- Slime rescue events, post boxes, updated robots - 21 April 2025
Slime rescue events Wild slimes have been captured and need your help! Imprisoned slimes can be randomly found in the desert biome, and will trigger an invasion-like event on interaction. Completing these events will award rescued slimes, which can be used to build infrastructure objects - a new type of buildings that don't consume village slots. These events also serve as a replacement for the old, clunky village invasions: upgrading the village now requires a certain number of rescued slimes instead. The old invasion events can still be triggered by consumable items, but are no longer required for upgrading the village. Post boxes After defeating the Decomposer, you can unlock a Remote access module upgrade on the stockpile building: As soon as the upgrade is unlocked, you can build post boxes, an infrastructure object that requires one rescued slime and 25 wood. You can build as many…
- Village building upgrades - 3 February 2025
Village building upgrades This patch brings a way to upgrade village buildings, adding a form of meaningful long-term progression without directly affecting player power. First batch of upgrades Pocket Dimension - Increases your inventory capacity by 1 slot per upgrade point, up to 10 extra slots Efficient brewing - Chance to not consume materials when crafting health and mana potions Bottomless bottles - 30% chance to not consume the potion item when drinking a potion Fire sale - Torches will no longer cost money Gatekeeping of boss-specific crafting In addition to actual upgrades, crafting items from boss drops is locked behind symbolic upgrades that cost a small amount of the corresponding material. The goal is just make it more obvious that this NPC will craft items from these boss drops. Here are the upgrades in question: Stormforged arsenal - Unlocks crafting of accessories from s…
- An update, i guess - 30 December 2024
Realm system / what's taking so long? The game was initially designed with just one "dimension" in mind, meaning that one savefile only had one primary world. The chaos rifts and the pineapple altar, under the hood, actually took place in the same realm, but in a small enclosed area that's normally inaccessible to players. As the development progressed, it became clear that having many realms as part of one world will become a core part of the game someday. Think of it as every biome having its own realm, where you can visit newly-added biomes without having to start over, and can even create multiple "instances" of a specific biome within the same world. Although this feature won't be noticeable right away (besides an extra-fancy teleporation effect), it will eventually allow me to add more dimensions and proper instanced content. Other changes The size of player bullets and the intens…
- Somewhat significant performance improvements - 22 June 2024
Performance improvements Some of the code responsible for lighting and world chunking has been rewritten in C++ (instead of Godot Engine's scripting language), which should (hopefully) result in considerable performance gains, especially on lower-end CPUs This should also eliminate the micro-stutters when moving quickly through the world, along with the occasional freezes when using any kind of teleportation - both caused by inefficient loading/unloading of the world Poor slime blast got reworked again In an attempt to make the main ability more satisfying to use, it's been reworked to fire many small projectiles at a fast rate Overdrive remains unchanged and still increases the fire rate by 400%, allowing you to fire insanely fast Other news Frostfire Pineapplemental got a small update and feels slightly less disgusting to fight, but only slightly Fixed an issue that was causing the ch…
- Ability empowerment - 14 March 2024
Ability empowerment mechanic Your next cast of Slime Blast can be empowered with up to 2 mana points, increasing the strength of the projectile with each mana point Wrecking Ball can be empowered with a mana point to immediately gain full charge of the ability If received well, this will become a core mechanic of the game's combat and will eventually be applicable to all skills in the game Talent tree reorganized for the 20th time The talent tree screen - hopefully - no longer looks like it was designed by a blind hedhehog Frozen Orb, Ultimate Regeneration, Instant Teleportation and Great Combinator have all been temporarily removed until these are reworked and re-introduced in a better form You might think that at this point I have no idea what I'm doing, and you'd be exactly right Minor changes The character should automatically climb onto 1-tile-high obstacles Vertical slopes no long…
- Christmas mini-boss: Festivius, the Festive Dragon - 27 December 2023
It's a bit weird to release a Christmas update after Christmas, but here it is anyway! New mini boss: Festivius, the Festive dragon The summon item can drop from elementals or loot containers in the snow biome, as long as the player doesn't already have the item The boss can drop two new pieces of cosmetic headwear - a green ribbon and a red ribbon - to give the character a more festive look Due to time constraints, that's all the boss drops for now :( Villager slimification All villagers (except the raccoon) are now slimes, which is important for the game's narrative direction moving forward Other The game's base resolution has been increased, to make the graphics look more crisp The camera will now smoothly follow the player, rather than always being anchored to the center of the character
- New ultimate ability - Overdrive - 23 November 2023
New ultimate ability: overdrive (Q) Note: I feel like the existing ultimate abilities didn't feel "ultimate" enough. An "ultimate" ability should make the player feel really strong, and not just do an extra 2% damage to the boss. Previous ultimate abilities have been removed from "ultimates" and turned into regular abilities that cost mana. There is now a single ultimate ability called "overdrive". The new ability has its own keybind and its own UI element, so it doesn't need to be moved to the action bar. While overdrive is active, your attack speed and mining speed are increased by 400% (which is really fast!). Future patches will introduce new gear items that improve this ability (e.g. reduced cooldown, longer duration, multiple charges, ...) Action bar Village teleportation ability is now on the action bar by default Skills and items on the action bar will now show tooltips when hov…
- Auto-save feature + key bind changes - 14 November 2023
Auto-save This feature is long overdue and should've been added much earlier, but it's finally here! The game will auto-save after every major event (i.e. after defeating bosses or invasions), as well as every 5 minutes during gameplay. You can also manually trigger a quicksave by pausing the game and selecting "Quicksave" in the pause menu Action bar and key bindings The default keybindings have been changed. The bottom action bar is now using the number row (1, 2, 3, ...) , while the top action bar is using the function row (F1, F2, F3, ...) Firstly, this addresses some people's concerns about the W keybind being very unintuitive More importantly, it frees up Q, W, E, R and T for some brand new actions coming in the next patch. Action bar key bindings will be reset when you launch the game for the first time after the patch.
- Cosmetic items & Engine update - 5 October 2023
Engine The game has been filly migrated from Godot 3 to Godot 4 The performance on lower-end hardware should be a bit better now This also means brand new bugs and issues, yay! Cosmetic items! Two new types of items - Headwear and Dyes - have been added, and can be equipped to customize the character's appearance. Cosmetics can be found by exploring the world and defeating enemies. Bosses Arcane Containment Unit now has a second phase with new mechanics Storm elemental now has a longer and slightly more diverse second phase Questing "Find cookie" and "Catch wisps" quests have been removed, as they aren't that interesting and don't fit the "action-focused" style of the game. General Light sources are now brighter and transmit light further A bunch of minor aesthetic upgrades all over the place
- Dev update: ongoing engine migration, available in beta branch - 1 September 2023
Greetings! As some of you might know, Gelatine is made with Godot engine. This year, a new version of the engine was released - Godot 4 - and the game is currently being ported from old-fashioned Godot 3 to all-new Godot 4. In the end, this should result in better performance and easier mod support in the future. However, it's a long process that can introduce new issues. At this time, engine migration is mostly done, but the game hasn't been tested thoroughly enough to push it live. So, the switch to Godot 4 will happen together with the next content update, after doing more testing and ensuring that everything works. For now, the Godot 4 version of the game is available in the "dev-latest" branch of the game, which you can select in game settings (if for some reason you want to check it out).
- General look-and-feel improvements - 25 June 2023
This patch contains a few small improvements to the game's overall feel. Action bar slots are now showing the remaining cooldown as a number, in addition to the cooldown animation. Tooltips now have a much more readable font. Some pixel art aesthetic had to be sacrificed, but readability is more important here. Added a camera shake effect to accompany powerful events like explosions and lightning strikes Taking damage gives much more obvious feedback and shows big red damage numbers above the player Added a wind sway effect to trees, and slightly improved the animation of falling leaves Slightly improved the visual and audio feedback of slime blast (primary combat ability) Player animation speed now depends on movement velocity, rather than always playing at the same speed Learning a talent will automatically refresh the currently selected skill to apply any possible changes Applied a s…
- New boss - Arcane Containment Unit - 31 May 2023
New boss fight! This boss is the final boss of Act 1. The summon item can be crafted by combining one Mysterious energy core and one Storm essence, and is craftable by the Engineer. New accessories Two accessories can be crafted from materials that drop from the new boss: Enchanted hourglass - Reduces the cooldown of your ultimate abilities by 35% Arcane feather - Allows you to quadruple-jump while in the air Minor fixes Fixed a crash caused by selecting another ability while casting Annihilation ray Slightly reduced the effectiveness of accessories that speed up mana regen, because the gameplay starts to feel clunky and less satisfying when mana regen becomes too fast What's next? The game currently lacks content in areas not related to boss fights: exploration, invasion events, variety of items, etc. So the next few months will be spent on ironing out Act 1 and adding more "casual" co…
- Wrecking ball ability, new accessories, UI improvements - 22 April 2023
Wrecking Ball Slime Whip was kinda useless as a combat ability, so it's been reworked into a mining tool (although it still does damage to enemies and can still be used in combat). The reworked ability is called Wrecking Ball and can be used for destroying a small area in a single swing. Hold the button to charge up the ability, then release to smash the ground. New accessories: Magic pendant: increases mana regen by 20% (drops from elementals in the snow biome) Storm necklace: increases mana regen by 100% (craftable after defeating the Storm Elemental) Mana battery: increases the maximum mana capacity by 2 (craftable after defeating the Metal Core) New passive talents: Added an upgrade for Dimensional Leap that doubles the maximum range of the teleportation. Added an upgrade for Heal that causes this ability to also speed up the cooldown recharge rate of ultimate abilities. Talent tree…
- Ultimate abilities, Bottled XP, improved questing, and more - 31 March 2023
Questing Quests are now split into acts. Completing the final quest in the act will allow you to move to the next act. Currently there's only one act, which will culminate in a final boss of this act (which is yet to be released in a future patch). Then, act 2 will begin. The quest list is now shaped like a tree, which should make it easier to understand the progression path through the act. Quests can be completed and turned in even if the quest hasn't been unlocked yet - for example, if you manage to defeat a boss without unlocking its quest, then the quest will be completed anyway and you will be able to turn in that quest. Village invasions Invasion soundtracks have been replaced with more thematically fitting music. Invasions last just a little bit longer. Some enemies during invasions have been improved, and some have been removed completely (and will be re-added after a total rew…
- Two-phase boss fights and reworked combat - 25 February 2023
Boss fight upgrades All bosses now have two phases, with slightly different sets of abilities and a different part of the soundtrack playing during each phase Decomposer and Metal Core have a couple of brand new abilities and have been slightly changed visually Every boss fight now ends in a results screen where your performance is graded with a rank Here's a preview of what the updated Decomposer looks like Combat rework The combat is currently in the process of being completely reworked, taking user feedback into account A new ability is now available from the start - Slime Blast The ability has an upgrade tree that adds extra mechanics to how it's used, with more upgrades to come later Accessories that previously affected slime spear, will now affect slime blast instead Other Mana points will now be shown below the player, in addition to the health bar Metal Core's summoning item can…
- Improved smart cursor / moving to monthly updates - 27 January 2023
First of all, a small announcement: from this point, the game is shifting from weekly updates to monthly. The amount of work going into the game will stay the same, but the updates themselves are getting larger in scope and take more time to complete, which makes a weekly schedule way too restrictive. Starting next month, a new major update will be released at the end of every month. Moving on to this week's update! Smart cursor changes The smart cursor is now much more obvious and intuitive, and can be toggled on and off by pressing CTRL Trees, gems, plants and mechanical traps will now be targeted by the smart cursor Underground changes A new type of enemy will spawn underground: harmless wisps that drop torches on death and make it easier to locate the nearby points of interest Gem clusters will now immediately drop gems instead of spawning an enemy, which felt a bit weird and out of…
- Instant teleportation ability + slight optimization of tile loading - 21 January 2023
The Dimensional Leap ability now has an upgrade that makes the ability instant, without the need to charge it up first Dynamic tile loading has been slightly optimized, to somewhat alleviate the issues that some users are having where the world isn't loading fast enough to keep up with the player's speed. This whole system will be completely overhauled in the nearest future, which should solve these issues entirely. But for now, this is a small temporary fix.
- Challenging mode / No-hit achievements - 19 January 2023
From now on, every boss in the game will have three separate achievements: 1. Defeat the boss on any difficulty 2. Defeat the boss on Challenging difficulty 3. Defeat the boss on Challenging difficulty without taking any damage This should reward players for challenging themselves and potentially give the game a slightly higher replay value. The new achievements have already been added for all existing bosses, and this pattern will continue for future boss fights.
- A bunch of hotfixes - 15 January 2023
Fall damage has been reduced by 50%, and the "safe" height tolerance has been increased Boss modifiers should no longer affect invasions NPCs are no longer affected by gravity FIxed an issue with automatic sliding doors not being harvestable Fixed an issue with flamethrower visual effect not being visible if the FPS is low enough Dimensional Leap ability will no longer work if you try to teleport into solid blocks
- Sprinting ability and quality-of-life improvements - 14 January 2023
This patch consists mostly of boring quality-of-life changes. And one new learnable talent. New learnable talent - Momentum - that greatly increases your movement speed for 3 seconds after dashing, as long as you keep moving in the same direction Added a shift-click functionality to quickly move items between your inventory and the village storage Better sounds of damaging ore blocks with mining skills Storm Elemental's sprite is now brighter and thus much easier to see Tweaked the Frostfire Pineapple's attack patterns and made them more challenging, as it was way too easy compared to the other bosses Village menu will no longer re-open after successfully placing a new village improvement in the world The "Careless wisp-er" quest now requires only 5 wisps (down from 10), in order to keep it from feeling tedious and drawn out Slightly improved the boss summon screen Fixed a visual issue…