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Rack and Slay News

Content update coming soon!

First things first, thank you! We recently managed to smash through the 200 reviews mark which was so awesome to see. Super thankful for every single player who took the time to write review! ❤️

So you don't just have to take my thankful words for it though, I'm excited to announce that new stuff will be coming to the game soon!



I'm working on integrating a new enemy, a very unique new item and brand-new mode of play that will allow you to take broken builds to the next level. On top of that, there will be quite a few balancing changes (most of which will be buffs to make some of the overly specific and/or random items more reliably useful), and of course the usual round of fixes and smaller improvements.

Hope you're as excited for the update as I am working on it! Again, thank you so much for your support and feedback! It truly means the world. Stay tuned! :)

Patch 1.07

Another update! Thank you so very much for the continued feedback, bug reports and reviews! :)

[h2]Patch notes (v1.07)[/h2]
  • New: Added rare special level type with big Switchers (the wooden walls active every other turn).
  • Balancing: Extra Bullet item now transforms a Normy every (instead of just the current) level.
    • Reasoning: The item proved to be too good and the "correct" pick in too many situations while not really changing the gameplay much, and the one-level-only downside not mattering enough. Adding one more speical enemy to all future levels should make it more of a choice whether you want to to take the item or not, as well as add a little more gameplay spice overall that the effect itself (+1 shot) might lack.
  • Improvements:
    • Enemies that are already of the Sleepy type don’t use up the transformation charges (e.g. Motion Sickness, Blackjack) anymore.
    • Game should now not process any non-mouse aiming input at all when gamepad detection is disabled.
  • Fixes:
    • Fixed issue where rerolling twice very quickly would roll the same items both times.
    • Fixed issues when decreasing your shots in the Second Wind challenge.
    • Fixed visual issues when opening the pause menu during a game-over.


P.S.
Still working on getting the new mode's scaling right, but I'm on it (by the way, yes it was actually possible to clear the level shown above, haha).

Patch 1.06

[h3]150 reviews incoming[/h3]
Great news! We are approaching 150 reviews! If you enjoy the game but haven't left a review so far, please consider writing one. A few words are enough, and for a tiny indie dev project like this, every single one matters! Thank you so much for playing! ❤️

[h3]New game mode incoming?[/h3]
More great news, a new game mode is on the horizon. This patch already includes some backend preparations for it (that you shouldn't notice yet, if something's weird, please let me know). I'll just leave this little image here as a teaser...


[h2]Patch notes (v1.06)[/h2]
  • Blowing up a treasure chest now spawns a few guaranteed coins and a gem.
  • Reduced backwards-shot chance in Drunken Master challenge to 20% (from 25%).
  • Fixed level 2+ Magnet instantly detonating player-thrown bombs.
  • Fixed rare issue with aim reset after respawning on top of an enemy.
  • Fixed being able to surrender when already at 0 health.
  • Backend preparations and performance improvements for a new game mode.
  • Several minor fixes.
Special shoutouts to WillOBot and ShadowBulb from the Discord for reporting / suggesting some of these.

Patches 1.04 + 1.05

Here's another couple of small updates to address immediate post-launch issues.

Again, much love to everyone who reviewed the game so far. We actually just broke 100 reviews! This means the world to me. Reading those kind words and seeing people enjoy our game is what drives us indie devs and warms our hearts! ❤️

[h2]Patch notes (v1.04 + v1.05)[/h2]
  • Added option to show PlayStation face-button glyphs (e.g. ▲ instead of "Y").
    Find it in the main menu -> settings -> advanced options.
  • Added info on the (quicker) aim rotation via A/D keys to the pause menu controls overview.
  • Fixed incorrect end-of-level damage preview after an enemy transformed.
  • Fixed first-turn item effects not working in the Second Wind challenge.
  • Fixed a rare case where a level clear was detected a turn late.
  • Drastically improved the detection of corrupted save files and how save backups are handled.

Rack and Slay answers the question of "what if a dungeon crawler was like billiards"

Answering the question you didn't think to ask, Rack and Slay has shown up to show you what happens when you combine a dungeon crawler with something resembling billiards and pool. It's as odd as it sounds but it works.

Read the full article here: https://www.gamingonlinux.com/2024/05/rack-and-slay-answers-the-question-of-what-if-a-dungeon-crawler-was-like-billiards