Slap City is a streamlined platform fighter with characters and locations from the Ludosity universe! Slap your way through multiplayer modes like Battle and Slap Ball either locally or online!
Recent Reviews:
Overwhelmingly Positive (538) - 97% of the 538 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (686) - 96% of the 686 user reviews for this game are positive.
Release Date:
Mar 5, 2018
Developer:
Publisher:

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Slap City is a game built with the fighting community in mind, starting already with the limited Alpha and community building in 2017. Early Access is the natural continuation of that, allowing us to reach a broader audience through Steam while still perfecting game balance and adding features.”

Approximately how long will this game be in Early Access?

“Our current plan is to be in Early Access for 8 months.”

How is the full version planned to differ from the Early Access version?

“We intend to exit Early Access with at least 8 playable characters, a singleplayer campaign and much improved online ranking and matchmaking. And of course a tonne of more content overall.”

What is the current state of the Early Access version?

“Currently we have
* 5 playable characters and 12 arenas.
* Local and online multiplayer with rudimentary matchmaking and ranking
* Slap Ball mode”

Will the game be priced differently during and after Early Access?

“We plan to gradually raise the price as we ship new content and features.”

How are you planning on involving the Community in your development process?

“Involving the community is the entire point of having Slap City in Early Access! We have already started building a community for this using Discord where we have open and direct discussions about how to improve the game with our players. Once we're in EA we'll also use the Steam forums heavily for this.

We also have tools built into the game to easily send in replays and other analytical data which helps us quickly identify problems, or just look at really cool combos our awesome community have come up with =)”
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Recent updates View all (10)

July 6

Slap City 0.8.5

Slap City 0.8.5 is live!

General
-Techs now work as intended (was included but not reported for 0.8.4p1)
-Lowered default internal resolution to 1280x720
-Lowered default quality setting by one
-Renamed Gallery to Library
-Pressing Start/Pause on any controller from the results screen now goes back to character select
-Set Unity target framerate to 120 to hopefully restrict framerate for people who had issues with very high framerates
-Characters hanging on a ledge can no longer be grabbed
-Characters can now fastfall out of their jump states (this not being possible before was an oversight)
-Characters now lose walljump power on consecutive walljumps without landing in between (0.85 raised to # of walljumps)
-Characters now get released properly when hit while grabbed
-CPU is now a bit more creative in choosing attacks
-Fixed issue where game hid mouse cursor even when unfocused
-Fixed issue where random music would select incorrectly
-When characters get hit hard the game now only spawns one directional effect

Ittle Dew:
-Increased range of Utilt
-Changed Dtilt active frames from 8-10 to 6-8
-Extended the hitbox of Dtilt below Ittle
-Extended the hitbox of Dstrong below Ittle
-Tweaked Fair animation
-Increased Fair recovery by 4 frames (changed total move length from 35 to 39 frames)
-Changed Fair landing lag from 8 to 10 frames
-Changed Fair shieldstun from 1.0 to 0.5
-Changed Bthrow damage from 6 to 7
-Changed Bthrow hitstun from 1.0 to 0.8

Masked Ruby:
-Increased Ruby's hurtbox upwards when he's hanging on a ledge
-Extended the hitbox of Dtilt below Ruby
-Changed Nair active frames from 5-16 to 7-16
-Changed Nair base knockback from 60 to 100
-Changed Nair knockback gain from 2.5 to 2.1
-Changed Nair hitstun from 1.0 to 0.8
-Changed Uthrow damage from 5 to 7
-Changed Bthrow damage from 6 to 8
-Changed Bthrow hitstun from 1.0 to 0.7

Jenny Fox
-Slightly increased Jenny's hurtbox upwards when she's hanging on a ledge
-Polished Jenny's animations
-Changed the sound of axes hitting an opponent from "punch" effects to "slice" effects
-Can now delay Fair indefinitely by holding Clutch on frame 15
-If Ustrong is charged for at least 15 frames, the axe projectile becomes indestructible and on fire
-Extended the hitbox of Dstrong below Jenny
-The Uspecial skateboard now bounces once instead of being destroyed on the ground
-Slightly reduced range of Dspecial
-Changed Dspecial active frames from 3-22 to 4-14
-Changed Dspecial invulnerability on frames 1-4 into superarmor frames
-Changed Dspecial shieldstun from 1.0 to 0.8
-Changed Dspecial hitstun from 1.0 to 0.8
-Changed Finisher hitlag from 0.3 to 0.8
-Changed Finisher selflag from 1.0 to 2.2

Ultra Fishbunjin 3000
-Changed Fspecial damage from 14 to 12
-Changed Fspecial knockback gain from 2.5 to 2.1
-Changed Fspecial shieldstun from 1.0 to 0.7
-Changed Fspecial hitstun from 1.0 to 0.8

Princess Remedy
-Changed Utilt active frames from 10-13 to 7-9
-Extended the hitbox of Dtilt below Remedy
-Slightly increased travel distance of Dstrong projectiles
-Changed Uair knockback angle from 90 to 70
-Changed Uair hitstun from 1.0 to 0.9
-Changed Dthrow hitstun from 1.2 to 0.8
-Increased hitbox size of ledgeattack

Business Casual Man
-BCMan now loses $50 when he's hit during his taunt, instead of when his Taunt animation is interrupted for any reason, which fixes a minor issue with the results screen
-Now has a screen shake effect on Sell hits
-Cancelling Uspecial or Dspecial into Nspecial to gain brief invincibility now correctly tints BCMan white during the entire invincibility period
-Changed Uthrow set knockback from 400 to base knockback 180 and knockback gain 1.5
-Changed Uthrow hitstun from 0.85 to fixed at 40 frames
-$1000 Finisher cards now never move slower than speed 5

Goddess of Explosions
-Appeared in Slap City when someone summoned the wrong god
17 comments Read more

June 8

Slap City 0.8.4

General
-Added a new stage, Jungle Zone. Sharp spears come out of the ground, and there's a hole in the middle.
-Stefan Hurtig is a programming god and a hero. He did actual HUNDREDS of code optimizations.
-You can now pummel a grabbed opponent with the Grab button. (You may also use Attack, Strong and Special like before.)
-Edgerolls no longer go off ledges on the opposite end of small platforms
-Resolved an old glitch that caused characters to lose an unnatural amount of momentum in the air if no direction was held (was most noticeable in Fishbunjins' down throw)
-Teching is no longer free (them being free was unintended), trying to tech now gives you a 20 frame tech window plus a 20 frame non-tech window before tech inputs will be accepted again
-Airdodge now triggers if you input it on the same frame as a jump, instead of only on the frame after
-Pause menu now shows which player paused
-Added toggle for damage reset in training mode menu
-Chain and combo numbers are now always visible if at or above 2 in training mode
-A "slap" sound now plays at the start of a match
-Last five seconds of a timed match is now counted down by an increasingly intense number
-Series is now displayed on stage select for stages that are directly from a specific series
-Fixed issue where doing certain moves would snap characters to platforms
-Fixed issue where Crystal Targets would leave static effects behind if quitting while effects were still playing
-Game now might ignore trigger input from GameCube controllers that have had their springs removed, but who knows? ("I don't have any such controllers, so I can't really verify." @sinxtanx in the #bug-reports channel of our discord if you do and it didn't work)
-Changed the song of the Turnip Corp. stage. You can still select the old song through music selection.

Online
-It should now be possible to play online from non-owner steam account on same computer that another user has installed and shared the game on
-Default BATTLE/TEAM BATTLE time is now 8 minutes, like offline modes
-Password search now makes sure to search worldwide
-Ability to cancel stage vote and character selection menus
-Fixed issue where creating a lobby with default amount of players per match (4) accidentally created a lobby with 2 players per match
-Fixed issue where a KO sound could be heard on match startup

Ittle Dew
-Changed Air strong active frames from 30-34 to 31-33
-Changed Air strong base knockback 150 to 40
-Changed Air strong knockback gain 2.0 to 2.7
-Changed Air strong hitstun from 0.8 to 0.6
-Changed fully charged Air strong knockback multiplier from 1.5 to 1.25 (was actually a mistake)
-Dspecial now displays a fire effect a short while into the move, and produces an even bigger fire effect when it's almost at full power

Masked Ruby
-Changed getupattack duration from 31 to 32 frames (was actually a mistake)
-Changed getup duration from 29 to 30 frames (was actually a mistake)

Jenny Fox
-Tweaked edgeattack animation
-Changed Fair knockback gain from to 2.2 to 2.3
-Changed Fair DI from 1.2 to 0.8
-Changed Fair SDI from 1.2 to 1.0
-Changed Uspecial and Specialfall air speed from 13 to 15
-Changed Uspecial and Specialfall air acceleration from 60 to 70

Ultra Fishbunjin 3000
-Added a heavier sound, dust and screenshake when Fishbunjin hits the ground during crashland and Dair
-Changed air acceleration from 50 to 55
-Changed getup invulnerability frames from 0-24 to 0-20 (was actually a mistake)
-Changed Ftilt active frames from 9-13 to 7-11
-Changed Ftilt total duration from 40 to 38 frames
-Changed Dtilt active frames from 6-10 to 5-9
-Changed Dtilt total duration from 29 to 28 frames
-Tweaked Dtilt animation so he no longer pokes his foot out before the hitbox becomes active.
-Changed Nair base knockback from 160 to 140
-Changed Nair knockback gain from 1.5 to 1.7
-Changed Nair hitlag from 0.6 to 0.7
-Changed Nair SDI from 2.0 to 1.0
-Changed Fair (leg hit) base knockback from 120 to 150
-Changed Fair (leg hit) knockback gain from 2.3 to 2.1
-Changed Fair (chest hit) base knockback from 140 to 180
-Changed Fair (chest hit) hitlag from 1.5 to 1.0
-Changed Fair (chest hit) selflag from 1.5 to 1.0
-Changed Dthrow X velocity from 20 to 12, since it now checks this value correctly (not intended as a nerf but the result of a bug fix)

Princess Remedy
-Changed Uspecial horizontal airspeed from 12 to 15
-Changed Uspecial horizontal air acceleration from 50 to 65
-Increased range of Ftilt (changed hitbox X offset from 0.5 to 0.75)

Business Casual Man
-Changed getup invulnerability frames from 0-16 to 0-18 (was actually a mistake)
-Now uses the correct Loser animation for Besiege Castle Man colors
-Now loses $50 if Taunt is interrupted for any reason after 10 frames
-Tweaked the Sell graphical effect
6 comments Read more
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About This Game

Slap City is a streamlined platform fighter with characters and locations from the Ludosity universe! Slap your way through multiplayer modes like Battle and Slap Ball either locally or online, or take on a bunch of single-player challenges!

Play with up to four players locally or online with a variety of game modes, options, and computer controlled opponents, or play for points in online 1 on 1 ranked battles.
Save replays of your greatest moments!

Want a break from fighting? Try Slap Ball! (Note: there will be no breaks from fighting.)
In this team-based game mode, players slap the ball into the opponent's basket to score. The more the ball gets juggled in the air without touching the ground, the more points it'll be worth, allowing for some serious plays and comebacks. Don't forget to rest near your goal to recover some damage, or each hit from your opponent will soon send you several laps around the court!

Here's a quick look at what is already implemented, and what is coming in the updates ahead!

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 7 or later
    • Processor: SSE2 instruction set support
    • Memory: 1 GB RAM
    • Graphics: DX9 (shader model 3.0) or later
    • Network: Broadband Internet connection
    • Storage: 500 MB available space
    Recommended:
    • Requires a 64-bit processor and operating system
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