 10,989 concurrent players!
That’s not quite at the level of the genre’s biggest titles, but considering where we started, and the fact that our team has a grand total of two people, we think that’s pretty awesome.



Once again, a massive thank you to everyone who gave the game a shot this week, whether you loved it or bounced off, we appreciate every single one of you.

Unlike our Early Access launch, we’re also seeing a lot more players sticking around this time, which is super encouraging. There’s content, and players seem to be enjoying it.

Thanks to many streamers who jumped in and gave The Slormancer a try, we’ve regularly had between 1,000 and 4,000 viewers on Twitch. Big thanks to all the streamers and viewers, it's always fun watching new builds being discovered live.

Here’s a handful of cool videos we'd like to share:
[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]

[h2]Handling Feedback[/h2]
We’ve had an avalanche of feedback to process: from Discord, Steam, emails, and beyond. Whether it’s bug reports or gameplay suggestions, we’re actually spending more time reading and sorting through it all than fixing things!

So we’ve got to optimize how we work. Aside from two quick hotfixes to address crashes, I only just got back into the code yesterday, and I’ve been working full steam ahead to squash bugs and add a few goodies.

That said, as mentioned, we’re a tiny team, and I’m actually the only developer. This whole adventure started with the two of us, and we’d really like it to end the same way, just us, doing our best to build something we care about. It’s just… a bit slower.

More feedback!
We’re also reading a ton of feedback all over the place, Reddit threads, Twitch chat, Steam discussions, and we’ve been feeling a lot of love lately.

The Slormancer was made with passion, but let’s be honest, it’s a bit clumsy in places so we totally understand the negative reviews and that it might not click for everyone.

That said, we’re really happy to see that some of the core ideas we had from the start, like instantly swapping builds or offering deterministic crafting, are being recognized and appreciated. That means a lot to us.

Speaking of feedback...
If you’re enjoying The Slormancer, please consider leaving a positive review! It really helps. ːbryan_mcrippedː

[h2]Patch When?[/h2]
Post-release is a bit different from Early Access. My plan is to release regular patches with fixes and updates until everything’s stable and polished. The first patch should drop next week, and we’ll test it on the Experimental Branch for a few days to make sure it doesn’t break anything.

Here’s a tiny sneak peek:

Added a visual cue to make it super clear you can only have one upgrade per tier.

Added a shiny new button in the Forge.

We’ve also got a bunch of quality-of-life tweaks and loads of bug fixes coming.


[h2]What’s Next?[/h2]
To be fully transparent, we’ve just wrapped up 8 years of development, with some very intense final months. I want to focus hard on fixing as many issues as I can during these early weeks, so everyone can enjoy the game under the best conditions.

After that, we’ll take a bit of a breather and figure out the next steps. There are a lot of things we’d love to add, but until we’re 100% sure what’s feasible, we don’t want to make any promises.

What I can promise, though, is this:
The Slormancer is coming to consoles, Switch, PlayStation, and Xbox, when it’s ready. While adapting the UI for consoles, we’ll also be polishing up controller support and working toward getting that sweet “Verified” badge for the Steam Deck.

That’s all for now!
Thanks again to everyone playing, supporting, and slorm hunting with us!

(Alright, back to code.)

Diablo 4 and Path of Exile 2 have a fresh rival as pixel-art ARPG soars on Steam

Diablo 4 Season 8 is perfectly fine, but feels safe and more of the same. Path of Exile 2's Dawn of the Hunt has improved dramatically since its rocky release, but the early-access ARPG still has a long way to go. Last Epoch Season 2 is strong, but by now you may be looking for something fresh. Enter The Slormancer, a pixel-art indie ARPG from Slormite Studios that was launched out of early access at the start of this week, and has since built up impressive momentum with very positive Steam reviews and an ever-growing player count.


Read the rest of the story...


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The Slormancer v1.0 is now available!



[h2]The Slormancer is now out of Early Access[/h2]
The Slormancer is the result of countless hours of work but it was made possible thanks to the incredible support, feedback, and passion of our player community throughout its development. From the bottom of our hearts, thank you for being part of this adventure!

[h2]The Slormancer: From 0.1 To 1.0[/h2]
[previewyoutube][/previewyoutube]

[h2]We need your help![/h2]
As a small indie team, your support means the world to us. If you’ve enjoyed your time with The Slormancer, there are a few simple things you can do to help us make this release a success:
  • Tell your friends about the game, or share the news on social media!
  • Leave a positive review on Steam if you haven’t already, it really helps more than you might think.
  • Come say hi on Discord, X or Bluesky and help spread the word!


[h2]Supporter Pack[/h2]
Our wonderful Supporter Pack has been available for a few days now, along with the Original Soundtrack!

Buying either is a great way to support the ongoing development of The Slormancer, and every bit of support means the world to us. Whether you’ve been with us since the beginning or are just now joining the adventure, thank you so much for being part of this journey!

https://store.steampowered.com/app/3625910/The_Slormancer__Supporter_Pack
https://store.steampowered.com/app/1110800/The_Slormancer__Original_Soundtrack

[h2]Patch Notes[/h2]
The Patch Notes for v1.0.0 can be found here.

[h2]The End of the Beginning[/h2]
Even though this update marks the end of The Slormancer's Early Access, it’s far from the end of the road. We will continue to develop and improve the game through future updates, balancing changes, and new content, and your feedback will remain as valuable as ever.

So please, keep sharing your thoughts, ideas, and bug reports with us.

This is only the beginning.



[h2]Migrating a Save File from Experimental to Live[/h2]
If you've been playing the Experimental Branch and would like to carry your progress over to the Live Branch, there is a small extra step that needs to be done:
  1. Head over to C:/Users//AppData/Local/The_Slormancer and find the save_exp_cbeta_1 file, copy it and rename it to save_1 (and copy or erase the previous file).
  2. When you launch The Slormancer, if Steam asks you to choose between the Local and the Cloud file, choose Local.
  3. Profit!
This assumes that you are playing on the Save Slot 1.
if not, simply change the numbers accordingly (e.g: Rename save_exp_cbeta_2 -> save_2 etc...)


Have fun!
Cheers!

The Slormancer: Supporter Pack, Achievements, Cards & Badges



Hello everyone!

[h2]The Slormancer leaves Early Access tomorrow[/h2]
-sweating intensifies-

Here's a count down timer to the release.

[h2]Supporter Pack[/h2]
Our wonderful Supporter Pack is now available!

However, please note that its content will only be accessible with the 1.0 version of the game, which will be released tomorrow unless you’re participating in the Experimental Branch, in which case you’ll have immediate access to its content.



https://store.steampowered.com/app/3625910/The_Slormancer__Supporter_Pack

Slorm of Gold
In The Slormancer, Bryan didn’t have the best fate… but that doesn’t mean he can’t shine! With this DLC, give him a second (and much more radiant) chance with the "Slorm of Gold" alternative skin.

Say goodbye to the spectral blue: Bryan now reincarnates as a glowing yellow orb and gains ethereal wings. More celestial than ever, he now floats with divine grace (or almost).

But that’s not all! When Bryan transforms into a door, he is no longer just any door… he becomes a golden door. With Wings!

A simple cosmetic change? Maybe. A glorious new aura for Bryan? Absolutely!

This Supporter Pack includes:

A Golden Skin for Bryan, the little ghostly orb following the player.

A Golden Skin for the teleportation doors created by Bryan and used throughout the game.

Supporting the Team
By purchasing this Supporter Pack, you’re not just giving Bryan a fresh new look—you’re also supporting two independent developers who put all their passion into The Slormancer.

Creating and evolving a game is a challenging adventure, and every bit of support helps us continue improving the experience, adding more content, and pouring even more love into the game’s universe.

If you love The Slormancer, if you love Bryan, or if you just think there aren’t enough wings in the base game, then this pack is for you!

[h2]Steam Achievements[/h2]
Steam Achievements should now also be available for everyone.

There are currently 83 achievements, each tied to some of the most significant milestones available in The Slormancer. Your achievements should update the next time you launch the game.



[h2]Community Items[/h2]
Steam Trading Cards should now also be available, along with Steam Badges and Community Items.
You will now be able to get animated profile pictures, avatar frames, background and emoticons.

























Happy hunting!
Cheers!

Slormite Chronicles #49



Hello everyone!
Welcome to Slormite Chronicles #49!

Not much to announce this week.


Oh wait... Our game is leaving Early Access in 7 days.
Other than that, everything’s pretty chill.

We're cool.

[h2]The Slormancer: From 0.1 To 1.0[/h2]
Have you seen those beautiful videos we made?
They're 100% homemade and crafted with love. So, I'm dropping them here again, for no real reason, other than the fact that they're just nice. (Please share them)
[previewyoutube][/previewyoutube]

[h2]The Slormancer: Trailer[/h2]
[previewyoutube][/previewyoutube]

[h2]Leaving Early Access![/h2]
This will be the last Slormite Chronicle we publish while in Early Access. With this entry, I've written 49 Chronicles in total, meaning we'll start our 1.0 journey with Slormite Chronicle #50, which is pretty nice.

Our Early Access journey didn’t always go as planned, and it ended up taking twice as long as we initially expected. But those expectations were based on zero prior experience, so in hindsight… it kind of makes sense.

The Slormancer is far from perfect. It’s a bit odd in places, not always well-balanced, and still rough around some edges, but making a solid ARPG is a real challenge, especially for two amateur devs trying to find their way.

We didn’t set out to make the ultimate ARPG. At first, we just wanted to build something we’d enjoy playing ourselves. But things grew, and suddenly we were trying to make a game that could speak to a much wider audience, from casual players to hardcore fans, which isn’t easy at all.

That said, we truly hope that the love and effort we put into this project is visible. If The Slormancer manages to offer a fun, slightly quirky experience that resonates with some ARPG fans out there then we’ll consider that a big win.

[h2]About the future[/h2]
The 1.0 release is not the end of the journey. We still have plenty of ideas and plans to keep expanding The Slormancer. Even though the game is leaving Early Access, our commitment to it, and to our community, remains intact.

We've decided to leave Early Access because the game is now feature-complete and relatively bug-free. That said, our day-to-day work won't change much, we'll still be fixing bugs, reworking systems, and adding new content.

I still genuinely enjoy coding new features, coming up with fresh mechanics, and even writing these Slormite Chronicles. As long as that passion lasts (and as long as it remains financially sustainable) we’ll keep developing new content with the same enthusiasm.

I’m not going to make any promises or give any exact details, because if everything goes smoothly, we might take a little break over the summer. That said, in the near (or not-so-near) future, we’ll be sharing a roadmap with upcoming features we'd like to add to The Slormancer.

[h2]Thank you![/h2]
The Slormancer is the result of countless hours of work but it was made possible thanks to the incredible support, feedback, and passion of our player community throughout its development. From the bottom of our hearts, thank you for being part of this adventure!

I want to personally thank a few members of the community who have been absolutely amazing throughout Early Access. We truly have a great community.

Peredur, for being with us since 2019, proofreading 49 Slormite Chronicles and numerous announcement posts. Also, thank you for suggesting the Steam Games Festival, I believe that’s where we found our first taste of success.

Cayrac, for creating the fantastic and incredibly useful tool: The Slorm Planner.

Legrems, for providing valuable feedback, beta testing, writing helpful guides, and moderating our Discord community since 2021.

Ninakoru, for taking the time to dive into my code, offering suggestions for fixes, and providing a wealth of constructive feedback.

Alarack, for asking insightful questions and for single-handedly keeping our Discord active for a full year prior to Early Access. We still have the document with all your questions. I haven’t revisited it in a while, so I wonder how relevant our answers are now!

To our entire Discord community, who’ve followed us for the past 5 years with incredible passion.

I also want to extend a huge thank you to everyone who contributed feedback, reported bugs, playtested broken versions of The Slormancer, helped others, and/or actively participated in the community, among which: Akezhar, Al_3x, Blacksad, Blitzy, Bodeln, Calavontis, DaddyDeGrand, Darkvoras, DenOwl, DevilsAdvocate, Doghouse, Dylan, Entity, faraddox, kechop3000, llli1liliill, MrPoirot, MuffinRichter, Nightxwolf, Ninakoru, NxHunter, Sawyer, Setharial, Silversicer, TasakaSama, Tengu, TheConcepteur, TheHobomice, Torinux, Twing, Vil, Wiffle, Yeljerolis.

To all the amazing content creators who helped spread the word about The Slormancer, like Wanderbots and SplatterCatGaming, Pohx, ZiggyD, Dr3adful as well as our beloved Frenchies, Best In Slot, Bestio, and Hopure, thank you for your support and enthusiasm.

To Abiding Bridge, for handling the legal and administrative side of things, and for helping us form meaningful partnerships that made our journey easier and more focused.


Since The Slormancer wouldn’t be what it is today without your help, it only felt right to include all of you in the credits of the game. It’s not much, but it’s the least we can do.

I truly apologize if I've missed anyone, I did my best to include everyone I could think of.

And finally, to Aurélien Poudat, the composer behind The Slormancer’s soundtrack, thank you for creating what I truly believe is one of the best video game OSTs I’ve ever heard. Your music has helped shape the soul of our universe.

That's about it.
See you all in a week!