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Slormite Chronicles #22

Hello everyone!

It's Chronicle time!

The Luxuriant Update Part II: Feedback

The Luxuriant Update Part II has been out for a week now. So it is time to take a look at the feedback we've got. Basically, we've mostly had positive reactions while negative points that were addressed were almost only about two specific things:
  1. The Great Labyrinth Mission is basically too long, boring and uninteresting. We tried something different, it didn't work. But it is pretty simple to take care of so we plan to address this an upcoming Update.
  2. The Story as a whole, is repetitive and missions get boring fast. This is a much more complex point, and we tend to agree that the Story/Missions part of the game is not one of The Slormancer's strengths. We also believe that reworking each and every mission won't fix this. So we're still looking for solutions.


What's next?

We've allocated 50% of the resources of the company (being one artist) to start working on our next content update: The Royal Update Part I. It will include 5 new enemies and a new environment, so quite a bit of assets to draw.

While the entire tech department (being me) is currently working on a Quality of Life / Controller / Technical update.

And since HyonD, being the fancy artist that he is, doesn't want to share his precious designs (even to me), I'll talk about what I'm doing instead.

Reworking Controller Support

Jokes aside, we've had a lot more feedback regarding our controller support lately. It is most likely due to the Steam Deck being more and more popular.

To be honest, the very first iteration of our controller support was not meant to be final, and we aimed for something "good enough" without having the Steam Deck in mind or even thinking about how popular playing on a PC with a controller actually is.

Right now, I'm working on the "True Final Omega Version", not the "Final 001 Version" if you know what I mean, addressing every issue that players have encountered.

The goal here is to get the "Optimal" status for the Steam Deck, instead of the "Playable" that we currently have. On top of that, we've always wanted to get The Slormancer on consoles, so I'm working with that in mind. And ideally, a Switch release could be done without any further adjustments that the ones I'm currently making. So it has to be close to perfect.



Here are the points I'm focusing on:
  • Better Menu Navigation: I'm adding a cursor (similar to games like God of War or Assassin's Creed) to easily navigate. And it is much much smoother.
  • Better Auto-Aim / Aim System: I'm reworking the Auto-Aim to actually work (...) and to be a lot less intrusive when players want to manually aim for their targets.
  • Bigger Font Size: Pretty self-explanatory. This is mostly for Steam Deck users, but if your setup is to play on a TV with a controller, then you should like this one aswell.
  • Fixing Various Issues: Such as not being able to select Slorm Reapers, or get Challenges Tooltips inside the forge etc...
  • More Keybinds options: By allowing every button to be remapped.
  • Button Faces: Since I'm planning (way ahead) a console port, I've added different controller styles so you will be able to choose the one you want to use (from X-Box, PS & Nintendo Switch / Steam Deck).


A cursor, bigger font size and a PlayStation design.

Some points are mostly technical stuff, that are probably hard to understand on paper but very easy to feel ingame. So I'll be looking for more feedback once the update is live. As of right now, if you're a Steam Deck / Controller user and feel like I'm missing something that should be addressed, please let me know.

I'm also adding a couple more options on the way for Mouse + Keyboard users, such as the ability to bind side mouse buttons. I'll be looking to add some more if I have enough time.


I should be done with the "Controller Update" by the end of February.

Quick update about the date (also in the comments).
I was hoping to get it done before the end of February but we unfortunately won't make it. The good news is that it is ready (and actually far more important than I expected), the bad news is that I have personal stuff to take care of (nothing to worry about) and I won't be able to upload it and be around to handle issues that may arise.
For this reason, the update will go live on March 7.


And to reiterate, given the nature of our next content update, working on this will not delay the
addition of new content.


That's about it for now!
Have a nice day everyone!

The Luxuriant Update, Part II is now available!

Hello everyone!

The Luxuriant Update Part II is now avaliable!


We said January, and we delivered, so yay!
The Patch Notes below looks a lot like Slormite Chronicles #20 since it was a preview of what we were working on. Let's get to it!

[h2]New Mission[/h2]
8 new missions have been added to the game, followed by a glorious boss fight!

In the Luxuriant Gardens, we tried to build a few missions around the maze and the possibilities that it offers without, hopefully, creating tedious missions.

We also introduced a few riddles and small brainteasers throughouth the act.

We are also adding a new Quality of Life -sort of- mechanic: When you complete a mission, you will now be able to move on to the next mission without having to come back to the village everytime.

Once you clear Act IV, you will get your usual Ancestral Stone from Adam Nostrus which leads me to our next part.

New Ancestral Legacy Tier

This new Ancestral Stone will give you access to 32 new Ancestral Skills.

Here are a few examples of the new Skills you will have access to:




Spark Machine: Aura - While this Aura is toggled on, you constantly create Electric Sparks dealing [15% Elemental Damage] to random enemies nearby.




Wavering Glow: When they disappear, Shield Globes you did not pick up now grant you a shield equal to 25% of their shield value.




Inextinguishable Light: Active Skill - For the next 6 seconds, your Life cannot be reduced below 1.



Melting Ice: Your Ancestral Strikes reset the Cooldown of your Ancestral Legacy Active Skills.




More Fire: Burn can now stack up to 7 times.



Increased Level Cap

And finally, the Level Cap has been increased to 70.

Bonus
Quick Quality of Life for The Slorm Temple:
Goldus and Materials are now automatically drawn to you when you clear a Room.

Bugs fixed
Slorm Reapers:
  • Pure Reaper of Temple Keeper is no longer adding its % Pure Slorm bonus twice.
  • Reaper of Necromancy: Squires should now properly benefit from your stats.
The Fierce Huntress:
  • Arrow Shot should now be cast properly when using Prime Totems.
The Mischievous Mage:
  • Switching to a Tier 5 Upgrade after casting Orb of the Temporal Master should no longer crash the game.
The Slorm Temple:
  • Pure Slorm Reward is now calculated when the Temple Shrine rises up, not when you pick up Pure Slorm.
Various:
  • You should no longer be able to knock Obelisks back inside The Great Forge.
  • You should no longer be stuck on Result Screen with a Tutorial Tooltip being shown.


That's about it for today.
We didn't have the time to add everything that we wanted in that update (such as reworking the controller or balancing various things) but we believe these can be done in a later update.

And as always, please report any bug that you may find.
Have fun!

Slormite Chronicles #21

Happy New Year everyone!

For this Chronicle, we wanted to do a recap of the year 2022 for The Slormancer and take a moment to appreciate what's been done and how things have changed.

Fun fact: You may not know this but we publish the Slormite Chronicles devlog every 6th of the month, which is the day The Slormancer was released (on April 6, 2021). Everytime we publish a Slormite Chronicles, the game gets one month older, and it is currently 21 months old. \o/

A Year of Chronicles

https://steamcommunity.com/games/1104280/announcements/detail/3142949576403601336
Slormite Chronicles #9 (January 2022)
For our first Slormite Chronicles of the year, we had quite a bit of an announcement to make. The Slormancer sold 100 000 units which was definitely unexpected for the two of us.
So again, thanks a lot to everyone that made it possible.

We also briefly mentioned the work we were doing on the 19 upcoming Slorm Reapers by revealing the now notorious "Pure Reaper of the Temple Keeper".

This Chronicle led to the first Update of 2022: The Mage Academy Update Part 1 on January 31, adding:
  • 19 New Slorm Reapers
  • 5 New Enemies
  • A New Environment: The Mage Academy
  • The Material Tabs for your Inventory


https://steamcommunity.com/games/1104280/announcements/detail/3127189423521555236
https://steamcommunity.com/games/1104280/announcements/detail/3133947359552796548
https://steamcommunity.com/games/1104280/announcements/detail/3222896627768113666

Slormite Chronicles #10, #11 and #12 (February, March & April 2022)
During this timeframe, we were mostly working on Part II of The Mage Academy Update which included Act III of the Story, an increased Level Cap, 30 new Ancestral Skills but also 5 new Cataclysms and 2 new Exaltations.

At this point, we were also reworking Act I by reducing the number of mandatory missions, adding Exalted Breaches, and adding diversity to the enemy pool. We also increased the number of Slorm Reaper drops during the Story while increasing the pathing of the early game in various ways.

These 3 Slormite Chronicles led to The Mage Academy Update Part 2 being released on April 18, adding:
  • Act 3 and a new Boss
  • A rework of Act 1
  • 30 New Ancestral Skills
  • 7 New Cataclyms & 2 New Exalted Breaches
  • Chaos Breaches


https://steamcommunity.com/games/1104280/announcements/detail/3218395575733114513
Slormite Chronicles #13 (May 2022)
This is where we started brainstorming an upcoming endgame mode called The Great Forge, while doing so, I felt like adding a couple of highly requested Quality of Life features to the Ancestral Legacy Tree: a search bar and a zoom function.

This led to a small Quality of Life Update released on May 16, adding:
  • A Search Bar to the Ancestral Legacy
  • A Zoom Function to the Ancestral Legacy


https://steamcommunity.com/games/1104280/announcements/detail/3330988087699527445
https://steamcommunity.com/games/1104280/announcements/detail/3325361215008126727
https://steamcommunity.com/games/1104280/announcements/detail/3362518992740887891
https://steamcommunity.com/games/1104280/announcements/detail/3342255406639516854

Slormite Chronicles #14, #15, #16, #17 (June to September 2022)
From June to September, we've worked on The Great Forge and all the elements had to fit in such a mode. This was the HEAVY work of this year and we didn't anticipate for it to take us that long. We also really wanted to create something interesting and unique out of a basic "waves" mode, which led to what's currently in the game. And although The Great Forge has its flaws (we're working on those), it seems like players are having fun.
To build this mode, we've had about 1 month of Brainstorm only which led to dozens of (extremely complex) ideas that we eventually rejected. Then a month working on the Reaper Runes, which were the "Progression system" tied to The Great Forge itself followed by a couple of months to build The Great Forge itself.

All of this came down to The Great Forge Update that was released on September 27, adding:
  • A New Endgame Mode: The Great Forge
    • A Challenges System
    • The War Chest Mechanic & 32 Unique War Chest Effects
    • A New Boss
    • A New Environment
    • The Addition of Obelisks
  • 28 Reaper Runes:
    • 7 Runes of Activation
    • 14 Runes of Effect
    • 7 Runes of Enhancement
  • New Currency: The Reapersmith Spirits
  • New Mechanic: Slorm Reaper Affinity
  • The Slorm Reaper Forge
  • A New Slorm Reaper: Fate-Crusher
  • 4 New Cataclysms
  • a New Balance to Slorm Reapers Base Damage
  • Reworks on The Mighty Knight:
    • Ascension
    • Crest Shield
    • Whirlwind

So this was definitely a HUGE update. With a little hindsight, 4 months to build all of this seems pretty good. It just didn't feel this way while working on it. :)

https://steamcommunity.com/games/1104280/announcements/detail/3314110913448715507
Slormite Chronicles #18 (October 2022)

Because of how big The Great Forge Update was and how very little progress it represented, the release was bittersweet and not so satisfying. We were proud of the content that we released but the cost felt too high. Basically, these 4 month represented roughly about 5% of the Road Map.

This left us a bit burnt out, so we decided to focus on basic and easy stuff for a while, and release smaller yet impactful updates at a faster pace.

This is why we posted a new Road Map during Slormite Chronicles #18.

https://steamcommunity.com/games/1104280/announcements/detail/3427829445185536662
Slormite Chronicles #19 (November 2022)
In this Slormite Chronicles, we talked about the Luxuriant Update Part I that was coming up.

This led to The Luxuriant Update Part I being released on November 14, adding:

  • 5 New Enemies
  • A New Environment: The Luxurious Gardens
  • 5 New Cataclysms
  • "Super" Elites & Elite Affixes
  • Reworking Life & Mana Leech
  • Reworking the pool of Epic Stats
  • Adding Alternate Slormeline Recipes


This took us 6 weeks to get done, which is much more satisfying for us.
And this is a pace we'd like to keep up.

https://steamcommunity.com/games/1104280/announcements/detail/3601220554059111339
Slormite Chronicles #20 (December 2022)
This is our latest Slormite Chronicles, in which we talked about our progress on The Luxuriant Update Part II and the various reworks we'd like to get done.

Which is where we are right now.


What's next for 2023

Right now our goal is to get The Luxuriant Update Part II done before the end of January.

And as we mentioned it in the last Chronicle, it will introduce Act IV, 32 new Ancestral Skills and a new Level Cap (to 70) but "that's about it". Shortly after, we'd like to make an Update focused on various reworks: Controller, Armor & Resistances, Reaper Runes, etc...



As for the rest of year, the goal will be to finish a few sections of the game such as the Story, Environments and Enemies so if we look at the Road Map, this would mean completing:
  • The Luxuriant Update II
  • The Royal Update Part I
  • The Royal Update Part II
  • Enemies & Environments
  • (The Warlords Update on top of that would be extra nice)


I'd say this is the core plan, and depending on our mood and the needs of The Slormancer, we will work on other aspects of the game in-between core Updates.

We're feeling good about the future of The Slormancer. We just need to keep working, add content, fix stuff and we'll eventually see the end of it. But it may take more time than anticipated.

That's about it for now!
And again, Happy New Year!

Cheers!

Slormite Chronicles #20

Hello everyone! It's Chronicle Time!

If you've been following The Slormancer, you know that our last update was "The Luxuriant Update Part I" so naturally, our next update will be "The Luxuriant Update Part II".

As mentioned on the Road Map, "The Luxuriant Update Part II" will include:
  • A New Act: New Missions and a new Boss fight.
  • A New Ancestral Legacy Tree Tier.
  • An Increased Level Cap.


Act IV

Act IV is in progress. 8 new missions are being added to the game, followed by a glorious boss fight!

When we create new missions, our goal is to build something that cannot be found in regular procedurally generated Expeditions, so we try to toy with the possibilites of the environment. So you can expect gardens filled of fountains or ponds or anything we could think of.

In the Luxuriant Gardess, we tried to build a few missions around the maze and the possibilities that it offers without, hopefully, creating tedious missions.

We are adding a new Quality of Life -sort of- mechanic: When you complete a mission, you will now be able to move on to the next mission without having to come back to the village everytime.

Unless an event has to trigger in the village to forward the story, in which case, this won't be an option.
We will add this mechanic for Act IV missions for now, and add it to previous acts at some point as well.








Once you clear Act IV, you will get your usual Ancestral Stone from Adam Nostrus which leads me to our next part.

New Ancestral Legacy Tier

This new Ancestral Stone will give you access to 32 new Ancestral Skills.

Here are a few examples of the new Skills you will have access to:




Spark Machine: Aura - While this Aura is toggled on, you constantly create Electric Sparks dealing [15% Elemental Damage] to random enemies nearby.




Wavering Glow: When they disappear, Shield Globes you did not pick up now grant you a shield equal to 25% of their shield value.




Inextinguishable Light: Active Skill - For the next 6 seconds, your Life cannot be reduced below 1.



Melting Ice: Your Ancestral Strikes reset the Cooldown of your Ancestral Legacy Active Skills.




More Fire: Burn can now stack up to 7 times.




Increased Level Cap

And finally, the Level Cap will go up to 70.
After that, there will be another increase going up to Level 80 during The Royal Update Part II and a final increase to Level 100 for The Final Update and the end of Early Access.



Various Reworks on the way

We are also working on various reworks.
These may or may not make it to the next Update depending on how much time we have left, but they are on top of our to-do list:
  • Controller Rework: We want to improve the overall experience in gameplay by allowing players to have control over the auto-targetting system and improve the feeling as much as possible.
    We also want to almost entirely rework how menus are being handled with a controller. We don't want to make a separate interface for controller users but I have quite a bit of room for improvement. And probably switch to cursor-based menus.
  • Armor / Elemental Resistance / Evasion: We want to rework the system so that these stats become a bit more central to most builds and try to make them as useful as Life, or even more depending on your playstyle. Basically we want them to be stronger. :)
    Armor and Elemental Resistance Penetration should be impacted by the changes we intend to make as well and will most likely become much more useful stats.
  • Balance: We are currently looking at balancing game-breaking effects and effects that allow you to completely bypass the intended difficulty, and these should be adressed in the next Update.


I believe this is the shortest Slormite Chronicles to this day. Our previous update is 3 weeks old, and since we are currently focusing on short and frequent updates, there's nothing super big or fancy coming up that we can share.


That's about it.
Have a nice day everyone!

Hotfix 0.4.91b

Hello everyone!

Don't mind me, I'm just fixing a few things I broke in yesterday's update.

[h2]Bugs:[/h2]
  • Super Elite Enemies should no longer appear without a proper name (Colossus and Necromancer)
  • Unstable Imps AoE's should now properly follow them when being pulled.
  • The Alternate Recipe of Slormelines should no longer mess with the Craft of Slormandrites.
  • The List of Epic Rolls should no longer be offsetted while reforging an Epic Item.
  • Primordial Aiondee should now properly work again.
  • Bryan's "In The Circle" protection should now properly disappear.


[h2]Performance:[/h2]
Fixed a memory leak causing the FPS to slow down in The Great Forge (eventually leading to crashes).

That's about it!