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 (53) - 94% of the 53 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (1,164) - 95% of the 1,164 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
* 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 (17)

November 5

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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October 24

Slap City 0.8.10

A big balance patch is here, for which we collected two rounds of feedback from our Discord channel!

General
-Parry shields no longer cause pushback on the character shielding
-Shielddropping through platforms can now be done by pressing the Special button at least 1 frame into shielding instead of 8
-Changed everyone's airdodge invulnerability frames from 1-32 to 1-24
-Added 6 frames of total length and 4 frames of invulnerability to everyone's rolls (not techrolls)
-Characters can now only grab other characters whose centerpoint is in front of their own centerpoint
-Characters now use their "grabbegin" animation correctly
-Updated the Library
-The damage display now rounds down to the nearest integer when damage is over 1, otherwise it rounds up
-Jenny's axes, Remedy's flasks and Ittle's bomb may interact a bit inconsistently with each other right now. We'll try to fix this for the next patch.

Stages
-Slightly lowered the bottom blast zone on Meadowvalley so that characters can more easily sweetspot the ledge from below
-Greatly lowered the bottom blast zone on The Castle so that characters can more easily sweetspot the ledge from below

Ittle Dew
-The "Old Ittle" color of the Default skin now has a bone instead of a heart
-Slightly increased range of the third Jab
-Changed third Jab base knockback from 60 to 80 and knockback gain from 3.0 to 3.4
-Changed third Jab DI from 1.0 to 0.4
-Changed Fstrong DI from 0.5 to 0.3
-Changed Dstrong selflag from 1.0 to 0.5
-Changed Uair first hit active frames from 6-9 to 5-9
-Increased Uair first hit hitlag from 1.0 to 1.5
-Slightly increased range of Uair second hit
-Changed Uair second hit knockback gain from 3.0 to 3.2
-Changed Bair animation length from 22 to 35 frames
-Changed Bair landing lag after the hitbox comes out from 8 to 12 frames
-Changed Bair hitlag from 1.0 to 0.7
-Changed Bair DI from 1.0 to 0.35
-Changed Fspecial bomb hurtbox size from 0.5 to 1.0, and made it rebound on all trades (meaning it's easier for opponents to hit the bomb without getting hit by it)
-Changed Fspecial bomb microstun from 16 to 12 frames
-Changed Dspecial priority bonus from 30 to 10 and made it clang on losing and tied priorities, instead of passing through any attack no matter how strong
-Changed Dspecial damage from 7-35 to 7-21
-Changed Dspecial base knockback from 50 to 80
-Changed Dspecial shieldstun from 1.0 to 0.5
-Changed Dspecial shield damage from 1.0 to 0.8
-Increased range of Grab

Masked Ruby
-Added a hitbox inside Ruby's body during Utilt
-Changed Fstrong DI from 0.6 to 0.4
-Changed Fstrong selflag from 1.0 to 1.4
-Changed Ustrong floorbrake after the charge from 25 to 100
-Changed Ustrong weak hit hitstun from 1.0 to 2.0
-Reduced Nspecial horizontal range (changed outer hitbox X offset from 3.0 to 2.6)
-Changed Nspecial damage from 5 to 4
-Changed Nspecial base knockback from 75 to 70 and knockback gain from 2.0 to 2.3 (to compensate for the damage change)
-Changed Dspecial hitstun from 1.0 to 0.85
-Changed Fthrow hitstun from 1.0 to 0.88

Jenny Fox
-Thrown axes no longer interact with other axes thrown by the same Jenny
-Increased range of Jab (changed hitbox X offset from 1.0 to 1.2)
-Dtilt can no longer be jump cancelled after hitting an opponent's shield
-Dtilt can now be jump cancelled from frame 19 instead of 21
-Dtilt can no longer Cruise (hold the Attack and Clutch buttons) after hitting an opponent's shield
-Dtilt cruising now stops when Jenny hits a wall
-Taunting while Cruising now has the Dair hitbox on frames 5-8
-Changed Dtilt total animation length from 35 to 39 frames
-Dtilt now changes its ground friction at the end of the move from 25 to 55 if it hit an opponent's shield
-Changed Dtilt hitstun from 1.0 to 0.9
-Changed Fstrong so every part of the attack uses the strong hitbox
-Ustrong can now be angled by holding left or right when the axe is thrown
-Non-burning Ustrong axes take 5 or more total damage to break
-Nspecial now deals 6 damage and noticable knockback and hitstun at close range, but 2 damage and minimal flinching at medium to long range
-Due to the above, Fishbunjin is no longer immune to the Nspecial axe knockback at close range while standing or walking
-The Fspecial axes now travel shorter horizontally and continue moving up or down after completing their arc
-Changed Fspecial total length from 60 to 50 frames
-Dspecial can now be jump canceled on hit from frame 17, but not on shield or miss
-Changed Dspecial shieldstun from 0.8 to 0.4
-Changed Dspecial priority bonus from 30 to 10 and made it clang on losing and tied priorities, instead of passing through any attack no matter how strong
-Changed Dspecial superarmor frames from 5-7 to 4-7
-Changed Dspecial active frames from 5-16 to 6-14
-Non-burning thrown axes now have a hitbox size of 0.8 instead of 1.0 and a hurtbox size of 1.2 instead of 1.0, making them easier for opponents to hit without getting hit by them
-The Finisher hitbox now lasts one frame longer when hitting the ground, so it's easier to hit opponents hanging on the ledge
-Changed Fthrow knockback gain from 2.2 to 2.1
-Changed Bthrow knockback gain from 2.2 to 2.1
-Can now hold the Taunt button while taunting to keep dancing

Ultra Fishbunjin 3000
-Ftilt no longer hits behind Fishbunjin's centerpoint
-Changed priority bonus of Ftilt from 0 to 10
-Changed priority bonus of Dtilt from 0 to 10
-Added Uair superarmor on frames 17-20
-Increased upwards range of Uair by having Fishbunjin stretch his body more
-Changed Uspecial landing lag from 30 to 25 frames
-Dthrow now has a blue flame effect when it moves forward (when the grabbed opponent has over 50 damage)
-Dthrow no longer slides off ledges after hitting the ground
-Slightly increased Grab hitboxes inside Fishbunjin's body

Princess Remedy
-Changed walkspeed from 8 to 9
-Changed runspeed from 12 to 13
-Changed Jab shieldstun from 1.0 to 0.85
-Changed Dtilt shieldstun from 1.0 to 0.7
-Changed Fspecial flask hurtbox from 0.5 to 1.0 (meaning it's easier for opponents to destroy the flask without getting hit by it)
-Changed Fspecial uncharged damage from 15 to 9
-Changed Fspecial fully charged damage from 30 to 27
-Initiating Uspecial with no "fuel" left no longer halts Remedy's momentum
-Initiating Uspecial with no "fuel" left, or running out of fuel during flight, makes a sound and a visual effect
-Uspecial can now be jump canceled
-Changed Uspecial horizontal max speed from 15 to 14
-Changed Dspecial total animation length from 28 to 45
-The Dspecial mine is now harmlessly destroyed if Remedy is hit or grabbed while placing it
-Changed Taunt damage from -5 to -15

Business Casual Man
-The Besiege Castle Man skin now uses different speech bubbles when Taunting
-Halved money gain on attacks that hit the opponent's shield
-If the control stick is not held diagonally down after performing Dtilt, holding the Clutch button will now make BC Man dash instead of continue crouchwalking
-Changed money gain on pummel from 30 to 10
-Changed money gain on Dthrow from 0 to 30
-Slightly reduced range of grab (mostly vertically)

Goddess of Explosions
-Fixed shieldrelease animation
-Changed Uair knockback gain from 2.4 to 2.8
-Changed Uair shieldstun from 0.5 to 0.7
-Changed Bair shieldstun from 0.6 to 0.8
-Changed Nspecial active frames from 21-21 to 23-23
-Nspecial now has 10 frames longer recovery if it hits an opponent's shield or misses altogether
-The Fspecial fireball now sends Ittle's Bomb away without exploding
-Slightly reduced range of Grab inside Goddess' body

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

Ittle Dew:
Ittle's Dspecial "the butt" no longer beats out every other move in priority and also deals less damage, since people felt it was almost required to overuse it in matches, and it was hard to counter. Her Fspecial bomb is now easier to hit with attacks without getting stunned by it, and the "ministun" it causes was also reduced. Her grab was extended since it was far shorter than everyone else's, Bair was made slower but more powerful by reducing its DI, and some of her other moves (third Jab, Fstrong, Uair) now KO a bit easier too.

Masked Ruby:
It's now easier to connect with Ustrong since Ruby stops sliding when the attack comes out. Fstrong was made a bit more powerful as a KO move by reducing its DI, but it now keeps Ruby in "selflag" (also known as selstop) for longer when it connects with an opponent, so it doesn't become a semi-infinite combo. However his Nspecial now deals slightly less damage, and the hitstun on his Dspecial and Fthrow was slightly reduced in order to reduce their potential for semi-infinite combos.

Jenny Fox:
Jenny's axes no longer collide with other axes thrown by the same Jenny. Her Nspecial axe now deals more damage, knockback and hitstun at close range, but significantly less at medium to long range, encouraging her to use the axes up-close. Her Dtilt was made a bit more punishable; it slows down and can no longer be jump cancelled after hitting an opponent's shield. Similarly, her Dspecial can now be jump cancelled on hit a short while into the move to encourage more interesting play. Jenny's Fspecial axes will continue upwards or downwards after completing their initial arc and have a slightly shorter reach, but the move has less recovery than before. Her Ustrong can now be angled by holding left or right, and her Fstrong no longer has a "sourspot" with weaker knockback inside her body, meaning it only uses the more powerful hitbox. It's now slightly easier for opponents to hit Jenny's non-burning axes to destroy them. Her Fthrow and Bthrow was slightly nerfed, while her Finisher was fixed so it consistently hits people hanging on the ledge.

Ultra Fishbunjin 3000:
His Ftilt and Dtilt now have more priority to beat out other moves with interacting hitboxes, since they have quite a bit of endlag when trading with other moves. His Uair now has brief superarmor and reaches slightly higher than before. His Uspecial now has slightly less endlag and his Dthrow emits blue flames when it travels forward (when the opponent has 50 damage or more).

Princess Remedy:
Remedy now walks and runs slightly faster, since she wavedashed faster than she ran before anyway. However she floats slightly slower with Uspecial, and initiating Uspecial no longer slows her down when it has no "fuel" left, in order to make it harder for her to stall and fly around relatively risk-free. On the upside she can now jump out of Uspecial rather than just airdodge or perform moves. Her Dspecial now has more recovery when placing the mine, and the mine will disappear if Remedy is hit while placing it. Her Fspecial flasks are a bit easier to destroy without getting hit by them, and they less damage uncharged. Her Taunt now recovers more damage, which is useful for teamplay. Her Jab and Dtilt deal a bit less shieldstun so they're not safe on block anymore.

Business Casual Man:
He now only makes half as much money when hitting an opponent's shield with Buy moves. His grab pummel money gain was reduced since some felt it made too much money for a "move" that was countered simply by mashing buttons, but his Dthrow now makes him $30 instead.

Goddess of Explosions:
Uair and Bair now deal a bit more shieldstun, while the upwards angle of Uair is deadlier than before. The Fspecial fireball now sends Ittle's bomb flying away without the ball exploding or changing direction. Nspecial is very slightly slower with a better timed animation, but also has more endlag when hitting an opponent's shield or missing altogether, since people felt it was too spammable.
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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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