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The Slormancer: Hotfix 1.0.1e



Don't mind me, I'm fixing a few details.

  • One is important though: The Final cutscene after defeating The Slormancer should now be properly played.
    Since there were no way for me to figure out if a player saw said cinematic or not, it will be trigerred once you log into the game if you've defeated The Slormancer even if you saw it once.
  • Dark Ritual should now properly cause Skills to cost Life.
  • Thundestruck should now deal the proper amount of damage when triggered with Blazingspark Amulet.
  • Holding Left Mouse Button while the Next Wave is automatically triggered in the Great Forge should no longer register when the button is released.


The Slormancer v1.0.1: is now available



Hello everyone!

Patch 1.0.1 is now live on the Default Branch.
Here is the full list of changes:

[h2]Additions and Quality of Lifes[/h2]
  • Added a few QoLs to Rick Manalan's Reinforcement:
    • Right-Clicking on an Item to send it to The Slormitizer will now always re-equip the previous Item.
    • Adding an Equipment to The Slormitizer will now immediately add the proper Slormite to The Slormitizer.
    • Pressing SHIFT will now send 10 Slormelines / Slormandrites to the Slormitizer, and pressing ALT will send 100.
    • In Rick Manalan's Merge Menu, you can now select 1, 3, 10, 100 and Max as Craft values.
  • Pure Stats will now display !, !! and !!! based on the Max possible Pure Score instead of the current possible Pure Score, to prevent !!! turning into !!.
  • Added a few QoLs to The Blacksmith:
    • Right-Clicking on an Item to send it to Friedrich's Forge will now always re-equip the previous Item.
    • In the Blacksmith's Salvage Menu, you can now press SHIFT + Right Click to Salvage unequipped Equipment.
    • Choosing a Reforge Recipe at the Blacksmith should now snap the tooltip to the associated stat.
    • In the Blacksmith's Merge Menu, you can now select 1, 3, 10, 100 and Max as Craft values.
  • Added a "Sort" button in Storage Stashes.
  • Added a Search function to:
    • Inventory Equipment
    • Storage Stashes
    • Legendary Stashes
  • Class Skills: Added a visual cue to better display the fact that only a single upgrade can be active per tier.
  • Added a function to fully Upgrade or fully Downgrade a Skill / Ancestral Skill when holding SHIFT while upgrading or downgrading a Skill.
  • Added a "Automatically Start Next Wave" setting / toggle in The Great Forge.
  • Influence can now be gained in The Netherworld.
  • Fire Rage and AoEs from The Dreadful Colossus should be less noisy.
  • Material Tabs:
    • Stacks of Materials will now only be displayed up to 99 999 to not clutter the screen with useless informations (the actual stack value is still properly displayed in the tooltip).
    • Stack values are now being displayed with a XX XXX format (it's not much, but it looks nicer).
    • Goldus, Slorm, Pure and Elder Slorm values are not properly displayed and the font should adjust accordingly to the value.

[h2]Changes[/h2]
  • Fire Rage Cataclysm is now a single "donut-shaped" attack instead of 3 areas.
  • The following Damage over Time effects can now deal Critical Strike Damage by default:
    • Skewer
    • Retaliation over Time
    • Arcane Bond
    • Afflict (from Reaper of Ferocious Affinity)
    • Exhaustion (from Reaper of Sleepy Butterfly)
    • Trauma (from Reaper of Deadly Accuracy)
    • Resonating Force (from Reaper of Upheaval)
  • Ancestral Firefingers now reads: Damage over Time can now deal Ancestral Strike Damage.


[h2]Bugs Fixes[/h2]
General
  • In The Slorm Temple and The Netherworld, the proper Wrath level should now be applied when calculating resistances.
  • Skills Imbued with multiple elements should now have the proper Mana Cost.
  • Equipping Skills right after opening the Skills menu should now properly work.
  • The Search function should now work properly with The Netherworld map and no longer return positive for Raw Damage.
  • Slormites tooltips should now be properly displayed when using a 4k resolution.
  • Loots on the Minimap should no longer randomly disappear.
  • Fixed an issue preventing the possibility to Graft some Legendary Effects.
  • Fixed a crash occuring when opening Jemma's store.
  • Fixed a few other crashes.
Ancestral Legacy
  • Waste Not's Overkill Damage should no longer be modified by damage modifiers.
  • Melting Ice should now reduce the Cooldown of all relevant Skills.
  • Burning Rage should no longer appear twice.
The Mighty Knight
  • Skewered should now display the amount of stacks.
The Fierce Huntress
  • Void Arrow should now charge at the proper speed regardless of FPS.
The Mischievous Mage
  • Remnants of Overdrive should now trigger Remnant Clouds.
Slorm Reapers
  • Reaper of Necromancy should no longer prevent Bryan's Seal of Protection to be removed.
  • Reaper of Support should now properly grant additional damage to Turret Syndrom.
  • Primordial Malediction of Reaper of the Goldship should now work properly.
  • Primordial Benediction of Reaper of Upheaval should now only apply to you.
Legendaries
  • Ironclad Retaliation should now work properly with Cataclysm Damage.
  • Gloves of the Unleashed Surge should no longer trigger with Support Skills.
  • Jewel of Odhor should now properly reduce the Cooldown of all relevant Skills.
  • Jewel of Istrahsil should now properly reduce the Mana Cost of all relevant Skills.
  • Abrasihl's Verdict should now only trigger when casting Cadence.
  • Fulgurorn's Elemental Snare should no longer be applied to you.




I still have quite a list of bugs to fix, including very problematic ones that I still can't seem to figure out. So don't worry, I'm still working on those!

Cheers!

Slormite Chronicles #50



Hello everyone!

Here it is: the first (real) Slormite Chronicles since the full release of the game. And it’s also the fiftieth! Not bad! I’m definitely sweating a lot less than I was for Slormite Chronicles #49 which I wrote just a week before release. Feels like that was six months ago though.

For all the players who joined us with the official 1.0 release: we publish a devlog we call the Slormite Chronicles on the 6th of every month, which is the anniversary of the game’s Early Access launch.

In today’s Chronicle: a quick look back at the release, some of the current issues we’re facing, and what’s next for The Slormancer.

[h2]The 1.0 Release[/h2]
We posted a Special Slormite Chronicles a week after the launch, which included sales figures and some of the feedback we received.

As mentioned in that Chronicle, we sold just over 75,000 copies during the first week, bringing the total to 250,00, and we should hit 300,000 sales by the end of the first month (on the 13th), which is absolutely incredible for us.

We've also reached 10,989 concurrent players and nearly 2,000 Steam Reviews that month alone.

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

I’ll quote myself from the previous Slormite Chronicles because it still rings true:
We’re also reading tons of feedback everywhere, 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’ve had since the beginning, like instant build swapping and deterministic crafting, are being recognized and appreciated. That means a lot to us.

[h2]Bugs and Quality of Life Additions[/h2]
Speaking of feedback, we’re still receiving bug reports on a regular basis, some are more troubling than others (like textures or UI elements randomly disappearing, for example).

Now that we’re a bit past the launch, I’ve resumed development and started focusing on fixing bugs and implementing the most requested quality-of-life features.

Updating a game post-Early Access is a bit different. Back then, I occasionally broke things while trying to fix others. So from now on, I’ll always push updates to the Steam Experimental branch first (at least for a few days) to ensure stability before rolling them out to the default branch.

Version 1.0.1 of The Slormancer, which includes a first wave of bug fixes and a handful of QoL additions, is currently on the Experimental branch and should be pushed to the default branch early next week.

This version brings improvements to the Blacksmith menu and the Reinforcement menu to make those operations smoother, along with updates to help better manage your inventory, among other things:



The Patch Notes are available here!

Working on “small” improvements without a strict schedule, and just going with the flow, has been a very enjoyable way to ease back into development after such a long Early Access period full of roadmaps and pressure to hit 1.0. Which brings me to the next point.

[h2]The Future of The Slormancer[/h2]
Over the past four years in Early Access, we’ve been jumping from one update to the next without ever really taking a breather. Every update came out later than we planned, and we were always trying to catch up.

At the same time, comments from players pointing out how long we’d been in Early Access (2, 3, then 4 years) has put us under constant pressure to finish the game.

Now, we just want to take a moment to enjoy the ride and feel like we’ve actually crossed the finish line.

That doesn’t mean we’re done with The Slormancer, far from it. As I mentioned earlier, taking time to work on fun little features that make everyone happy is a luxury I couldn’t really afford during Early Access, where the “big feature” of the moment always took priority.

What we really want now is to continue without a rigid roadmap. We have a list of features we’d like to add, many of which players have asked for, but we don’t want to set deadlines or make any promises.

What we can promise, however, is that the game will keep growing.

In the short term, I’d like to keep working on QoL updates, then shift focus to a more complete skin system, starting with alternate color palettes for each class’s outfits, and laying the groundwork for even more skins down the line. Reworking the Netherworld and its equipment “economy” is also on our minds.

I won’t say more, because honestly, I don’t know what we’ll be tackling after that.
Let’s call it agile development!

In the meantime, we’ve also started working on console ports. I’m collaborating with a porting team, and all changes aimed at improving clarity and performance will also be available in the PC version. This should also help us get the “Verified” badge for the Steam Deck.

So for now, no big new feature to announce, just a lot of polishing to do, bugs to fix, and preparation for the future.

That's about it for now!
Cheers! And happy Slorm hunting!

The Slormancer v1.0.1: Patch Notes



Hello everyone!

Now that the release is behind us and that I have a bit more time to work on The Slormancer, here's the first round of additions and fixes.

To avoid breaking anything that will prevent lots of players from enjoying the game, we will be deploying (almost) every single patch in the Experimental Branch for a short period of time, until we're sure that the new version is stable.

Patch 1.0.1 is now available on the Experimental Branch and should hit the Default Branch soon. So if you want to give it a try, right click The Slormancer, choose Properties then Beta and select Experimental.

Important: The Experimental Branch will use the same save as the Default Branch so you can move back and forth between branches and your progress will follow through.

Important: If you've been playing on the Experimental Branch since the end of Early Access, you will need to rename your save files since they are no longer valid save files. To do so: simply go to: C:\Users\\AppData\Local\The_Slormancer, and change the name of save_exp_cbeta_1 to save_1.

[h2]Additions and Quality of Lifes[/h2]
  • Added a few QoLs to Rick Manalan's Reinforcement:
    • Right-Clicking on an Item to send it to The Slormitizer will now always re-equip the previous Item.
    • Adding an Equipment to The Slormitizer will now immediately add the proper Slormite to The Slormitizer.
    • Pressing SHIFT will now send 10 Slormelines / Slormandrites to the Slormitizer, and pressing ALT will send 100.
    • In Rick Manalan's Merge Menu, you can now select 1, 3, 10, 100 and Max as Craft values.
  • Pure Stats will now display !, !! and !!! based on the Max possible Pure Score instead of the current possible Pure Score, to prevent !!! turning into !!.
  • Added a few QoLs to The Blacksmith:
    • Right-Clicking on an Item to send it to Friedrich's Forge will now always re-equip the previous Item.
    • In the Blacksmith's Salvage Menu, you can now press SHIFT + Right Click to Salvage unequipped Equipment.
    • Choosing a Reforge Recipe at the Blacksmith should now snap the tooltip to the associated stat.
    • In the Blacksmith's Merge Menu, you can now select 1, 3, 10, 100 and Max as Craft values.
  • Added a "Sort" button in Storage Stashes.
  • Added a Search function to:
    • Inventory Equipment
    • Storage Stashes
    • Legendary Stashes
  • Class Skills: Added a visual cue to better display the fact that only a single upgrade can be active per tier.
  • Added a function to fully Upgrade or fully Downgrade a Skill / Ancestral Skill when holding SHIFT while upgrading or downgrading a Skill.
  • Added a "Automatically Start Next Wave" toggle in The Great Forge.
  • Influence can now be gained in The Netherworld.
  • Fire Rage and AoEs from The Dreadful Colossus should be less noisy.
  • Material Tabs:
    • Stacks of Materials will now only be displayed up to 99 999 to not clutter the screen with useless informations (the actual stack value is still properly displayed in the tooltip).
    • Stack values are now being displayed with a XX XXX format (it's not much, but it looks nicer).
    • Goldus, Slorm, Pure and Elder Slorm values are not properly displayed and the font should adjust accordingly to the value.

[h2]Changes[/h2]
  • Fire Rage Cataclysm is now a single "donut-shaped" attack instead of 3 areas.
  • The following Damage over Time effects can now deal Critical Strike Damage by default:
    • Skewer
    • Retaliation over Time
    • Arcane Bond
    • Afflict (from Reaper of Ferocious Affinity)
    • Exhaustion (from Reaper of Sleepy Butterfly)
    • Trauma (from Reaper of Deadly Accuracy)
    • Resonating Force (from Reaper of Upheaval)
  • Ancestral Firefingers now reads: Damage over Time can now deal Ancestral Strike Damage.


[h2]Bugs Fixes[/h2]
General
  • In The Slorm Temple and The Netherworld, the proper Wrath level should now be applied when calculating resistances.
  • Skills Imbued with multiple elements should now have the proper Mana Cost.
  • Equipping Skills right after opening the Skills menu should now properly work.
  • The Search function should now work properly with The Netherworld map and no longer return positive for Raw Damage.
  • Slormites tooltips should now be properly displayed when using a 4k resolution.
  • Loots on the Minimap should no longer randomly disappear.
  • Fixed an issue preventing the possibility to Graft some Legendary Effects.
  • Fixed a crash occuring when opening Jemma's store.
  • Fixed a few other crashes.
Ancestral Legacy
  • Waste Not's Overkill Damage should no longer be modified by damage modifiers.
  • Melting Ice should now reduce the Cooldown of all relevant Skills.
  • Burning Rage should no longer appear twice.
The Mighty Knight
  • Skewered should now display the amount of stacks.
The Fierce Huntress
  • Void Arrow should now charge at the proper speed regardless of FPS.
The Mischievous Mage
  • Remnants of Overdrive should now trigger Remnant Clouds.
Slorm Reapers
  • Reaper of Necromancy should no longer prevent Bryan's Seal of Protection to be removed.
  • Reaper of Support should now properly grant additional damage to Turret Syndrom.
  • Primordial Malediction of Reaper of the Goldship should now work properly.
  • Primordial Benediction of Reaper of Upheaval should now only apply to you.
Legendaries
  • Ironclad Retaliation should now work properly with Cataclysm Damage.
  • Gloves of the Unleashed Surge should no longer trigger with Support Skills.
  • Jewel of Odhor should now properly reduce the Cooldown of all relevant Skills.
  • Jewel of Istrahsil should now properly reduce the Mana Cost of all relevant Skills.
  • Abrasihl's Verdict should now only trigger when casting Cadence.
  • Fulgurorn's Elemental Snare should no longer be applied to you.




I still have quite a list of bugs to fix, including very problematic ones that I still can't seem to figure out. So don't worry, I'm still working on those!

Cheers!

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.)