Spell Code SlingerZ Playtest · published · build 24619380
Hello SlingerZ. We are back again with another round of new Spellcodes and updates for you all! We are proud to announce that with the addition of 8 new Spellcodes this update, we now have our completed total of 48 Spellcodes! This update also features: Turbo mode and gamemode selection menu, visual indicators for basic attack replacement Spellcodes, a new menu for inviting your friends, and training mode options.
Here is an update to our roadmap with an overview of what you can see in this update (Aug 7) and what you can expect in the next update (Aug 21).
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Of the 8 new Spellcodes, half are .configs, and half are .exes. Here are the 4 new .config Spellcodes added this update:.
Combo Demon: Hitting an attack which is different from your last attack grants 1 rank of Demon Aura.
Hot Streak: On Crit, launch a chain reaction to the nearest other opponent. This Spellcode can Crit.
Quiver Of Artemis: Your slide fires a volley of arrows. The arrows gain duration based on Reps.
Back To Basics: While not in Flow State, basic attack gains a sweet spot, providing 5 seconds of Flow State when hitting near the end.
And here are the 4 new .exe Spellcodes added:
Brimstone Cyclone Kick: Lunging Cyclone kick. This Spellcode follows your rising or falling momentum.
Trap Card Trick: Place down a trap. This Spellcode deals damage when an opponent steps on it. A larger trap is laid on Crit.
Armory Of Hephaestus: Enhance basic attack to be 1 of 3 weapons, cycling between a Spear, a Hammer, and an Anvil.
Sickle Of The Night: Long-range Crescent slash. On hit, enhance next basic attack to hone in on the marked opponent. Spawns more enhanced basic attacks when in Flow State.
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To help mix things up, we have added a brand new gamemode: Turbo mode. This gamemode reduces all Spellcode cooldowns to 0, meaning you can cast Spellcodes as fast as you can input their codes! Players using Punk Mode will still have a slight, albeit very short, cooldown to make sure that Synthesizer and Punk Modes are still on equal footing. We hope y’all enjoy this very chaotic and fast paced gamemode!
To support this new gamemode, we’ve added a new gamemode selection menu. Currently, only Normal and Turbo mode are functional but you can expect Elimination, Chaos, and Fighting Game modes later on this month.
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Spellcodes that enhance your next basic attack now have a visual indicator to show which spell you’ve replaced the basic attack with.
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When playing online with friends, we now have a new menu to make it easier to invite friends as well as see who has accepted your invites. Going along with our new game modes menu, you can also select the game mode from here as well!
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We wanted to give players easier ways of practicing and testing their combos so we’ve expanded the functionality of the blue terminal in the training arena. Previously, the blue terminal let you cycle between different bot modes to help you practice blocking/parrying basic attacks and breaking through armor. We’ve turned this toggle into a full menu where you can still cycle through the bot mode as well as disable cooldowns, and give yourself resources. We have plans to add an option to toggle hitbox visualizations on/off later this month.
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Might Of Zeus:
Input: [ ^ v v v ] > [ v v v v ]
Added a 4th lightning bolt at the end
Distance between each bolt: 40 > 30
Dev note: this change aims to address the difficulty of this Spellcode's input compared to other 4 input spells, while simultaneously granting it a bit more power to compete with other spellcodes in the collective
Cross-map Clip:
Flow State granted: 4 sec > 5 sec
Dev Note: this change aims to make Crossmap Clip more of a competitive choice to choose versus the other VWave Passives
Gift Of Prometheus:
Time between damage ticks: 30 > 15
No longer able to be armored
Dev Note: Gift Of Prometheus was vastly underperforming compared to the other Killeez active Spellcodes, due to a previous change which prevented rep gain past the first hit being made without compensation buffs. This Spellcode should now be a threat to opponents who stand in it for too long, providing it a viable niche to play toward
SkillShot Slash:
Increased the priority of the sweetspot over the non-sweetspot
Dev Note: This is moreso a bugfix and an explicit buff, however this should reduce frustrating instances where the player felt like they should have hit the sweet spot but didn't
Hell Wave Fist:
Now has an 8 frame startup
Base hitbox size reduced
Bug fixed where enhanced hitbox size was significantly smaller than base hitbox size
Both versions have increased speed
Reduced lifespan of the base version: 45 frames > 35 frames
Enhanced version per-hit damage: 6 > 8
Dev note: these changes aim to bring Hell-Wave Fist more in line with other spells of the same niche, while increasing the strength of the enhanced version of the Spellcode relative to its base form
Abaddon Uppercut:
No longer recasts the projectile when A Rank or higher
Now has an enhanced projectile which double-hits when A Rank or higher
Both Versions have had knockback adjustments to improve combo-ability
Dev note: When Abaddon Uppercut was created, the concept of "multi-hits" did not exist, so the Spellcode simply re-spawned the projectile for the second hit. Now that the game has a dedicated multi-hit system, These changes have been made to both put this spellcode in-line with other existing Spellcodes and increase the visual clarity of the base version versus the enhanced version of the Spellcode
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That’s all for this update! We have officially entered the polish phase of our development and will be targeting more quality of life and visual flare features from here on out. Though, you can still expect new content with more Spellcodes and game modes later this month! The next update and devlog will come out on Friday so we’ll have more to share with you all on August 21, 2026. We hope you all have fun with everything we’ve added!