Core mutations! [ DEC 21, 2020 ]

major update

Rise of the Slime · published

Hello there slimers!
This time for Christmas i am releasing a relatively larger update that you can enjoy during the winter holidays.

The game has been in early access for a while and we are preparing for finally releasing it out of EA (some things are happening behind the scenes that i can’t announce yet, but stuff is happening). There will also be a price increase for the base game when the full release comes closer, so grab a copy for cheaper price, while you can.

So in celebration of the season here are some changes/additions that are now in game:

  • Addition of Core Mutations - now during your run you will be aciquire upgrades to your lil slime that will stick around till you die or end your run. They will help grow your power and change up the gameplay. At the end of the post you can find more extended list of mutations, that are now in game.
  • Checkpoints - I added checkpoints after mini boss and boss battles, some people were wishing for ability to not restart the whole run upon death as it does take a while to build up, so now you will be able to retry harder fights even if you die along your journey.
  • Countering environmental-debuffs, now, at the start of your turn, you will draw some cards that can remove Acid/Fire debuffs whenever you are inflicted with those elements ( burn that mana to reduce debuff stacks )
  • Fire terrain will add debuff stack change to normal terrain whenever a unit enters fire tile ( some more separation from how acid functions )
  • Updates to world decorations and locations, as well as some small changes how world gen works
  • Updates to gamepad integration and UI
  • Touchups to various UI elements and screens
  • Bunch o bugfixes
  • Some New Achievements

Core Mutations


At the moment of these are a bit too strong if aciquired early, but no harm in having more relaxed runs for a bit. 😅 Buffing effects very likely will be toned down by a bit in later updates.

Stronger
Gain 1 STR at the start of combat - stacks

Protective layers
Gain 2 DEF at the end of turn - stacks

STRONGER!!!
Gain 5 STR at the start of combat

Radish Whisperer
More gold from radishes

Blinky the Slime
Adds blink card to hand at the start of the turn

Blinky the Assassin
Replaces quick move card with Blink card

Quick Drawer
Draw 1 more card at the start of the turn

Brute
Gain 2 STR at the start of every turn if you have no active familiars/summons

Glass Cannon
Reduce HP to 10, gain 30 STR at the start of the combat. No HP upgrades in altars. But you will not lose any more HP when picking up core mutations

Unbreakable defence
Will not remove DEF at the start of the turn, lose 20 MAX HP

Defensive stance
If you start combat with 15HP or less, gain 20DEF at start of combat

Armored Cards
For each card in your deck, gain 1 DEF at the start of the combat, lose 5 MAX HP

Printing money
At the end of the turn, all your core mutations spawn 1 GP each

P2W
Every 200GP gives you 1 extra STR at the start of the combat, lose all current GP

Camping supplies
Refills camping supplies

JACKPOT!
Gain 2000 GP

Light steps
Do not trigger terrain effects on entering a tile

Vitality
Increase max HP by 15

Mana Extraction
When enemy dies during combat, gain 1 Mana

Bandit
When unit is hit by Backstab, it drops 10GP

Lead Filled Pots
A pot will deal 15DMG when dropped on a unit

Tenacious
Save your life from fatal attack once, remain at 1HP, lose the mutation

Fractured Core
Core mutation, left after surviving mortal attack

Energized Deck
When discard pile is transferred to drawpile, gain 1 Mana

Burn LifeforceI
ncrease your MAX MANA by 1, reduce max HP by 25

Sturdy Membrane
Start combat with 2 DEF UP - stacks

Pumping up
Every time you play a card gain +1 STR for a max of +15STR. Resets at the end of combat

Hole in Pocket
Start combat with 3 DEF UP, but every time you play a card lose 3GP

Thank you for reading and playing!
Enjoy experimenting.
Till next time good people!

- Bunkovsky