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 (46) - 93% of the 46 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (1,415) - 95% of the 1,415 user reviews for this game are positive.
Release Date:
Mar 5, 2018
Developer:
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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
* 7 playable characters and 20 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 (18)

December 17, 2018

Slap City 0.9

Slap City 0.9 is finally here!

17 December 2018

General
-Added Asha, the teleporting Komato assassin
-Added tumble tech input - while in tumble, hold shield and press jump to do a small uninterruptable and vulnerable jump (35 frames)
-SDI will now trigger on the first frame of hitlag if control stick is already held, secondary stick being held will override SDI direction
-Added 30fps to framelimit options
-Made the game slightly more lenient with frametime needed for a frame to be executed
-Activated results screen win quotes. Winning character says something quippy.
-Made CPUs check if a teammate is closer to an opponent and prioritize another opponent if they exist instead
-Made CPUs recovery logic prioritize safety zones better. Now they have significantly more success recovering on Mecha Santa's Fortress.
-Added Mecha Santa's Fortress to Arcade stages
-Added CPU DI and SDI options to training mode
-Replays can now be fast forwarded by holding the FFWD button (displayed in lower right corner during replay)
-Lives counter now uses an image of a heart instead of relying on text
-Rotated horizontal death blast by 90 degrees so that it is no longer viewed edge-on
-Fixed issue where rebounding animations had hitlag applied
-Fixed issue where attacks beating grabs would behave strangely. Now attacks properly beat grabs.
-Attack hit FX are now placed more accurately where attacks actually hit
-Fixed issue where stage collision would lag behind objects on moving platforms
-Fixed issue where pressing Start and retrieving the selection marker on the same frame on the Smack the Crystals character select, the game would load forever
-Fixed issue where Business Casual Man and Goddess of Explosions lost their animation at the end of their jump startup
-Fixed issue where characters would always face left after bouncing on the stage
-Fixed issue where countdown for timeouts would animate on pause screen
-Overhauled the clang values and hitbox interaction for all attacks. The minimum rebound time is now 25 frames. You can see a detailed explanation of the clang system and a list of all interacting hitboxes at the bottom of this changelog.

Online
-Added ranked mode. Now you can make a number go up by beating people!
-Added Mob Patrol to ranked minigames. Now you can lay waste to some animal friends while you wait for a match!
-Added The Jums & Bemp Show to ranked minigames. Now you can watch the lowest-budget talk show on Earth while you wait for a match!

Stages
-Added D.C.M.F.P.R. Facility. Lasers inbound. Seek shelter. The music is a placeholder and will be remixed later!
-Added Sector 3: Interior. The elevator may or may not be your friend. The music is a placeholder and will be remixed later!
-Added Sector 5: Tower. Time for a showdown.
-Added Warehouse to Slap Ball stage selection. Goals are stored on the top shelves.
-Added Fire Ball to Slap Ball stage selection. Goals are situated above lava.
-Lowered blastzone ceiling of Mecha Santa's Fortress by 1.25
-Raised blastzone ceiling of Space Planet Earth by 2.75

Ittle Dew
-Tweaked Ustrong first hit so it more reliably connects into the second hit (changed size from 1.5 to 1.3, y offset from 0.0 to -0.5, angle from 90 to 110, hitstop from 2.0 to 2.2)
-The second hit of Ustrong now always sends the opponent straight up (knockback angle stacking during hitstop is disabled)
-Changed Nair landing lag after the hitbox comes out from 5 to 8 frames
-Changed Uair landing lag after the hitbox comes out from 7 to 8 frames, to make it consistent with other aerials
-Changed Dthrow damage from 12 to 10
-Changed Dthrow knockback gain from 2.0 to 2.3 (to compensate for the damage change)

Masked Ruby
-Tweaked the animation of Dspecial
-Ruby's sword is now 10% longer except during Nspecial and Dspecial (which also makes it easier to sweetspot Fair, Bair and Uair)
-The last hit of Ustrong now always sends the opponent straight up (knockback angle stacking during hitstop is disabled)
-Nspecial now has an interacting hitbox with standard aerial priority that Rebounds on losing and tied priorities
-Changed Finisher DI from 1.0 to 0.5

Jenny Fox
-Jenny can now hold either the Attack or Clutch button to delay Fair
-Dtilt can now be jump cancelled from frame 17 instead of 19
-Changed Nspecial hitstun from 0.85 to 0.9
-Changed Fspecial horizontal speed from 35 to 45
-Changed Fspecial vertical distance from 3 to 4.1
-Changed Fspecial hitbox refresh time from 10 to 5 frames (hits twice as often)
-The Fspecial axes keep travelling horizontally after the arc has ended, as before patch 0.8.10
-Changed Finisher base knockback against aerial opponents from 150 to 100
-Changed Finisher knockback gain against aerial opponents from 1.5 to 2.6
-Changed Finisher hitstun against aerial opponents from 1.0 to 0.7
-Changed Finisher DI against aerial opponents from 1.0 to 0.3

Ultra Fishbunjin 3000
-Now has immunity against very slight knockback during the Jump and Fall states in addition to Idle, Crouch, and Walk/Run
-Fishbunjin's hands now catch fire when the grabbed opponent has 50 damage or more, signifying the point where Dthrow will travel forwards
-Edgeroll now travels faster near the start of the move, so Fishbunjin becomes vulnerable further onto the stage
-Can now clutch reverse aerial Dspecial
-Changed aerial Dspecial landing lag from 20 to 25
-Changed aerial Dspecial shieldstun from 1.0 to 0.5
-Changed Uthrow total length from 50 to 48 frames

Princess Remedy
-Changed Bair landing lag before the hitbox comes out from 5 to 3 frames, to make it consistent with other aerials
-Changed Fthrow hitstop and selfstop from 0.0 to 1.0

Business Casual Man
-Now loses money during Taunt when he's grabbed, and not just when he's hit
-Fixed Fstrong having infinite priority against other attacks on the hitbox at the center of his body
-Changed Utilt hitstun from 1.0 to 0.95
-Changed Utilt total length from 24 to 22 frames
-Changed Dspecial superarmor start frame from 6 to 4

Goddess of Explosions
-Changed Jab and Nair refresh time from 9 to 7 frames (they attack faster)
-Changed Jab and Nair selfstop and hitstop from 1.0 to 0.8
-Changed Ftilt damage from 10 to 9
-Changed Ftilt knockback gain from 2.0 to 2.15 (to compensate for the damage change)
-Changed Utilt hitstun from 1.0 to 0.9
-Changed Fair damage from 10 to 8
-Changed Fair knockback gain from 1.8 to 2.1 (to compensate for the damage change)
-Changed Fair DI from 0.8 to 1.0
-Fair no longer bounces away when hitting a shield or invincible opponent
-Dair no longer bounces away when hitting a shield or invincible opponent
-Changed Nspecial damage from 10 to 8
-Changed Nspecial knockback gain from 1.8 to 2.1 (to compensate for the damage change)
-Changed Finisher DI from 1.0 to 0.5
-Changed Fthrow DI from 0.4 to 0.3

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

Ittle Dew:
Ittle's Fair and Uair landing lag was slightly increased. Her Ustrong now more reliably connects with the second hit. Dthrow deals less damage than before but has the same knockback; it dealt a bit too much damage relative to the more powerful characters.

Masked Ruby:
Ruby's sword is now 10% longer except during Nspecial and Dspecial, which makes it easer to sweetspot Fair, Bair and Uair. The last hit of his Ustrong now always sends the opponent straight up. Nspecial can clank with other moves. His Finisher has become deadlier due to reduced DI.

Jenny Fox:
Jenny's Finisher no longer KO's opponents at zero damage. Her Nspecial axes have very slightly more hitstun. Her Fspecial axes travel further, hit opponents more often and no longer continue travelling up/down after completing their initial arc. Jenny can now hold either the Attack or Clutch button to delay her Fair instead of just Clutch, and she can jump out of her Dtilt slightly earlier than before.

Ultra Fishbunjin 3000:
Fishbunjin can now clutch reverse Aerial Dspecial, but it also has slightly more landing lag and less shieldstun so it won't be as safe on block. He now has immunity against very slight knockback (Ittle's bombs and Jenny's Fspecial axes) during the Jump and Fall states in addition to Idle, Crouch, and Walk/Run. He can now act out of his Uthrow slightly faster.

Princess Remedy:
Her landing lag before Bair's hitbox comes out was reduced, and Fthrow now has hitstop which is just a cosmetic change.

Business Casual Man:
Now loses money during Taunt when he's grabbed, and not just when he's hit. His Utilt hitstun was lowered due to its infinite combo potential against Asha, but its endlag was lowered to compensate. His Dspecial superarmor comes out faster than before.

Goddess of Explosions:
Goddess' Jab and Nair now attack in more rapid succession. She deals slightly less damage with Ftilt, Fair and Nspecial, but their knockback remains the same. Her Fair and Dair no longer bounce away when they hit a blocking or invincible opponent. Her Utilt hitstun was lowered due to its infinite combo potential against Asha, but her Finisher and Fthrow are deadlier due to reduced DI.

Asha:
Appeared in Slap City after a particularly confusing teleportation accident.
4 comments Read more

November 5, 2018

Slap City 0.8.10p1

The patch is up and running!

General
-Standing on the ground and pressing Up + Attack/Strong/Special during jump startup now buffers an aerial move instead of a grounded move if Tap Jump is turned off, making upwards-facing moves work like all the others in that regard
-Added the music for the alternate versions of Fancy Ruins, Pepperpain Prairie and Mecha Santa's Fortress to the music selection, plus a bonus from CCN2 (Space Odyssey)

Online
-Spectators now automatically hurry back to lobby from results if either all players are ready, or at least one is locked
-Fixed issue where the most recent frame delivered was not being handled, putting gameplay one frame behind
-Delayed spectator start by 30 frames

Ittle Dew
-Changed getupattack invincibility frames from 1-25 to 1-23 (12 vulnerable frames total)
-Changed getupattack second hitbox active frames from 21-24 to 21-23
-Changed getupattack knockback angle from 15 to 30

Masked Ruby
-Changed getupattack invincibility frames from 1-25 to 1-20 (12 vulnerable frames total)
-Changed getupattack knockback angle from 15 to 30
-Changed walljump from 40 to 35 frames (was accidentally too long)
-Changed spotdodge total length from 19 to 20 frames (was previously a mistake)
-Changed getupforward, getupback, techrollforward, and techrollback total length from 27 to 28 frames (was previously a mistake)
-Changed grab total length from 24 to 25 frames (was previously a mistake)
-Changed edgeattack total length from 29 to 30 frames (was previously a mistake)
-The first three hits of Ustrong now drag the opponent towards Ruby and into the last hitbox
-Changed Ustrong final hit hitstun from 1.0 to 0.9

Jenny Fox
-Changed getupattack invincibility frames from 1-28 to 1-24 (12 vulnerable frames total)
-Changed getupattack knockback angle from 15 to 30

Ultra Fishbunjin 3000
-Changed getupattack invincibility frames from 1-29 to 1-26 (12 vulnerable frames total)
-Fixed an unassigned hitbox in Dstrong that could hit characters in the center of the "world" (usually the center of the stage)
-Fixed an issue where Fishbunjin could throw his dumbbell through the stage (the dumbbell now spawns closer to his body)
-Fishbunjin's regular dodge rolls now move quicker at the start of the roll

Princess Remedy
-Changed getupattack invincibility frames from 1-22 to 1-20 (12 vulnerable frames total)
-Changed getupattack knockback angle from 15 to 30
-Changed getupattack base knockback from 150 to 100
-Changed getupattack knockback gain from 2.0 to 1.5
-Changed Fspecial flask hitbox size from 0.5 to 0.6 so it interacts more consistently with Jenny's non-burning axes

Business Casual Man
-Changed getupattack invincibility frames from 1-28 to 1-24 (12 vulnerable frames total)
-Changed getupattack knockback angle from 15 to 30
-Fixed Dthrow getting an additional $50 when hitting other characters besides the one that's thrown
-Fixed an issue where BCMan could earn Dspecial amounts of money (8 * damage taken) by hitting an opponent with any Buy move on the same frame as being hit
-Fixed an issue where BCMan could get knocked out of his Dspecial chair (because one of his hurtboxes was not in superarmor state)

Goddess of Explosions
-Changed getupattack invincibility frames from 1-25 to 1-23 (12 vulnerable frames total)
-Fixed an issue where Goddess couldn't walljump during her jumping state
-Buffering Dair during jump startup no longer causes Goddess to immediately strike the ground when the Dair begins, and correctly causes full landing lag

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

Besides the spectator fix, this patch mostly has bugfixes for various characters, and there are some small gameplay tweaks too. Some characters had surprisingly deadly getupattacks (when you press Attack while lying on the ground) when hitting characters hanging on the ledge, which have been slightly nerfed, since they weren't meant to be that dangerous. Princess Remedy in particular had a very powerful getupattack for some reason. Getupattacks now also have the same amount of vulnerability frames at the end of the animation as the regular "getup" animation.
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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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