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 (207) - 93% of the 207 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (940) - 95% of the 940 user reviews for this game are positive.
Release Date:
Mar 5, 2018

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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 (12)

August 13

Slap City 0.8.7

Slap City 0.8.7 is up!

-Characters now use their entire body to parry shield, rather than most of their body being intangible during the parry shield frames
-Added some more images to use in player nametags

-Added a new Slapball stage, Bumperbowl
-Added a new song to Mecha Santa's Fortress
-Fancy Ruins now has an alternate visual style that is used at random (not used in online matches)
-Temple of Null now has an alternate visual style that is used at random (not used in online matches)

Ittle Dew
-Changed first few frames of Nair base knockback from 100 to 150
-Changed first few frames of Nair knockback gain from 2.5 to 2.0

Masked Ruby
-Fixed faulty shield/parry shield hurtboxes
-Gave Ruby a new victory pose for his default skin
-Changed Fair/Bair close hit so it no longer pushes Ruby back, but instead induces 0.6 hitstun instead of 0.9 and 0.7 hitlag instead of 1.0
-Made the Fair/Bair sweetspot easier to connect with
-Changed Dair base knockback from 0 to 5 (so Fishbunjin can no longer use his armor at 0 damage to ignore the knockback)
-Changed the rapid hits of Finisher hitlag and selflag from 1.0 to 0.3

Jenny Fox
-Changed Nspecial hitstun from 0.4 to 1.8
-Changed Nspecial hitstun deterioration from 0.013 to 0.05 per frame
-Gave Nspecial a set knockback of 30 (instead of base knockback 100 and knockback gain 2.0)

Ultra Fishbunjin 3000
-Fixed faulty shield/parry shield hurtboxes
-Changed shield hurtbox size from 2.0 to 1.5

Princess Remedy
-Fixed faulty shield/parry shield hurtboxes
-Dair now behaves differently when hitting a grounded opponent by bouncing them straight up

Business Casual Man
-Fixed faulty shield/parry shield hurtboxes

Goddess of Explosions
-Added War Queen skin
-Fixed faulty shield/parry shield hurtboxes
-Fixed a mistake that made her Utilt use the Dtilt attack properties since version 0.8.5 (The mistake wasn't obvious until 0.8.6p1)
-Dtilt now has a hitbox on the skirt one frame before the flame hitbox comes out that hits people hanging on the ledge

Comments on the update

Most characters had some mistakes in their blocking hurtboxes which made their feet or arms intangible, which is now fixed. We also made a slight change to how parry shields work - previously a character's body became intangible for the first few frames while they were blocking, and only by hitting the shield in the center of their body would a parry shield occur. Characters now use their entire body plus the shield itself to parry shield.

Ittle Dew:
The first few frames of Ittle's Neutral air now sends people a bit further at low damages but has the same overall knockback at high damages. This is so Ittle needs to intentionally delay her Nair more if she wants to easily combo someone with it, but she can still carry someone along with her if she already has that momentum into the opponent.

Masked Ruby:
The self-pushback when hitting someone up-close with Ruby's Fair/Bair felt like a cheap way to "fix" the move, so here's a different attempt - instead of a "close hit" knocking Ruby back, it simply has less hitstun than if he had hit with the tip of the sword. This does mean that he can end up inside the opponent who can retaliate if he messes up, so it's now slightly easier to land the sweetspot. After players have tried this for a while, we can decide which version of Ruby to keep. Ruby's default skin was also given a new victory pose that better suits him (his other victory pose is a reference to the crystals in Ittle Dew, and is still used by his alternate skin). Furthermore Ruby's Dair was very slightly tweaked so that Fishbunjin can no longer use his armor at 0 damage to walk right through it.

Jenny Fox:
It seems like people agree that Jenny's Neutral special axes are a bit too good and makes her too much of a zoner, so this is an experiment with reeling them in a bit to put the focus on the rest of her moveset. Her Nspecial axes now only cause a slight stagger instead of sending the opponent flying, like Ittle's bombs. Their hitstun also starts somewhat high and lowers the longer the axe has been out, but as usual it's not a good idea to use them at point-blank unless it was the delayed axe (which is used by holding the Special button and is still safe on hit). This means that Fishbunjin can walk through the axes with his armor, but it also means Jenny can use them to "reset" someone lying on the ground to force them to stand up.

Ultra Fishbunjin 3000:
The size of Fishbunjin's shield was quite ridiculous (it was more obvious with hitbox display turned on). It's smaller now.

Princess Remedy:
To make Dair a more interesting and useful move to use on-stage, it now knocks people straight up with fairly long hitstun if they're standing on the ground. An attentive Remedy can use this to combo into Bair or even Ustrong.

Goddess of Explosions:
There was a mistake that gave Goddess' Utilt the same properties as her Dtilt ever since she was released, which became obvious when her Dtilt properties were changed. It's fixed now. Her Dtilt now also has a brief hitbox along the ground so it hits people hanging on the ledge.
8 comments Read more

July 24

Slap City 0.8.6p1

Slap City 0.8.6p1 is live!

-Fixed issue where some projectiles spawned rotated incorrectly for one frame
-Added "VXDI". Like DI but gives the attacked character horizontal speed in the direction they're holding (only on specific moves)
-When hitting something that is tagged as a projectile, characters now only experience a maximum of 3 frames of hitlag
-Mashing out of grabs is now possible with the Defend and Clutch buttons
-Mashing out of grabs is no longer possible with the secondary stick
-Value for mashing out of grabs with the control stick has been halved
-Fastfall can now be initiated by either tapping down on the control stick or holding down for 14 consecutive frames
-Added loading bar to startup screen

-A tentative "maybe?" on fixing lobbies breaking

Masked Ruby
-Jab now has a different knockback angle on the first frame (80 degrees)
-Hitting closely with Fair/Bair gives Ruby some pushback (more pushback the more hits he's gotten without landing). But if only the tip of his sword connects (which is now slightly larger without altering the total range), Ruby does not get pushed back
-Changed first active frame of Uair DI from 2.0 to 0.0 and VXDI from 0.0 to 12.0
-Uair now has a regular "punch" effect when hitting the opponent with the first active frame
-Changed first frame of Uair set knockback from 400 to 370
-Changed first frame of Uair hitstun from 0.5 to 0.6
-Changed Dspecial spike (the tip of the sword on the last active frame) knockback gain from 1.3 to 1.7
-Changed Dspecial spike (the tip of the sword on the last active frame) hitstun from 0.8 to 0.7
-Dspecial now has a regular "punch" effect unless the sweetspot connects (the tip of the sword on the last active frame)
-Changed dthrow knockback gain from 1.5 to 1.2
-Changed dthrow DI from 1.2 to 0.0 and VXDI from 0.0 to 12.0
-Added 5 x speed to Ruby on dthrow release depending on if player is holding left or right
-Increased finisher startup by 5 frames

Jenny Fox
-Fixed issue where respawn invulnerability was not cancelled by down special
-Neutral special axes now lose hitstun over time (start with 0.4, loses 0.013 per frame)

Ultra Fishbunjin 3000
-Changed Bair shieldstun from 1.0 to 0.5

Business Casual Man
-Can no longer gain money from invincible targets
-Increased Fstrong recovery by 5 frames

Goddess of Explosions
-Nair now transitions into Jab on landing while holding Attack
-Changed Dtilt knockback angle from 60 to 30
-Changed Dtilt base knockback from 150 to 80
-Changed Dtilt DI from 0.0 to 0.5
-Changed Dtilt SDI from 0.0 to 0.5
-Changed Dtilt hitstun from 0.8 to 1.2
-If hit during the super armor frames of Dstrong, Goddess immediately goes to the explosion counter
-Increased Nspecial hitbox horizontal offset from 5 to 6
-The Fspecial fireball now destroys other projectiles, except other fireballs and Ittle's bomb
-Pressing Fspecial while the fireball is out now deactivates it (takes 20 frames to deactivate)
-Uspecial can now grab ledges from frame 36 (lowered from frame 55)
-Uspecial can now be made to go down on frame 36 by holding down
-Changed fuse length of Dspecial from 60 to 50 frames
-Changed Dspecial hitstun from 0.7 to 0.9
5 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

    • 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
    • Requires a 64-bit processor and operating system

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