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:
Very Positive (117) - 94% of the 117 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (1,068) - 95% of the 1,068 user reviews for this game are positive.
Release Date:
Mar 5, 2018
Developer:
Publisher:

Sign in to add this item to your wishlist, follow it, or mark it as not interested

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 =)”
Read more

Buy Slap City

 

Recent updates View all (14)

September 17

Slap City 0.8.9

17 September 2018 patchnotes

General
-Characters now have more of a toon shaded look
-Added 60 fps to frame limit options
-Shield startup for all characters now makes sure shield health is at least at a small positive value
-Stages that are turned off in random config are now greyed out on stage select
-Fixed issue where some attacks clanking did not result in any visual effect or hitlag
-Fixed issue where characters would go through stage collision occasionally when going very very fast
-Fixed issue where characters (mostly Fishbunjin) would go through thin twosided walls when rolling
-Fixed issue where certain edge-on collisions would get stuck
-Fixed issue where holding down on the control stick and clutch would still fastfall
-Fixed issue where pausing during Smack the Crystals after Training, pause menu would be training menu
-Fixed issue where clanking spawned two effects
-Fixed issue where multiple identical native resolutions prevented resolution changes from happening
-Mouse cursor is now always visible when windowed

Online
-Lobby password search can now be input with the keyboard by either typing or pasting (Ctrl+V) on the password screen
-It is now possible for lobby admin to disallow random stage
-Lobby music mute state is now saved between sessions
-Online now sets random seed
-Fixed issue where if all players picked random the stage selected could occasionally be the stage just played on
-Fixed issue where stage remained active if other player disconnected from match
-Fixed issue where previous lobby search results were active in the background if new result was empty

Stages
-Added Space Planet Earth. That most final of frontiers is now readily available!
-Pepperpain now has a random alternate (and quite appetizing) look
-The lower wooden boards on The Castle are no longer fallthroughable
-Fixed ledge grab points on Frozen Court, Harbor Street and Healing Mode
-Tweaked the stage collision on Frozen Court so it's easier to grab the ledges

Ultra Fishbunjin 3000
-Changed first and second hit of Dstrong hitstun from 0.6 to 0.7
-Changed Nspecial hitstun from 1.0 to 0.8
-Fixed issue where Fishbunjin would get stuck on slopes when falling onto them with down strong

Princess Remedy
-Changed Uthrow weight independent knockback from 128 to 120
-Changed Uthrow DI from 1.2 to 0 and VXDI from 0 to 8
-Changed Uthrow hitstun from 1.0 to 1.05

Business Casual Man
-Changed size of feet hitboxes on second hit of dtilt from 0.8 to 0.9
-Fixed an animation bug when crouching after Dtilting

Goddess of Explosions
-Fixed issue where Goddess could hit with dair and land on the same frame
-Fixed an animation bug when crouching after Dtilting

============
Explanations
============

Ultra Fishbunjin 3000:
Fishbunjin's Nspecial now has a bit less hitstun, but it's still enough to perform even Bair of Fair on the opponent with good timing, and it's still possible to grab them at low damages unless they DI either up or away. Previously the opponent could only escape Nspecial > Grab by DI:ing diagonally down and away from Fishbunjin. The first two hits of his Dstrong now have slightly more hitstun again.

Princess Remedy:
Remedy's Uthrow was tweaked so she has to react to which way the opponent chooses to DI, instead of almost always getting a guaranteed followup into Ustrong by standing in place.
11 comments Read more

August 27

Slap City 0.8.8

Slap City 0.8.8 is up!

27 August 2018

General
-Reduced everyone's edgeclimb invulnerability by 4 frames
-Reduced everyone's edgeroll invulnerability by 6 frames
-Fixed some outdated character information in the Library
-Note: In previous patch notes we used the internal frame notation (starting from frame 0, the end frame is exclusive), but from now on we'll use a more logical notation (starting from frame 1, both the start and end frames are inclusive)

Stages
-Added a new stage, Fluffy Fields
-Fixed faulty collision on Jungle Zone that allowed characters to clip through the right platform from below

Ittle Dew
-Changed Finisher (against grounded opponents) selflag from 2.0 to 1.0
-Changed Finisher (against grounded opponents) hitstun from 0.8 to 1.0

Masked Ruby
-Changed Fair/Bair close hit hitlag from 0.7 to 1.0
-Uair now sends opponents forward when hitting them with the tip of the sword, and upwards when hitting them up-close to make it more consistent with Fair/Bair (Previously Uair only sent opponents upwards on the first frame of the attack)
-Changed Uthrow base knockback from 150 to 100
-Changed Uthrow knockback gain from 2.0 to 2.5
-Dspecial now has a downwards knockback angle on the tip of the sword during both active frames of the attack, rather than just the last frame
-Changed edgeclimbup duration from 24 to 25 frames (was actually a mistake)

Jenny Fox
-Changed Dtilt active frames from 5-20 to 6-18
-Changed Uair shieldstun from 1.0 to 0.5
-Changed Dair shieldstun from 1.0 to 0.8
-Fixed the uncharged Ustrong axe not being destroyed when attacked
-Shifted Dspecial superarmor forward by 3 frames so it only comes out when the hitbox does
-Tweaked the animation of rollforward and rollback so Jenny has a more continuous speed, rather than most of the horizontal movement being carried out near the end of the roll

Ultra Fishbunjin 3000
-The hurtboxes on Fishbunjin's arms and legs are now forced to 0 depth, so some attacks that previously appeared to hit him will now actually connect
-Reduced the distance of rolls and techrolls
-Changed first and second hit of Dstrong hitstun from 1.0 to 0.6
-Dstrong now only has superarmor as long as Fishbunjin is grounded

Princess Remedy
-Reduced Dtilt startup by 2 frames
-Reduced Fstrong recovery by 5 frames
-Changed Fstrong knockback gain from 4.15 to 4.5
-Changed Fstrong shieldstun from 0.7 to 0.3
-Changed Ustrong knockback angle from 60 to 90
-Changed Ustrong base knockback from 150 to 145
-Changed Ustrong knockback gain from 2.5 to 2.05
-Fair now has a blue special effect instead of red to make it more consistent with the other aerials
-Uair now sends opponents downwards if Clutch is held when the move is performed, indicated by a red special effect, and upwards if Clutch is not held
-Changed Dair back to its previous properties before patch 0.8.7
-Changed Dair hitstun against grounded opponents from 0.7 to 0.8
-Changed Uthrow set knockback from weight-dependent 350 to weight-independent 128
-Fixed many particle effects that came out one frame too late (caused by changes in the particle code in 0.8.5)
-Fixed positioning of the Ftilt particle effect
-Shortened the Ustrong particle effect so it better matches the timing of the hitbox

Business Casual Man
-Changed Uthrow base knockback from 180 to 140
-Changed Uthrow knockback gain from 1.5 to 2.2
-Nspecial now has a higher knockback angle and considerably longer hitstun when cancelled from Dspecial or Uspecial, indicated by a fire effect
-Increased Ustrong recovery by 3 frames

============
Explanations
============

Ittle Dew:
Ittle's Finisher was designed to be more effective on airborne opponents, but the selflag when hitting grounded opponents was unnecessarily high, so it was reduced.

Masked Ruby:
With Ruby's new Fair/Bair, it seemed strange that Uair still had different knockback angles depending on the exact frame the opponent was hit, rather than using a sweetspot on the tip of the sword. Therefore Uair now sends opponents forwards when hit by the tip of the sword, otherwise they are sent upwards. The severely lowered hitlag on a close hit Fair/Bair was increased, which means that Ruby is no longer at such a dramatic disadvantage when connecting with a close hit Fair/Bair. The knockback on his Uthrow was also reduced at lower damages since it didn't really lead into anything, and his aerial Dspecial now sends opponents diagonally down when struck by the tip of the sword for both frames of the attack (rather than just the last frame).

Jenny Fox:
Due to an oversight, Jenny's Ustrong axe was not destroyed by attacks. This is fixed now. Her Dspecial also has its superarmor delayed by 3 frames to match the start of the hitbox, so she can't use it to escape from combos quite as easily as before. Her Dtilt hitbox now comes out 1 frame later and lasts for 2 frames less as a careful nerf. Her Uair now deals less shieldstun since it was far too safe on block, and Dair deals a little less shieldstun as well.

Ultra Fishbunjin 3000:
Fishbunjin's roll went much farther than anyone else's, so its distance was reduced. The first and second hits of his Dstrong now have reduced hitstun so it won't KO people offstage at 0 damage anymore, and will now only have superarmor while Fishbunjin is grounded. The hurtboxes on Fishbunjin's arms and legs are now forced to 0 depth - this means that some attacks that previously appeared to hit him, but actually passed in between his arms and legs on the depth axis, will now connect. This makes him a slightly bigger target, but a more visually consistent one. Note that his hurtboxes look a bit strange when "show hitboxes" is turned on.

Princess Remedy:
After experimenting with letting Remedy hold Clutch to choose between her current and previous versions of Dair against grounded opponents, the new version that sends opponents straight up proved too safe and difficult to balance, so she simply got her old Dair back, which now has slightly more hitstun on grounded opponents than before. We apologize for changing this move without fully realizing the implications in version 0.8.7! Remedy's Uair now always sends opponents downwards when Clutch is held, indicated by a red special effect, and upwards when Clutch is not held. Her Dtilt was made slightly faster since it felt unnecessarily difficult to use, and Fstrong got slightly reduced recovery and better knockback. Ustrong had its knockback nerfed and now sends opponents straight up, which makes it more intuitive to DI (previously holding towards Remedy would get you KO'd a lot faster). Finally, Uthrow was tweaked so it now combos into Ustrong on Jenny and Remedy (in addition to the rest of the cast).

Business Casual Man:
Some were disappointed that BCMan lost his Uthrow>Dair tech chases a few patches back, so we toned down Uthrow's knockback at lower damages, as a compromise between the new and old style. It's still difficult to land the Uthrow to Fair at high damages on most characters, however. When you cancel Uspecial or Dspecial into Nspecial for $200, which wasn't very useful before, the resulting Nspecial now deals significantly more hitstun accompanied by a fire effect. Ustrong now has slightly more recovery to make it less safe to throw out at any time.
13 comments Read more
See all discussions

Report bugs and leave feedback for this game on the discussion boards

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

What Curators Say

30 Curators have reviewed this product. Click here to see them.
Customer reviews
High Volume of Reviews Detected:
Exclude  or  View Only
Review Type


Purchase Type


Language


Date Range
To view reviews within a date range, please click and drag a selection on a graph above or click on a specific bar.

Show graph



Display As:
Review Beta NEW!
When enabled, will sort reviews by new Helpfulness score. Read more about it in the blog post.
Show graph
 
Hide graph
 
Filters
Review Helpfulness Beta Enabled
There are no more reviews that match the filters set above
Adjust the filters above to see other reviews
Loading reviews...