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We bring premade presets along with the ability to save different game configurations yourself. The striker has also had a significant weight reduction from 15 to 11 grams. Physics across the board have been tweaked to be more forgiving and realistic.
We're proud to present the best iteration of physics yet alongside a major overhaul to the in game environment. This version removes snagging around pockets and implements a full 3D environment around the carrom board.
This version is significant mostly because of the effect of the physics differences from the previous version. We feel this version gives much better touch in addition to virtually removing abnormal behaviors.
It's here! Version 2.0 officially brings a new dimension to Carrom Slam! We've been working to squash bug after bug after bug and it's finally time to share all of our hard work. The change log we've provided goes over the biggest changes we've made to the game, but there's certainly more details packed into the game itself. Our quarterly communication will also be coming out soonish, focusing on the near future of development. Of course, thanks to everyone who has provided feedback on the game so far, you are invaluable to our work. Carrom Slam! v2.0 Change Log General:
Hello! We are in the process of putting the last pieces into place for our next update. The game is pretty feature complete, so if our testing rounds go well we'll see the update in the next couple of weeks. You know how bugs can be sometimes though...
Today we'd really like to show off some of the additional features not yet talked about or showcased for this update. This update started off as an experimental, "What would Carrom Slam! look like in 3D?" Admittably, it would have been the easier path to create a 3D model for the board and used that for the game, but where is the fun in that? Instead, I painstakingly created a geometry library to help build all of the pieces we would need dynamically. So now, instead of just being able to build a normal, single size carrom board, you can build just about any custom carrom board imaginable! I spend so long on Youtube watching carrom videos, I'm always very intrigued by custom carrom boards. Some of these are bigger, supporting 8 player games, how jealous am I right? Not anymore!
Now it is possible to edit board size, pocket size, board shape, baseline distance, and more! This will allow us to build boards for beginner friendly, professional, and wacky custom ideas. In addition to this, you can have more than four players together at the same table. This doesn't require creating a board with more than four sides either, as more chairs will simply appear to accommodate more players when the table is full.
The standard board:
You can effectively make the game easier or harder by adjusting the pocket and board sizes:
Embrace the endless possibilities afforded by virtual luxuries:
Striker customization is also better than ever! You will be able to mix and match with colors, skins, and textures to create your own unique striker look. We think this is much more intuitive than the previous iteration's menu option for players. Check out some of the possibilities below!
We can't wait to share the whole change log with you when the day finally comes. Thank you to everyone who has submitted feedback over this last year, we have taken everything we can into careful consideration for this.
That's everything we have for this summer update. We hope to see you all soon, maybe even in 3D!
See our previous communication here
Hello all slammers! We have some exciting news about the next update and were introducing a new regular communication. Since we dont adhere to a regular update schedule, we've decided to keep you in the loop regarding our progress and plans. This should allow for early feedback as well as keep you informed about our upcoming communications. Expect similar posts around the start or end of yearly quarters.
Hello fellow slam chasers, We are excited to bring an update to you! It's been a while, and while I'll get to excuses later, we hope to continue to build our game and our surrounding community throughout 2024. While we don't exactly have a roadmap, we have a couple of features that we've kicked around prototypes for leading up to this update. But I'm sure you're very interested in the features coming out now! Thank you to everyone who has shared feedback on the game thus far, you help motivate and shape the future of the game. Below you'll find v1.2's change log.
The robots are here! And they'd enjoy a game of carrom if you'd be so kind to have them. That's right, we now have the means to fill the holes in your social circle robotically. [previewyoutube=WQpJshJE82o;full][/previewyoutube] We're really excited to bring this as our first update to Carrom Slam! This was not our initial planned first update for the game, but still felt something was missing after release day. Thanks to all who left feedback! I've got a good feeling about this update because.. well... I've been playing carrom against the bots all week while justifying a 20 minute game as 'debugging'. I think you'll find yourself enjoying their test in each game mode as well. This also includes a few bug fixes as well, but you can review our patch notes below. Carrom Slam! v1.1 Features -Server owner can add bots to the pregame lobby -Server owner can change the bot's team -Server owner can kick bots/players at any time -Added arrows to the board that were missing Bugs -Fixed forward-only option for players 3 & 4 -Fixed scoring for odd-numbered rounds in disc pool and blitz game modes -Fixed practice game mode deleting some strikers occasionally -Fixed lobbies not working right after finishing game -Fixed some lobby options that were not properly assigned to their values Other -Major rewiring of internal functions to support multiple local bots -Multiplayer enforces version matching
We're so excited the day is here! We've been detail-oriented in our lead-up to this release, and our game is now even better. That's right, we've included more carrom in the carrom we already promised we'd provide you! Wow. We mentioned it in our release date announcement post, but we're excited to continue developing the game further. Not just bugs and quality-of-life fixes but actual feature-packed updates! I'll get right to working on these new features as soon as I'm done having to write this fine piece of reading material. You can expect to get regular updates about the progress of the game in about the same place you found this one. Enough about how much we do for you. As indie developers, we rely on the community to help spread the word about and further refine our product. You can do the first by just yelling the title of our game "Carrom Slam!" until one of your neighbors snaps and looks it up out of curiosity, reviewing the game on our Steam page, or even by sharing it with your friends. As for the product refinement, we would gladly welcome you to our discord to share your feedback, suggestions, and any bugs you find. You'll also find others looking to play a game of carrom too. Carrom Slam! Official Discord Hope to see you in a game of Carrom Slam! :) neonchickens
After months of work, Carrom Slam! will finally be playable starting June 13th 9:00AM MDT. We're really excited to share the game of carrom with new friends from around the world. Why now? The game has all of the initial features we wanted. We enjoy the game of carrom outside of the virtual world, but the virtual options available failed to thrill us. We wanted more game modes, more customizing, more satisfying physics, more players, and a more authentic experience. Our game is now the desirable experience we sought many months ago. We enjoy playing it here with our team and family, and we think you will too. Roadmap First and foremost, we want to ensure our launch goes as well as possible. We've dedicated some time to fighting day zero issues, which will be our first priority before any additional content is worked on. As far as additional content, we have some free updates planned for our short-term future. Work has already been done behind the scenes to provide more flexibility, meaning we've been thinking and preparing for these things for a while. We're excited for them too.
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