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Swarmslam Demo›Events›Swarmslam Demo v0.3.0 - QoL and New Ideas
In-game event

Swarmslam Demo v0.3.0 - QoL and New Ideas

Swarmslam Demo · published 10 days ago

All eventsPlayers around this dateRead on Steam

It's been around a month since last update and for the entirety of the month I've been trying to put the game in its complete shape. I am glad to say that I think at the moment it is in its final shape from the core POV.

This month we have also hit 7300 wishlists... and I have still no words. Usually if you are in indie games world, you'd hear this magical number of 7000 wishlists being said left and right as a measure to know when the game is ready to be released and, well, in just few days shy of two months since demo release, i've hit that milestone. So thank you all for this!

I will go over the changes categorically, and while it is pretty big update, a very big part of my work was done on code architecture and internal systems that you simply can't see in the game, which allows me to integrate more and more game systems, that, well, are not available in demo (but will be present in full game).

Change list

  • Added Motherlodes - bigger clustered chunks of ore in the mine. Can be unlocked from skill tree. They give more ore rewards and can taunt slammers towards them

  • Rebalanced mine node, strip and core health and implemented tier-based scaling

  • Reworked Quakes once again.. I will be honest this skill has been the most difficult for me to figure out. I am so far happy with its current shape, however I will be monitoring feedback about it more closely so I can hopefully and finally get it to its final shape

  • Rebalanced COREBREAK Sink ore values. Before some later ores had insane value to themselves that would cause very easy acquisition of COREBREAKs with very low amount of ore.

  • Skill tree pricing has been completely updated. Lots of things cost differently now than they did before. Some things became expensive, some things became cheaper, etc. Now progression should feel much smoother

  • Introducing THE MIRROR - a semi-skill tree that gets unlocked after The Fracture(basically the end of the demo) that increases COREBREAK limit on each skill to 7, allows you to remove them from skills and redistribute them, and to disable certain skills on the main skill tree

  • Big performance optimization - this is a bit more technical, so... game should just run much better now.

  • Added Feedback sending option directly from the game in settings

  • Added ability to export and import Saves - this works via something called "save strings" and is supposed to work across different game versions (demo, full release, playtest, etc.)

  • Added Traditional Chinese as a language option

  • Navigation has been completely reworked. Now there will be two main tabs at the top of the screen: MAP and TREE, each getting their own sub-tabs for different systems.

  • Added navigation between planets when you are zoomed in a single planet

  • Removed the ability to start mining from the skill tree directly, as before there was no proper navigation, but now there is, hence it is not necessary for separate, smaller panel to exist

  • Added few Guides & Tooltips explaining basics of some more obscure mechanics

  • Made ore colors much easier to read on any surface

  • Updated certain text colorings to be consistent across different screens

  • Made certain hovering behavior more consistent

  • Added more graphics options for different looks

Bug Fixes

  • Chain Lightning both behavior and visuals have been fixed

  • Core HP remaining percentage incorrect display has been fixed

  • In certain instances on skill tree, some nodes were invisible or their hover would get clipped in other UI elements, should be fixed now

  • COREBREAK Sink now does not dump all the ore at once in certain instances

  • Hover and Click used to be consumed by multiple layers of UI (e.g. planet under a button in the main view, clicking and hovering were consumed by both at the same time), now it is consumed only the top most layer

  • Fixed Auto-Play checkbox background not being rendered

  • Localization fixes in various languages

  • Font fixes in locales where we used mixed fonts.

Closing thoughts: This will probably be the biggest update before game's launch for the demo. If anything changes, you'll hear about it both here and in discord, so please, join there and say hi, we are building a small community of people who love destroying planets for resource gain! ---> https://discord.gg/4eJqHFN6T4

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Game update4 Sep 2026Swarmslam Demo v0.3.1 - Fixing damageA follow-up update to 0.3.0, trying to tie lose ends and also explore a bit more areas. SKILL TREE · Black Flash has been fixed. it used to overwrite slammer crit, so the moment you'd get crit damage more than 4x (which was Black Flash's default multiplier), Black Flash was basically becoming useless. This was not intentional, Black Flash was always supposed to roll on top of crit. So now it do…Community30 Aug 2026Swarmslam Release Date & Playtest AnnouncementTHE TIME HAS COME All right, its time. Swarmslam will officially release on November 5th, 2026 . It will launch with many, many more gameplay systems and you will hear more about it in upcoming weeks. Price The game will cost $5.99, with regional adjustments and will launch with -30% discount for a week, making it available under $5 for the duration on release. Playtest With all of these comes…Community3 Aug 2026Discord is now LIVE & Thanks for 4500 Wishlists!Welp, not much to say other than I still can't believe the game got to 4500 wishlists! Official Discord is now up and running, please join up and say hi: And Thank you!