The Slormancer - Ashmore[The Slormancer]
Hello everyone!

We took some time off with friends and family and to charge up batteries for the year ahead and we're now ready and excited to get work done and share new things with you! And to officially wish you a Happy New Year!

We want to start off the year and this Chronicle with a very important announcement:

The Slormancer sold 100.000 units on Steam!



And this is absolutely phenomenal for us. Our optimistic goal for the first year was to sell about 15.000 units, and this felt ambitious, as this is our first game and because it is an Early Access after all.
This is an incredible achievement for the both of us, and it could never have happened without the support of each and every player that trusted us by buying our game in its most basic (and bugged) Early Access version. So THANK YOU for your support.

That being said, we still have lots of work to get to the 1.0, and if anything, this made us even more motivated to make The Slormancer the best game it can be.

Work in Progress
We're still working on Part 1 of The Mage Academy update, which includes, among other things, new Slorm Reapers and new enemies. You can read more about our upcoming schedule and upcoming content on our previous Slormite Chronicles.
We're now done with the new Slorm Reapers and are currently in the production step of new enemies, we just don't have anything to show yet. So what about a new Slorm Reaper ?



This is the "Primordial Reaper of Alpha and Omega". If you like massive orbs moving around, then this is a perfect fit for you.

We've mentioned new ways of unlocking Slorm Reapers in our previous Chronicle. Well, there's a new Slorm Reaper called "Pure Reaper of the Keeper", that you can only get if you progress deep enough inside the Slorm Temple.
I'd like to keep the complete effect for ourselves for now, but we can show the minion that comes with it. We call it the Mini-Keeper.



The Mini-Keeper is a minion that can be turned into a Totem on demand, benefiting from both Minion and Totem synergies and increasing its effect. It's strong. And we think it looks nice.

That's it for now. We're still hoping to get that update out before the end of January. It'll depend on the amount of work we forgot to take into account. :)

Have a nice day everyone!
The Slormancer - Ashmore[The Slormancer]
Hello everyone!

First, we want to thank you for your feedback and positive reactions for the release of The Prison Update. We feel like we went back on tracks and we are much more confortable with the current state of the game than we were before.

The Mage Academy Update
Let's talk about the future of The Slormancer.
The Mage Academy Update (Major Update n°2) will be divided in 3 smaller Updates. Each one bringing its share of new content, reworks and bug fixes.

Keep in mind that this is a very raw short-term Road Map and that things may change over time.

The Mage Academy Update, Part.1
  • 20 New Slorm Reapers
  • Materials Tab in Inventory
  • 5 New Enemies
  • The Mage Academy environment in Expeditions

The Mage Academy Update, Part.2
  • Act III
  • New Level Cap
  • New Ancestral Legacy Tier
  • Act I Rework
  • New Cataclysms & Exaltations
About the rework of Act I: This is a major issue for us, because a lot of players just stop right there after a couple of hours and never get to see the rest of the game, which is where the content is. So we want to make it less tedious, probably shorter, increase the variety of enemies now that we have some, and introduce a bunch of Exaltations as well as Named Elites. We're not going to start over, just make it better.

The Mage Academy Update, Part.3
  • New Endgame Content
It was previously called "Trials of Grit" in the Road Map, we internally call it "The Great Forge" now. I can't tell you much about it but it's going to be related to Reapers, and should introduce a great amount of variety to them...

We currently have no date to communicate. But it's probably safe to say that Part 1 should be available around January. :)


Slorm Reapers
We are currently working on Part.1 and this is what we're going to talk about next, starting with Slorm Reapers.

Before we begin, please remember that designs and numbers are not final. We are currently implementing new Reapers in the game and we have yet to test them. Also, while I code their behavior, the rest of the team (being one other guy) is currently working on updating the look of Reapers, so they are a better match for their effect. This means that the skin of pretty much all Slorm Reapers down below will be different for release.

We are bringing 20 new Slorm Reapers to The Slormancer and I believe we took the time to dig a bit deeper and find more visually appealing and/or original effects. We also tried to give some love to stats and/or builds that deserved it.



Fate-Crusher, Reaper of the Seven is a new concept that takes advantage of all Reaper bonuses available on your equipment. Reaper bonuses also directly affect the effects of this Slorm Reaper.

Reaper of Retaliating Foresight was built with the idea of removing the "passive defense" behavior of Retaliation and be active with it.

Reaper of Inner Strength is a simple yet quite fun Reaper, that will hopefully enable Inner Fire builds.



Sovereign Reaper of Great Necromancy is our way to introduce some sort of Summoning skills to the game while people wait for a possible official Necromancer class. :)

New ways to unlock Slorm Reapers
We are trying to diversify the way you get Slorm Reapers. As of right now, there's only one Slorm Reaper (Aurifurious, Reaper born of Fusion) that can't be found through loot. And we really like the idea and would like to push into that direction.
With this Update, 3 out of the 20 Slorm Reapers will only be unlocked by other ways than loot.

Behold! The Elder Staff of The Slorm Temple. This one will be purchasable from Olorin, at an outrageous (yet reasonable) Pure Slorm price.



Primordial Slorm Reapers
Since we're talking about Slorm Reapers, I'd like to address the Primordial Slorm Reaper issue:

We've yet to come up with a solution but we are well aware that the current amount of farm required to unlock one (or even multiple) Primordial Slorm Reapers is a problem, plus the fact that you have to grind it back up to a decent level once you've unlocked it. Nothing is set in stone but we have various ideas. And we will hopefully be able to implement a solution for this Update.

The Mage Academy
This part is ready and implemented. I'm reusing screenshots from very old devlogs, but here's what it looks like.






Materials Tab in Inventory
Aren't you tired of having sort your inventory? Don't you get angry when you have to give a Greater Slormite to another one of your characters? And that room space lost with that absurd amount of crafting materials?

Say no more! We're introducing the Materials Tab to The Slormancer, where everything is easy and properly sorted. Infinite stacking! Shared among your characters! A haven of peace. YOUR haven of peace.



That's it for now. We have nothing to share about new enemies since we've yet to work on them.
Merry Christmas everyone!
The Slormancer - Ashmore[The Slormancer]
Hello everyone!

The Steam Awards are live!

The Slormancer is at the beginning of its Early Access journey and although the reception has been really positive, we are far from the game we want it to be. We still have a lot of features to implement, things to uprove and that many bugs to squash.

For this reason, it doesn't feel appriopriate for us to compete for "Gameplay" or "Gamedesign" awards just yet.

That being said, there is one thing that is complete in The Slormancer: its Soundtrack.
We were very happy with it from the start but the amount of outstanding love it got from the community was not expected. If you too think that we've made an excellent job with the soundtrack, then we would be humbled if you could vote for The Slormancer for Best Soundtrack during the Steam Awards.


With a little bit of Slorm, nothing's impossible.
Let's get it togeter!

Thank you!


Want to hear some of it? It's right below:





The Slormancer - Ashmore[The Slormancer]
Hello everyone!

This patch mostly focuses on bugs but we've sneaked in a couple of changes and Quality of Life additions:

The Slorm Temple:
- 'Fixed not being able to max Slorm Temple upgrades before the heat death of the universe':
- The price of Upgrades has been drastically reduced.
- Slorm Temple Upgrades have been reset and fully refunded.

Treasure Chests:
- Doubled the chance of Treasure Chests.
- Increased the Gold Loot from Gold Chests by about 2500%.

Quality of Life:
- Items with Highlighted stats are now highlighted even when equipped.

- You can no longer reroll the same Legendary, Attribute, Mastery or Reaper effect on an item.
- You can no longer reroll the same stat if it is the only one being rerolled.

- When clicking on a Reforge option, the selected button will remain on the same reforge option if possible. This should prevent quite a bit of accidental reforges.
- Added a confirmation warning when Extracting a Slormite to prevent accidental Extactions.

The Mighty Knight:
- Banner of Sluggishness should work properly with enemies affected by the Tenacious Cataclysm.

The Fierce Huntress:
- You are now properly immune to Suffering Soul's DoT when Untangible (like during Mist-Walker's Fairy Dust) or when Invulnerable.
- Wandering Arrow should now move much more smoothly.
- Finesse's Climax should no longer be inconsistant.

The Mischievous Mage:
- Book Smash should now properly drop Remnants Residue when applicable.
- The animation speed of Arcane Clones is no longer affected by their Attack Speed.
- Glassier Cannon should not affect other heroes when switching classes.
- You should no longer be able to time-lock bosses.

Slorm Reapers:
- Power Crystals from the Ancestral Legacy Reaper now properly deal 100% Elemental Damage (from 30%).
- Reaper of Ferocious Affinity now properly grants you 8% of your Max Mana as Raw Damage (instead of 5%).
- Reaper of the Trainee now deals the correct amount of Additional Damage.
- Reaper of Vindictive Slam and Holy Ground should now display correct values after being modified by Area Increased Effect, and deal the correct amount of damage.

Legendaries:
- Stacks granted by Ahbrasil's Verdict are now correctly removed when unequipping Cadence.

Attributes:
- You can no longer add Attribute Points above the 75 Limit.

Elements:
- Cold Snap should no longer trigger because Ardent Strike is equipped.

Legendaries:
- Young Phoenix Feathers' Cooldown can no longer be removed by Ascension's The Flying Man upgrade
- Young Phoenix Feathers now grant you a 2 seconds invulnerability when triggered.
- Inextricable Torment should now properly remain active between rooms.

Enemies:
- Suffering Souls are now properly Immune to Knockback and Crowd Control effects. This means they can no longer be pulled.

Other:
- Slormandrite of True Potential should now work properly with % Stats (Max Rolls should be maintained when leveling up)
- Enemies like Grotagrom should no longer randomly freeze up and shake when jumping down on you.
- Fixed a few typos and translation errors.

Performance:
- Lightning Effects especially when using Rain of Arrows should no longer tank your FPS (hopefully).

FPS Issue:
As for the FPS issue that's been reported a couple of times, I'm still trying to figure it out.

I believe that multiple users are affected by different things such as High Goldus Droprate, AoE-Intense Builds or other skills that are too demanding in resources. So it does not help to narrow the problem down.

Either way, please be patient, I'm still working on fixing the core FPS issue and will keep improving performance overall during Early Access.

A couple of tips that may help you:
- Try enabling of disabling V-Sync.
- Try changing the display to either windowed, borderless or full screen.
- If your FPS tanks during combat, try disabling damage number, status texts or lifebars.
- There's also a "Low FX" option that you can tick that will disable a couple of effects that might also help out in that regard.

Thanks for your patience!
Have fun!
The Slormancer - Ashmore[The Slormancer]
Hello everyone!

This patch hopefully fixes all bugs that were found during Act II and/or that were preventing players from progressing.

- Fixed a bug preventing you to properly loot Grotagrom's belt and give it to Adam Nostrus to get the 3rd Ancestral Stone. If it happened to you, Adam Nostrus should have a new dialogue for you.

- Fixed an issue preventing players from unlocking The Slorm Temple. If it happened to you, Olorin should have a new dialogue. Simply talk to him to trigger the proper events.

- Fixed an issue preventing players from completing some missions such as Act II's Mission 5.

Grotagrom's Fight:
- Grotagrom can no longer be stunned by your own skills.
- Grotagrom should no longer freeze and remain stuck if you deal damage to him while he comes down.
- We added hints before and during the fight so the mechanic is easier to figure out.

The Slorm Temple:
- The Floor Cap has been increased.
- You can no longer start the Slorm Temple if you don't have enough Elder Slorm using a controller.

Regarding the Slorm Temple, we are aware that Upgrades currently get way too expansive and we plan to address that in an upcoming patch.

That should be it for today.
More to come later!
The Slormancer - Ashmore[The Slormancer]
Hello everyone!

This is it!
The Prison update is now live!

You can read the full Patch Notes here.
And get more informations about changes that were made to The Slorm Temple there.

Bugs are to be expected. If you find one, please let us know either on Steam forums or on our Discord. We'll work on a fix as soon as possible.

Have fun!
The Slormancer - Ashmore[The Slormancer]
Hello everyone!

As you may have heard, the Prison Update will be available on Monday (November 8th) so you will be able get your hands on what we've been working on really soon.

We've talked about almost everything that's coming in previous Slormite Chronicles so we will use this one as a Patch Notes / Recap of what's coming instead.


The Slorm Temple
- The Slorm Temple no longer has to be reset to collect Pure Slorm (and can no longer be reset anyway).
- You can complete the same Floor multiple times and still get Pure Slorm.
- The Slorm Temple now contains deadly traps and will defend itself.
- The Slorm Temple has a timer based on the number of rooms you have to explore and your current floor.
- As the timer progresses, the floor will get more challenging.
- There is now a boss in The Slorm Temple called the Temple Keeper.
- Olorin is now always available in town.
- You can also purchase Upgrades from Olorin from inside the Temple.
- Both "Flat Pure Slorm Reward" and "% Pure Slorm Reward" upgrades have been removed and replaced by new upgrades.
- Visions and their Upgrades have been removed.
- You can now find "Ultimatums" in The Slorm Temple. A new type of Item.
- Ultimatums can be upgraded at Olorin's Shop using Pure Slorm.
- You can now find Pure Slorm randomly inside the Slorm Temple.
- Salvaging Items with Pure Stat will now grant you a bit of Pure Slorm.
- Olorin's Panels are now unlocked much faster: Instead of being unlocked at Floor 50 and 100, they are unlocked at Floor 10, 15 and 20.

- Elder Slorm now takes a physical form that you have to pick up when you kill an Elite. It is automatically picked up once you walk close to it (like a Shield Globe).

If you have played the previous version of The Slorm Temple:
- You will be refunded of all Pure Slorm spent on Upgrades that have been removed.
- You will be awarded of all Pure Slorm currently locked.
- Your progress will resume at the Highest Floor you've ever achieved.
- HOWEVER, since there are a few new things to unlock along the way, the game will cap you to the lowest level in which you have new things to find. Example: If you were at Floor 201 in the old Slorm Temple, you will be capped at Level 10, where there is something of importance to find. Once, you've completed Level 10, you will be capped to the next lowest level, until you've found everything you had to. Once you do, you will be able to resume your progress at Floor 201.

If you want to know more about these changes, please read Slormite Chronicles #6.


Act II
- 12 New Missions
- 2 New Bosses
- Ancestral Stone n°3 can be found during Act II.
- There is now a new category of Elites, stronger than regular Elites, that can only be found during the Story for now. Plus, they have a Name, so they must be important.

Miscellaneous
- Level cap is now 50.
- 20+ new Skills and Upgrades available in the Ancestral Tree.
- You now have an option to scale missions to your current Level if it is above the recommanded Level +5.
- Auras will now remain active in the village between Expeditions.
- The name of Bosses now appear on their Lifebar.
- You can now randomly find Treasure Chests in Expedition containing either Goldus, Equipment, Slormites, Slormandrites or Slormelines and Fragments.

Changes
- Class Skills are now unlocked at Level 1, 3, 5, 7, 13, 16, 20, 24 instead of 1, 3, 7, 13, 17, 23, 27, 31.
- Support Skills are still unlocked at Level 10.

Quality of Life Changes
- You can easily split Slormites and Fragments by Right-clicking on a stack.
(Hold Shift to add 10 and Alt to add 100)
- Ctrl+Right Click now throws away items.
- You can easily display Item Level, Reinforcement, Pure Item and Attributes/Reapers/Masteries stats on your Inventory.
- There is now a Loot Filter. It is available as soon as you unlock Friedrich (The Blacksmith) and can be opened from your Inventory.
- The Loot Filter can automatically turn hidden items into Fragments or Goldus.

Balance
Enemies
- The Cooldown Reduction Elite bonus of Elite Fallen Knight, Elite Wizard, Elite Suffering Soul and Elite Executioner have been reduced from 60% to 30%.
- Bonus Elite Damage of Elite Fallen Knight and Elite Wizard have been reduced from 30 to 15%.
- Elite Wizard can no longer immediately cast after teleporting.
- Fallen Knight's base damage has been reduced from 92 to 64.
- Executioner's Movement Speed has be reduced from 2.8 to 2.5,
- Executioner's Attack Range has been slightly reduced and its precast animation is slightly longer.
- Elite Executioner's Buff strength has been reduced from 150% to 100%.
- Prisoner's Area of Effect has been increased by 25%.
- Eggs from Elite Spiders now have -33% less Life, Armor and Elemental Resistance.
- Elite Suffering Soul's Movement Speed has been reduced.
- You can now only be affected by Suffering Soul's Decaying Soul once every 15 frames.
- You can now remove Decaying Soul by killing the Suffering Soul that applied it to you.

Exaltations
- Killing an Elite now increases the duration of Exaltations by 2 seconds instead of 5
- Closing a Breach now increases the duration of Exaltations by 1 instead of 2.
- The Movement Speed from Exaltation of Speed has been reduced from 5 to 4.

Cataclysms
- Cataclysm: Explosive: The Radius has been increased by 50%.
- Cataclysm: Regeneration: Non-Elites enemies now regenerate 10% of their Max Life per second instead of 2%. Elites enemies still regenerate 2% of their Max Life per second.
- Cataclysm: Floor is Lava: The duration has been reduced to 7 seconds.
- Cataclysm: Ice Bomb: You can no longer be Frozen by an Ice Bomb if you are already Frozen.


I think that's about it but I may have forgotten a thing or two.

We've also fixed a good amount of bugs that we've encountered during our playtests but we were not particularly focused on bug hunting for this update. We'll get to it later. :)


What's Next?
We have our next update planned and we are ready to work on new exciting things as soon as we know that this update is stable and that everything is running smoothly.

New Reapers would be nice, don't you think?


Have a nice day everyone!
See you on Monday!
The Slormancer - Ashmore[The Slormancer]
Hello everyone!

We've been trying to get the update out before Halloween but it just wasn't enough time to get everything done. That being said, everything is now ready and the last touches are being added so we can safely give you a release date.

The Prison Update will go live on November 8th!
So in about a week, depending on when you read this announcement. ːsteamhappyː



We'll post the full patch note a couple of days before in the upcoming Slormite Chronicle.

This is our largest update to this day and we sincerely hope to have created a fresh and fun experience for everyone, so we're both nervous and excited to get it out and get your feedback!

In the meantime, Happy Halloween everyone!
The Slormancer - Ashmore[The Slormancer]
Hello everyone!

We've been working hard on the second and final part of "The Prison Update" lately. And even though we already have a fair amount of content ready, we actually want our next update to be the final update for the first part of our Road Map.

Before you ask, we do not have a date to communicate yet. But considering how things are going, we should be ready by the end of October / early November. Our goal is to get it out before Halloween and we're doing our best to meet that deadline.

The game hasn't been updated in a while, so this means we have lots of exciting new things to share today.

Act II
Act II will consist of 12 new Missions and 2 new Bosses (we were aiming for one, but bosses are fun to design and hopefully, to fight, so here we are).

You will be going through The Prison, looking for a thief called Grotagrom, fighting mysterious organizations such as The Hood Syndicate or The Old Bones gang and freeing Villagers along the way.

We tried to work on the repetitive and bland aspect of Act 1 and tried to introduce funnier mechanics, shorter and more action-packed missions and we tried as much as possible to handcraft a different experience than what can be found in regular Prison Expeditions.

We're also introducing the ability to scale enemy level to your current level during Story mode.
So if you actually reached Level 40 during Early Access, you will probably roll over the new content anyway, but at least at a slower pace, and with loot that's relevant to you.
It will also provide an incentive to replay Act I missions if you feel like it and fight stronger versions of available bosses.



The Slorm Temple
We've also been working on a new version of The Slorm Temple.

Our goal it to create a much different experience from what regular Expeditions are.
As for progression, we want to offer a real endless challenge with an ever increasing difficulty but also a "soft ending" and meaningful things to unlock along the way for players who are simply not compeled by the "Endless grind" structure.




Minor differences:
  • The Slorm Temple no longer works with a "Prestige" mechanic, meaning you don't have to close The Slorm Temple to spend Pure Slorm. You actually can't close The Slorm Temple anymore.
  • Instead, The Slorm Temple has a permanent progression. Once you've completed a Floor, you get to the next one and that's it.
  • You can go back to a previously completed floor. Completing it again will now grant you Pure Slorm aswell.
  • Being defeated in the Temple also does not reset your progression.
  • Olorin will always be available in town (or inside the Temple) to sell his goods.
  • These changes made some upgrades sold by Olorin irrelevant and were removed and replaced by new upgrades.
    Flat Pure Slorm Reward and % Pure Slorm Reward were removed and replaced by "Temple Defenses Damage" and "Temple Keeper Awakening" (more on that later).
  • Elder Blade Vision, Vision of Purity and Vision of Olorin have been completely removed.
You will be refunded of any Pure Slorm spent on Upgrades that are no longer in the game as well as Upgrades made on Visions.
Your progress inside the Slorm Temple will also not reset but you will be soft-locked to floors where things are to be done (Boss to fight or Item to find) until you do said thing.


  • Elder Slorm is now a physical globe-thingy that you have to pick up when you defeat an Elite.
  • Pure Slorm can randomly spawn when engaging a fight inside The Slorm Temple.
  • Additionally, salvaging Items with Pure Stat will now grant you a bit of Pure Slorm.
  • Getting Pure Slorm should be smoother overall and can actually be done without even going inside The Slorm Temple, although not recommended.

Major Differences / New Additions:

A New Challenge
The Slorm Temple is under the watch or someone we call "The Temple Keeper".
He is a major threat inside The Temple and will change the dynamic of the floor you're in.

Once you start a floor inside The Slorm Temple, and after a small delay, The Temple Keeper will awaken and will activate the Temple Defenses.
Once these are active, various kind of obstacles will continuously appear during the rest of the floor, transforming the Temple in a dangerous area.
On top of that, a timer will start. It represents the time you have left before The Temple Keeper gets to you. Once he finds you, obstacles, traps and enemies will become even more dangerous.
Your goal is to get to the end of the floor before the Keeper gets to you.

With this mechanic, we tried to spice up each floor of the Temple and we tried to balance it so that each floor is actually a challenge and that you actually need to breathe before getting to the next floor.
We probably won't get the balance we want until later during Early Access but we do think it makes the Slorm Temple much more fun in its current state.

One of the new Upgrades sold by Olorin reduces damage dealt by traps/obstacles while the other delays the apparition of the Temple Keeper. Both should become mandatory at some point.



The Temple Keeper
We're also introducing The Temple Keeper as a boss in The Slorm Temple so you will actually get to fight him at some point.

You will have to defeat him 3 times during your progression. The third time being the "soft ending" of The Slorm Temple.

Every time you fight him, The Temple Keeper will add a new mechanic to his arsenal, so he will get increasingly stronger.



Ultimatums
Ultimatums are a new type of item that you can find inside specific floors of The Slorm Temple. They are unique but quite easy to find if you just keep making progress inside the Slorm Temple. There are a total of 15 Ultimatums to find.

Ultimatums are a new (yet pretty small) layer of customization for the player.
Ultimatums all have the same behavior: You get a good boost of a given stat, but this stat can no longer be modified by any other effect or item.
And you only get to equip one.



Example: Ultimatum of Impeccable Technique sets your Critical Strike Damage to 210%. However, you will no longer be able to increase that number with Passives, Auras, Reapers or Equipment. It is locked at 210%.



On top of that, you will be able to upgrade Ultimatums with Olorin, using Pure Slorm.
Each Ultimatum can be upgraded up to Level 15.



The Prison Update: Final checklist
Increased Level Cap
The Level Cap will be increased to 50 with our upcoming Update. New Attribute Traits should be within your reach.

New Ancestral Skill Tree Tier Available
A new Ancestral Stone can be found during Act II. This should lead to roughly 20 new Upgrades/Skills available to you once you The Prison Update is live.


I have 7 Ancestral Stones in the screenshot above for... reasons.

Extras
Finally, these are things we've mentioned in previous Slormite Chronicles and that will be available in the upcoming Prison Update.

Treasure Chests
You can now find chests of various sorts during Battlefield Expeditions.
They can contain loot of different sort: Goldus, Equipment, Slormites, Slormelines or Slormandrites.



Loot Filter
We're introducing a basic Loot Filter in The Slormancer that should help you quite a bit with the amount of equipment you have to manage and can even salvage equipment for you. How convenient.



Inventory
We're also adding a bunch of filters to the inventory so you can quickly get a better idea of what can be of use to you.

You will have the ability to easily throw an item and to easily split Slormites and Fragments into stacks of various sizes.

Auras
We've seen this request quite a bit so we had to do something about it: Auras will no longer disappear when you get back in town.

Balance
We have minor changes coming to the duration of Exaltations and the duration of some Cataclysms but that's about it. No worries. ;)

I'm pretty sure I forgot a few things but that's roughly what the next update will be about.
Hopefully, we will get it live before the next Slormite Chronicle!

Cheers!




The Slormancer - Ashmore[The Slormancer]
Hello everyone!

So first thing first, we took a bit of a break from development and enjoyed some holidays in the last couple of weeks. So we didn't make enough progress to give a release window for the next big update.
(But please keep reading, I gave this Chronicle much love <3).

That being said, this break was much needed and allowed us to take a step back from development and look at the game, the comments and the reviews we got from a fresh perspective.

Addressing Reviews
The most important issue we get on Steam and Discord is how grindy the game is and how repetitive and boring it quickly becomes.

I believe we've already mentioned in another Slormite Chronicle that addressing the repetitiveness was one of our top priorities during Early Access. But coming back from our break, and after reading the comments we got from the endgame mode we've recently introduced, we realized that we did the opposite.

The Slorm Temple is pretty much the quintessence of a grindy and repetitive content. We know we could have done a MUCH better job so we're not happy about that.
We were probably too impatient to deliver additional content and we did not take the time to think it through. It turns out The Slorm Temple is not that fun.
But that's about to change (more about it down below).

As for the rest of the content, our goal is to slowly introduce enough mechanics, enemies and environments so that the game is enjoyable for a much greater amount of time.

The amount of grind needed to unlock new things such as Masteries, Skills, Primordial Reapers or even Levels is also on the to-do list of things we want to adjust.

We also saw a couple of reviews and comments talking about the development being slow and/or focusing on the wrong things (either balance or content that's not the story).
We pretty much agree to some extent. We're slowly learning that developing a game during an Early Access is quite different than developing an unpublished game on our own. We definitely could have done a better job and could have prioritized better.
I guess we're still trying to find the correct pace of our Early Access.

But don't give up! We're still determined to make one pretty damn fine RPG with The Slormancer.


The Slorm Temple
As mentioned above, we are not happy with The Slorm Temple and we are going to introduce some major changes that are currently being worked on. This includes more unique encounters, Traps and Events inside the Temple, a Boss, a soft ending and valuable UNIQUE things to collect, giving the player good reasons to get into the Temple.

The Slorm Temple will no longer be something you start over from Floor 1 when you want to spend Pure Slorm: You will be able to purchase upgrades (and other fancy things) from Olorin whenever you want, in the village or directly inside the Temple. Your progression in The Slorm Temple will also be permanent (no need to start over).

The progress you've made so far in the Temple will still be relevant and Pure Slorm spent will be refunded.

What about Act II?
We have no release window for that yet. We definitely don't want to rush anything given how things went with The Slorm Temple and we want to make sure that the experience we offer lays the foundations of something solid and fun for the rest of the development.


Quality of Life
Oh! And we have Quality of Life changes on the way for the next update. These were all suggestions from our Discord members.

We're introducing a Loot FIlter of our own in The Slormancer. Its purpose is to declutter the screen AND prevent a decent amount of trips to Jemma and/or Friedrich since filtered items can be immediately transformed into either Fragments or Gold.



Also, there are a couple of changes to the Inventory.
First, there's an additional Tab. It is not yet available but we plan to add the very-requested "Materials Tab" very soon. Second, you will notice "Filter" buttons: Level, Reinforcement, Extras and Purity.

These will allow you to quickly display informations directly on your items so you can quickly find what you're looking for.

Last but not least, you will have the ability to easily throw an item and to easily split Slormites and Fragments into stacks of various sizes. There are other changes coming but these were the "cool" ones.

That's about it for now.
Thanks for reading this and following the development of the game!

See you next time!


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