- Disable NPC '...' during "cutscenes" - Fixed a small softlock in the Village cat house - In the Ocean, you can no longer spam 'e' to steal Romeo's bottle while it's flying in the air - In the Dessert, fixed a bug that prevented you from moving tiles if you [spoiler]quit after picking up the Scroll Scrap but before opening the artifact[/spoiler] - In the Dessert, [spoiler]gray out the middle tile during the scroll fragment if the middle tile is anchored[/spoiler] - Fixed some of the many potential softlocks in Military - Probably fixed some missing text bugs in MRI from Alchemist Muta - In the MRI, you can no longer [spoiler]give the stools to the wizards after they move to the present[/spoiler]
- Added option for larger controller deadzone - Added option for windowed display mode - Changing display mode now asks for a confirmation - Fixed a bug in Factory where one of the lever's was not properly saving, leading to possible softlocks - Fixed a bug in Mountain where the gem extractor would disappear if you left the area
- Fixed a missing bird squak sound in the Desert - Fixed a bug where area names were being displayed incorrectly in the map (and some other places) - A ton of behind the scenes localization changes
What?? No more crashing? Is it finally fixed?! (Let us know if you're still experiencing random crashes. Hopefully last patch fixed it though!) - Added a controller controls screen - Behind the scenes localization set up (let us know if this broke any text) - Fixed a bug where Bob was talking about the Flats instead of the Impact Zone - Fixed a softlock in the Factory on the 3D printer tile - Fixed a bug where Military would reset if you tied the final fight (it should be fixed if you leave and return to the area) - Fixed an issue where MRI items could be saved in walls during scene transitions
- Upgraded the Unity engine version! I'm trying my best to figure out what's causing the crashing for some people, but it's been really tough since it seems graphics card related and I can't reproduce it myself :(, fingers crossed that this fixes it. - Updated (again) some colliders in Factory [spoiler]in the past section of the map[/spoiler] - Updated some colliders in the Mountain - Fixed a bug that caused issues with colliders if you had tiles moving during the Village grid shuffle that could cause you to get stuck into walls - Fixed a bug where Chad could walk on water in the Desert - Fixed a bug in MRI (but also will affect other areas in the game too) where multiple screen effects going on at once could prevent you from opening the Artifact or [spoiler]going through the portal[/spoiler]
- Added a trigger to the Desert VIP area that will TP you out if you somehow softlock yourself in there early - Updated some colliders in Factory [spoiler]in the past section of the map[/spoiler] - Fix an issue in MRI where the [spoiler]Mountain/Factory gem wasn't showing up if you didn't initially picked it up[/spoiler] - Maybe some other small bug fixes and tweaks but I low key forgot to write them down - There's still a bug if you are using keyboard-only mode where sometimes you can't use the [spoiler]Scroll of Realigning[/spoiler]. Try either disabling keyboard-only mode or pressing 'E' to apply the action
Wow! We're Steam Deck verified!! It's surprising cause we don't even officially support controller yet. - Fixed a bug in the Jungle where [spoiler]the fat tile would spawn separated[/spoiler] - Reworked how the doors in the Factory are coded so hopefully they should be more consistent - Added some more checks in the Mountain. If you load the area with 7 sliders, the heater should be on now. Also, if the heater thinks it's full but for some reason isn't, extra lava carts will make it check again now. - Updated the dialogue in MRI at the [spoiler]laser cutscene[/spoiler] - Updated some hints in the walkthrough We're working on setting up localization!
- Updated Linux Steam cloud saving path. If you created a Windows profile, it might overwrite the Linux one you currently have! You should be able to use the new "restore backup" function to get your old linux save back though. - If you messed up your saves, you can try checking your saves folder and using one of the other backups we create. For example, you might want to (while the game isn't running) copy "backup-LINUX-slider0.cat" to "backup-slider0.cat". If you start your game, you should be able to then restore the backup. The linux save path should be the games install directory -- during testing mine was at "~/snap/steam/common/.config/unity3d/slider*.cat" before the update, and at "~/snap/steam/common/.config/unity3d/boomo/Slider/slider*.cat" after the update. - Updated select profile screen. Now there's a button to restore backups in case your save gets deleted by Steam cloud or something weird happens. (Backups are created/replaced each time you quit the game) - Added an experimental "Keyboard Only" mode in controls - Updated Barron's dialogue - Fixed an issue with Factory Slider 9 collectible saving/loading
- Updated how achievements are given. Now, teleporting to a different area will *only* disable speedrun achievements. In other works, teleporting, anchor, scroll + boots buttons are okay if you want area-specific achievements! - Anchor cheats button now turns into a recall anchor button if you had already used it. [spoiler]You can normally already do this with the scroll of realigning's save/load though![/spoiler] - Fixed a bug where the speedrun achievements weren't properly given. You should be able to load back into any speedrun saves you have and get them again though - Actually updated profiles so that they show a dark gray border on the bottom if you used the cheats panel -- this is intended for speedrun verification if that ever picks up in the future - Added another hint to the NPC in the caves by the big fungus - Fixed a bug in MagiTech where [spoiler]quitting during the portal effect would break the portal[/spoiler]
- Fixed a bug where Romeo would disappear after picking up the 6th Village Slider - Fixed a bug where the caves rat wouldn't properly attach to Sliders it previously had been on - Fixed a bug where you needed 2 unused supply drops instead of 1 for the "Supreme Commander" military achievement - Fixed a bug where the minecart would get stuck in a state where it constantly stopped moving after one tile of movement - Achievement progress will stay as the highest value you've gotten on Steam (ex. if you have a profile with 8 breadge and you start a new one, Steam will now keep showing 8)
- Added controller support for MRI! - Moved an NPC in MRI so you wouldn't get stuck in a wall - Fixed a bug where you could get Slider 8 early in the Desert - Added an experimental "DisableSlider X" to the dev console
- Fixed some Breadge collectibles and related achievement stats - Fixed the breadge hint the baker in MRI gives if you only have one left - Fixed some save/load bugs in MRI involving [spoiler]the final gem.[/spoiler] Go get your cat stickers! - End screen should now always display play time - Fixed some typos
Wow!! Launch has been going great so far. I've been working like crazy trying to fix all the bugs you guys have been finding, but we've already had a ton of people finish the game (that's way faster than I expected, it's only been out for 3 days guys)!
We're super super super happy that so many people are having so much fun playing. It would mean the world if you shared the game with others, so thank you for that!
Anyway, our music track is on Spotify! We have two albums, one with the main 9* songs, and a second album with all the extras. Give them a listen, the musicians killed it on our game.
https://open.spotify.com/album/5luRV9ARCJo9p6wdFvezoz?si=2BKr7EM9QiiUpOYzHIXHHA
https://open.spotify.com/album/2zq73J5YFmW9fE7PTJMXBY?si=z9xKlDrLSVG8NYESrf7CaQ
Call us Baldur's Gate 3 the way our final act released buggy but hopefully gets a lot better as more patches come out - Checked for more cases where the village fisherman shouldn't leave yet - Fixed some sprite sorting issues in the ocean - Added some more checks in the Ocean for the [spoiler]volcano puzzle[/spoiler] in case you save/load it weirdly - Removed the impossible Jungle recipe where a Male + Female would make a heart :( - Fixed typo in "Lolipop" - Fixed a bug in the Jungle where [spoiler]pointing 2 Shape Spawners at each other[/spoiler] would crash the game - Made the "Cover to Cover" jungle achievement a bit more straightforward to earn - Fixed a bug in the Mountain where you could [spoiler]fix the elevator before it was broken, causing you to Get Slider 6 without Slider 5[/spoiler] - Fixed bug in MRI where Chad wouldn't [spoiler]open a portal[/spoiler] if you loaded from a save - Fixed a bug in MRI where [spoiler]mushrooms wouldn't push you off while you were in them[/spoiler] - Dialogue cutscenes in the Jungle and MRI should now freeze less (and you can skip through Jungle dialogue!) - Profiles where the cheat menu has been used will now have a darker bottom border - Fixed typos
Slider v1.0.02 - Moved props around to prevent the player clipping into walls - Updated desert bird effects - Fixed bug where loading into the [spoiler]desert temple[/spoiler] would teleport you off the map - Updated Credits scene - Elevator Engineer has been granted the ability to walk - Fixed "Rat Race" achievement -- you'll have to earn it again - Fixed breadge achievements -- you should get them automatically - Updated guide - Fixed some bugs in the final area; it's still a bit messy, we'll have some more fixes coming soon! - Fixed typos Known Issues - Sometimes doors in factory have their sprite set to open, but the collider is still enabled - Some MRI NPCs don't work well with saving and loading - MRI does not work on controller - Sometimes sliders' border colliders are on when they shouldn't be
- You should earn your achievements in-game now instead of only after - Fixed bug in Jungle puzzle, [spoiler]Chad Race can now be solved with the Scroll of Realigning[/spoiler] - Fixed bug where you could clip through the scene transition outside the map between Ocean and Jungle - Fixed bug in Desert where you would get stuck on tiles [spoiler]during the Mirage tile sequence[/spoiler] - Fixed bug in Mountain that caused you to get stuck on tiles - Fixed a bug where an NPC moving in Ocean would push you out of the tavern through a wall - Decreased the thickness of the scroll borders in the Desert - Fixed some sprite sorting in the Jungle - Maybe fixed a bug where replaying the game would put you in 8-puzzle completion mode and break everything
Slider is now available!
After an amazing 3 year journey Slider has finally been released. Thank you to all everyone who has followed along, playtested, and wishlisted over the years. We couldnt have done it without you.
[previewyoutube=QDoBvHqgbXE;full][/previewyoutube]
Please let us know if you run into any bugs!!!! To be honest we weren't able to test on non-Windows versions so there might be some issues there. You can send me an email at daniel@boomo.me or reach out to me on Twitter @_boomo_ or Discord @boomo
We can hardly believe it! It's been a long 3 year journey since our little game jam prototype was finished, but here we are nearing the big release. We've made it to so many festivals and won awards and done so many things that I never even dreamed would be possible.
We hope you'll enjoy the game as much as we've had fun making it, thank you for waiting so long.
Festivals
We're super lucky to have squeaked into the IGF Celebration Days festival! We might have a stream at the end of the week, so be sure to check that out. Are you in Georgia? Make sure to come to our booth at the Southern-Fried Gaming Expo, July 19-21. You can play the full version of our game a few days early and say hi to us! We should also be participating in another festival after all this as well, so keep an eye out for that too!
Playtesting
Are you interested in playtesting Slider? We would really appreciate it! You can sign up for our beta to try the game early here: https://forms.gle/xSRUAcGR2RqA6xf39
Music
Woah, Slider's OST is coming to Spotify (and others)! Stay tuned for more info on that.
Tune in to watch a dev playthrough of the first 2 areas of the game. (Again!!)
Tune in to watch a dev playthrough of the first 2 areas of the game.
Hey you! Did you know Slider is a part of the Cerebral Puzzle Showcase?
Well now you do! Make sure to check out all the other puzzle games in the festival too!
In other news, keep an eye out for beta testing. I'll probably be posting about it on my Twitter so make sure to follow me there.
It's finally coming out! After two long years and an incredible journey, we're happy to finally announce our release date:
July 24th, 2024
We hope you're as excited as we are for the game to come out. Make sure to follow us on Twitter @_boomo_ for any updates and future announcements.
Can you believe it?! Slider takes home "Best Student Game" at the Independent Games Festival! Huge, huge thank you for all the support we've received along the way. Even from such a small game, every comment we get and all the support from experts means so much to me and the entire team. It's super motivating and exciting!
In other news, we're still making good progress on the game -- areas are slowly but surely being checked off and bugs are being squished when found. If you're interested in trying our latest build of the game with all new -- voices! areas! achievements! more cats! -- come check us out at Southern-Fried Gaming Expo's July 28-30.
Let us know what you think! Or if you want a sticker! o7
Slider is at GDC this year as a finalist for the Independent Games Festival! Come by and check us out at the IGF pavilion if youre here!
Wow! I never would have thought that we would make it this far, but look where we are!
Big shout out to all the support we've received, it's been quite a journey (and there's still more to come). If you think we can beat games like TUNIC and Neon White in audience votes, then make sure to give Slider some support in the IGF Audience vote: https://informa-tech.formstack.com/forms/25th_annual_independent_games_festival_audience_award
We'll see you @ GDC! ;)
Slider is at DreamHack this weekend -- make sure to stop by if you're here and try out our extended early access builds!
We've also been busy working on the game of course. We've shipped a new version of the demo on Steam with some QoL and clarity improvements. We're also pushing our release deadline back to beyond Winter -- we're not quite ready to throw out a day, but we hope you are as excited as we are for the final full release!
Follow us on Twitter for more updates.
The Slider demo is now playable!
Try it now on our Steam Page. The first area from the game jam has been upgraded and is playable the whole way through. Look forward to the other 8 areas coming Winter 2023! Follow us on Twitter for more updates.
Slider
randomerz
randomerz
Winter 2023
Indie Casual F2P Singleplayer
Game News Posts 27
🎹🖱️Keyboard + Mouse
Very Positive
(157 reviews)
https://randomerz.com/games/slider.html
https://store.steampowered.com/app/1916890 
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Slide Tiles to Solve Puzzles
Use The Artifact to slide map tiles to your advantage, unlocking treasures and completing each area's grid. Watch as your collection of objects expands as you solve increasingly complex puzzles.
Explore 9 Unique Areas
The world is full of mysteries, with each new area presenting a unique twist on the 8-puzzle. Discover rotating environments, tactical combat, 3D grids, and time travel!
Help an Odd Cast of Characters
After the world has been shattered, it's up to you to reconnect everyone. Help those in need piece their lives back together.
Master Unique Mechanics
Solve puzzles of increasing complexity as your toolbox grows and mechanics build upon each other. From anchors to buoys to lights, take control of the world around you.
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