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Slime Farmer patch notes
Every update, newest first, in plain words. Latest: v0.3.3, 9 October 2026.
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v0.3.3 Co-op Connection Fixes & Better Combat Sounds
Sound
- Every spell now sounds like what it does: daggers are quick, dry stabs (no more shimmering magic sound on the Rogue), swords swish, axes and scythes swing heavy, fists and kicks thump, arrows zip, and bolts crackle, tick, zap or hiss by element.
- Combat sounds sit under the music instead of drowning it out: quieter casts and kills, no pile-up when lots happens at once, and slight variation so repeats don't sound robotic. Getting hurt, levelling up and pickups stay clear.
- Meteors, arrow rain and thrown kegs sound when they land, and auras, orbits and trails stay quiet instead of ticking every second.
Co-op
- Fixed a teammate sometimes seeing an empty world (no host, no slimes, no level-ups) when their connection to the host didn't open or dropped. The game now reconnects by itself and shows "Connecting to the host…" until it's back.
- A connection left over from an earlier run in the same room can no longer get in the way of the new one.
- The lobby now checks that everyone is on the same version of the game and won't start until you are. If it warns you, refresh the page (or update the app) and rejoin.
Fixes
- Drinking a potion shows healing sparkles, and anyone getting revived (you or a teammate) gets a burst of light so the whole party sees it.
- Small heals from Auras (Siphon, Rejuvenation) now show a number, and quick heals in a row add up on one number instead of piling up.
- Siphon on a Paladin now stays within its cap (Paladin's bonus healing pushed it over).
v0.3.2 Auras & Pixel Effects
New: Auras
- A new kind of spell. An Aura is a glowing circle that follows you and pulses, hitting every slime inside it. Damage upgrades make each pulse hit harder, Cast Speed makes it pulse faster, and Area makes the circle bigger. The ring on the ground is exactly how far it reaches.
- Four classes get one: Paladin (Templar) Consecration, Necromancer (Plaguebringer) Plague Aura, Druid (Grove) Bramble Aura and Warlock (Destruction) Immolation Aura. They replace Holy Nova, Pestilence, Nature Nova and Doom Nova.
- Auras have their own five mutations from objectives. Siphon: slimes dying inside your Aura heal you a little. Overload: every 8th pulse is a bigger, stronger shockwave. Resonance: each pulse in a row on the same slime hits harder.
- Two more in co-op: Empowerment (teammates inside your Aura deal more spell damage) and Rejuvenation (your pulses gently heal teammates inside).
Spell effects
- Hand-drawn pixel-art effects from several artists (see Credits below): sword, axe and holy swipes that follow the real reach of every swing, pixel rings for blasts in every element, and new impacts, explosions, lightning strikes, heals and smoke.
Changes
- Spell tooltips now list the mutations a spell has picked up.
v0.3.1 Storybook Trees
Changes
- Trees look the way they were meant to: leafy painted oaks and layered pines with real branches and roots, swaying in the breeze. You'll see them around the plains arenas, on the title screen and in the lobbies. Before, their leaves showed up as plain blocks.
- Bushes got the same leafy look.
Fixes
- New-spell cards for always-on spells (like trails) say "always on" instead of "every 0.0s".
v0.3.0 Co-op Fixes, Tougher Runs & Auto-Updates
New
- Coming soon: a Windows desktop app that updates itself. It checks for a new version when it starts and offers a quick restart when one is ready.
- Patch notes, right here. You'll see "What's new" after each update.
- The Codex (Guild Hall → Learn & track): a Bestiary of every slime and boss and what it does, every spell by class, exactly how upgrades, elements and mutations work, objectives and hazards, and a short How to Play.
A faster start
- Slimes are on screen from the first second, so your first kill comes almost straight away and the first few levels arrive much faster. Your first new spell usually lands before the one-minute mark.
- Fireball and Arrow Shot reach a lot farther, so starting heroes can hit slimes before they get close.
- A Loot Slime shows up about 50 seconds in. It can't hurt you: catch it for a big chunk of XP, a Core and a mutation pick.
- The Pedestal of Power objective now shows up in every stage. The toughest objectives (Champion Hunt, Bosslet Brawl) no longer appear in the first few minutes.
Die, then get better
- Every run now pays Gel when it ends, win or lose: for time survived, kills, levels, objectives and bosses, more on harder difficulties. The results screen shows each line. Before, a short run often paid nothing.
- General upgrades are cheaper at higher ranks (each rank costs 1.6× the last instead of 2×), so the full set costs about half what it did.
- Gel Gain now boosts run-end Gel too, not just the Gel slimes drop.
- Armor, Dodge and HP Regen (cards and Traits) now actually work. Before, they did nothing. Every hero also slowly regenerates a little health.
- Six General upgrades that did nothing now work: Tough Skin, Projectile Speed, Orbit Speed, Trail Rate, Blast Radius and Piercing.
- Range upgrades now make bolts and arrows fly farther (they used to stop at a fixed distance).
- Slimes hit harder the longer a run goes on, so a strong build still has to watch its health. Lifesteal and Max HP II are toned down so upgraded heroes are tough, not unkillable.
Spell effects, remade
- Every spell effect is redrawn as crisp pixel art instead of realistic fire and smoke: bold colours per element, chunky voxel sparks and debris, and effects that animate in snappy steps like the classic look.
- You can always see exactly how big your attacks are: each slash shows its full wedge and each blast its exact circle, with a sharp outline that reads even in a crowd.
- Effects are lighter on your computer too: fewer things to draw in big fights, and the effect art is 40× smaller to download.
51 new slimes
- Gumdrops, Snowballs and Magma Drops squish together into bigger, tougher slimes. Kill them before they merge!
- Exploders with a blinking fuse and a ring showing exactly where they'll blow, plus slimes that pop on death, split apart, lob globs, spit volleys, leap, charge, burrow under you, or drag you in like a magnet.
- Support slimes that shield, ice-coat or heal their friends: take them out first.
- Tricksters: thieves that grab your XP gems and run, gluttons that eat them, and mimics pretending to be gems.
- Shelled slimes that shrug off damage until the shell cracks, ghosts that fade out, mirror slimes that throw your damage back, and a crowned King Jelly that eats its court to grow.
- Every stage now opens with four new slimes in the first two minutes, so runs get going right away.
- Check them all in the Codex Bestiary.
Co-op fixes
- Enemy projectiles (boss bursts, spitters) now hit every player, not just the host.
- Everyone in a party now shares one XP bar and levels up at exactly the same moment, every time. XP picked up by anyone is never lost, even on a shaky connection.
- Every player gets their own upgrade pick on every level-up, and every objective reward (mutations, Cores, chests, boss rewards) now goes to the whole party, not just the host.
- Two level-ups at once now give you two picks.
- You can see your teammates' summons (hell hounds, wolves, mirror images and the rest).
- Downed heroes lie face-down where they fell, the bleed-out timer counts down properly (teammates can see it), and slimes keep moving when the host goes down or tabs away.
- Objectives point the way with arrows (always on Easy and Medium, most of the time on Hard, about half the time on Hell), and the hold-the-circle zone is drawn on the ground.
- Lobby: everyone sees the host's lobby, you can un-ready, and the host has to ready up too.
- Fixed chest rewards being picked for you automatically, which could secretly give you Glass Cannon (−75% max HP).
Tougher runs
- Runs get much harder after the first two minutes: more slimes, tougher slimes, and roaming elites from minutes 2–4. Easy is gentler than Medium but no longer a stroll.
- Hard and Hell are clearly harder than Medium now, and bosses are about twice as tanky. Strong builds can no longer keep a boss stunned forever.
- Co-op now scales with your party: each extra player brings about 45% more slimes and 65% more slime health, and bosses get much tougher. Before this, co-op runs were tuned as if you were alone. Enemy damage never goes up with party size.
- In co-op, teammate health bars and revive tokens now show up.
Levels
- Arenas are properly walled in: solid ramparts exactly where you stop, and the camera never shows past the edge or loses your hero at a wall or corner.
- Frozen Catacombs is rebuilt: cliff terraces, frozen waterfalls pouring into icy pools, barren frosted trees, four times as many rocks and boulders, snow drifts and a frozen lake.
- Every stage got height (terraces and waterfalls of water, ice or lava) and more varied rocks and trees.
- Moving water pushes harder on higher difficulties. It is clear blue in the plains, icy blue in the frozen stage, and a glowing toxic green in the crystal cave, where it hurts.
- Everyone in a party now plays in the same version of a stage. Before, some classes saw a cave version with different rocks, so teammates could walk through rocks the other player saw. Each stage now has a cave variant that shows up about one run in three for the whole party.
Talents: just SPACE
- Every class has exactly one ability you press: SPACE. F and R no longer do anything.
- The old F and R abilities return as passive upgrades that trigger when you use SPACE (a stun, a heal, a burst of knives…). The top tier can also give SPACE a second charge.
- All SPACE abilities are toned down: longer cooldowns, less damage, smaller areas, and dashes only protect you while you're moving.
- Your saved talent picks carry over automatically.
Upgrades, reworked
- Picking an upgrade takes one click (or press 1, 2 or 3). Clicks in the first moment after the cards appear are ignored, so you can't pick one by accident while fighting.
- Level-up cards for a spell are much stronger, and each one shows exactly what it changes, before and after (for example "65 → 77 damage per hit" or "0.8s → 0.7s between casts").
- Spells only offer stats they actually use: no more range cards for blasts or area cards for bolts.
- "All spells" cards are smaller now. Investing in a spell is the strong pick.
- Each offer mixes things up: no more three cards for the same spell.
- Spells now go to rank 20 instead of 30. Elements arrive much sooner: the first at rank 7, a second at rank 14 that fuses with it, and the spell's Mastery at rank 20.
- New spells you pick later arrive already levelled (rank 2, 3 or 4), so they pull their weight right away.
- Every circular spell (blasts, meteors, puddles, orbits) starts at half its old size and grows as you take Area upgrades. Area upgrades now grow blasts and meteors properly; before, they didn't.
Changes
- Armour and weapons got a big detail pass on every class and every transmog: layered and riveted plates, buckles, gems, embroidered hems, heraldic shields, cape emblems on your back, and fancier swords, staffs, bows and daggers. Each tier set has its own motif (Judicator's winged sword, Wrathforged's glowing cracks, Drakehunter's scales…).
- XP gems are gold now instead of light purple.
- Numbers are much easier to read everywhere: a new, bolder number font with clear 2s, 5s and 8s.
- The Guild Hall is tidier: cards are grouped (Your heroes · Permanent upgrades · Learn & track), and specs now live inside each class instead of on a separate screen.
v0.2.1 Performance & Desktop App
Performance
- Much smoother, especially on big or high-resolution screens. On a 4K monitor each frame now takes about a tenth of the graphics work it used to, so big fights hold their frame rate.
- New Graphics setting (Title → Options, or the pause menu): Auto, High, Medium or Low. Auto lowers the resolution a little when a fight gets heavy so the frame rate stays steady.
- Press F3 during a run for a frame-rate meter.
Wardrobe
- The hero preview no longer spins on its own. Drag to turn it.
- Hovering items swaps the look smoothly instead of stuttering, and flicking back to a look you just saw is instant.
Desktop app (Windows)
- A Windows app version is on the way: same game, same account, same co-op rooms. Desktop and website players will be able to play together.
- It saves to disk, has F11 for fullscreen, remembers your window size, and signs in with Google through your normal browser.
Fixes
- Refreshing the page while in the Guild Hall, lobby or a run no longer shows a blank screen.
- The pause menu scrolls on small windows instead of cutting off.
v0.2.0 The Voxel Update
A whole new look
- The world, heroes, slimes and spells are rebuilt in painted 3D voxels, with new spell effects that show the true size of every attack as it grows.
- Sound effects for everything (spells, hits, slimes popping, menus), with separate Music and Sound volume.
- A new, easier-to-read pixel font and tooltips on everything you can hover.
Classes
- All 11 classes are playable: Warrior, Rogue, Ranger and Mage, plus Paladin, Priest, Warlock, Druid, Shaman, Monk and Necromancer (unlock them with Cores).
- Every class has 3 specs, unlocked by playing it (class Mastery).
- Talents: a SPACE-bar ability for every class (Blink, Shadowstep, Bull Rush, Backflip and more) plus passive upgrades, unlocked with Mastery.
Runs
- The difficulty now builds with the clock instead of spiking with your level, and the boss arrives at 20:00.
- Stage hazards: moving water that pushes you, traps and ice, getting nastier on harder stages.
- Spells and upgrades use plain names with the real numbers shown.
The Path & cosmetics
- The Path: 60 account levels. Every run earns Renown, win or lose, and every level pays Gel, Cores or a cosmetic.
- The Wardrobe: wings and back pieces, 28 transmogs (including 10 tier-set armours), auras, trails, pets, lobbies, titles, nameplates and kill effects. Preview anything before you equip it.
- Unlockable co-op lobbies, and a ready-up pose when your party is set.
Community
- Report bugs and suggest changes from the pause menu (Esc → Report Bug / Change). Your current run details and a screenshot are attached automatically, and every report gets read.
- Your profile syncs to the cloud when you sign in.