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🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Hey folks, happy new year! First of, a little celebration: The game broke through 400 reviews! That's way more than I ever anticipated to reach, so it filled me with a lot of joy to see this by the end of last year. THANK YOU SO MUCH! The highlight of today's small patch is another new language. Thanks to the incredibly generous support of Ladush, a fan of the game, the game is now available in Russian and with that in 8 total languages!
Hi folks! Today artist extraordinaire Estivador and I have a little holiday surprise for you!
[quote]Speaking of holidays, the game will be on sale for Steam Winter Sale a few hours from now, so that should be a great time to join the fun-loving billiards roguelike family (or tell a friend about it)! [/quote]
This patch includes a whole bunch of new graphics for floor tiles (including special boss-level ones), the outer arena walls and funky new hole graphics!
And yes, you can turn the one below off by deactivating the "gore" checkbox.
Hi folks! Excited to let you know that just a few hours from now, The Game Awards for Games Who Can't Afford the Game Awards (or in "short" TGAGWCAGA) will be streamed on YouTube showcasing tons of exciting recently released and upcoming indies!
Hey folks! Thanks to none other than the amazing tricko, also known as Empty Bottle (who has also been one of the game's earliest playtesters), Rack and Slay is now fully translated into Italian! Speaking of which, make sure to check out tricko's physics brawler Nice To Yeet You! I don't even have to lie when I say it's easily one of my most anticipated fighting games ever and I've already had a ton of fun with it in various playtests and the demo. https://store.steampowered.com/app/3108230/Nice_To_Yeet_You/
Hey everyone, it's time to bring roguelike billiards to new audiences! Today's update adds 5 new languages to the game: German, French, Portuguese (BR), Chinese (simplified) and Japanese. Additionally, macOS support and a few general fixes and optimizations! As usual here's a reminder that if you enjoy the game consider leaving a review. It means the world, helps a lot with Steam visibility and ultimately allows me to put more hours into this game that I love so much. So here's a big thank you to anyone who chipped in! To celebrate, Rack and Slay is on sale on Steam (and Nintendo Switch) right now, and is participating in the amazing Roguelike Celebration 2024!
There were a couple hotfixes over the past couple of days that I'm summarizing below in addition to a few smaller tweaks that I just patched. Thanks for the continued feedback and reviews everyone! <3
Another small one featuring a couple challenge balancing improvements and a little quality-of-life feature that has been requested by the mouse-only crowd for a while. :)
Hey everyone! It's been a great week! I'm super happy with the reception of the big update. Thank you so much for the heartwarming comments and feedback in reviews, forum posts and the Discord! Today's patch will clean up a bit by improving challenge balancing (a couple of them were a little rough at times, especially on higher difficulties) and making TNT Crates as well as the Culty enemy a little more interesting. There are also a few minor fixes, but nothing major seems broken so far, fingers crossed!
Hey everyone, it's major update day! If you enjoy the game and the updates, maybe consider leaving a review. It really makes a big difference! Maybe we can break the 300 reviews milestone soon? Anyways, as promised this is a big one expanding on all areas of the game so let's get into it!
Hi! Today I'm happy to let you know that work on the big new content update has been going great and the release will coincide with the brand-new Switch version: Both the PC-version update (1.2) and the first Switch release (1.13) will be available on August 19! (In case you're wondering, the new update will come to Switch shortly after and already include any potential hotfixes.)
Hi! Given the huge optimization improvements from patch 1.13 have been pretty stable, it's been quiet for a little while in terms of quick-fire updates, BUT that doesn't mean I've been idling. In fact I'm knee-deep in working on the next big content update. Today I'd like to drop the first few teasers! First things first though, thanks so much to everyone who reviewed the game recently. The review number has been creeping up quite consistently and I'm so grateful to see the game is being well received. Really keeps the indie dev motivation going! (Side note: This reception includes the recent article from roguelike afficionado Gideon's Gaming who really got what the game is going for and found it to be "incredibly clever, fast, and easy-to-play".)
Hey! Time for another bunch of improvements! The biggest deal here is a rework of how runs are saved which results in way smaller save file sizes (up to a 100x reduction in my testing on high-level endless runs) and much (up to 10x) faster loading times. The new system has been tested with a wide variety of old and new save files, but of course please let me know if you encounter any issues. Thank you! <3
Hey! Here's another set of improvements for endless mode (which might also help with some particularly broken pre-endless runs). As always, thanks for the feedback and support! :)
Hey there! The time since Rack and Slay launched has been a blast! The game received more than 230 reviews, has had countless awesome creators making videos and streams and so many invested players providing feedback, suggestions, creating guides etc. I'm super happy with the reception so far!
Just this week I released the first big content update introducing a new endless mode (that goes pretty wild sometimes), a new enemy, a new item, new run modifiers, a big round of balancing and more. I'm still very much in love with the game and dedicated to improving it!
So if you've been on the fence about it so far, Summer Sale is a chance to jump in at a discount!
As a reminder, here's what you get in the full version:
Managed to squeeze in a couple small features while dealing with endless mode shenanigans! :)
As expected, endless mode brought with it a whole bunch of crazy shenanigans, most of which I don't want to get in the way of cause that's where the mode's fun is. Some would however literally break (as in crash) the game a little too frequently and easily. One of the major culprits is the ability to effectively buy an infinite number of random items in the shop. Therefore the price for random items will now scale a little faster and become actually when it goes above 999 gold. (Of course it will still reset at the start of each level so you won't be locked out forever.) Let me know if it feels off!
Hey everyone, the first bigger update is here! Let's dive right in! :)
Hi again!
Super happy to report that Rack and Slay has just been granted the Verified Steam Deck status by Valve, so you don't just have to take my word for it anymore! :D
First things first, thank you! We recently managed to smash through the 200 reviews mark which was so awesome to see. Super thankful for every single player who took the time to write review!
So you don't just have to take my thankful words for it though, I'm excited to announce that new stuff will be coming to the game soon!
I'm working on integrating a new enemy, a very unique new item and brand-new mode of play that will allow you to take broken builds to the next level. On top of that, there will be quite a few balancing changes (most of which will be buffs to make some of the overly specific and/or random items more reliably useful), and of course the usual round of fixes and smaller improvements.
Hope you're as excited for the update as I am working on it! Again, thank you so much for your support and feedback! It truly means the world. Stay tuned! :)
Another update! Thank you so very much for the continued feedback, bug reports and reviews! :)
Here's another couple of small updates to address immediate post-launch issues. Again, much love to everyone who reviewed the game so far. We actually just broke 100 reviews! This means the world to me. Reading those kind words and seeing people enjoy our game is what drives us indie devs and warms our hearts!
Trying to stay as on top of things as possible during launch week, so here's the next update already! This one comes with a couple balancing tweaks, some quality of life improvements for contoller / Steam Deck and a bunch of fixes. Thank you so much for reporting issues and suggesting improvements! Please keep them coming via the Steam forums our swing by the Discord!
Launch is going well so far! We've seen quite a few streamers and YouTubers showcase the game (among others Retromation & Wanderbots). I'm super excited we reached the 50+ reviews milestone (with 98% positive!) too. For a tiny indie project like this, every single review makes a big difference! So here's a big shoutout to everyone who reviewed the game!
Hi! I just pushed a first post-launch update live. This one just has a couple fixes for some immediate issues that came up, but rest assured I read every bit of feedback and am taking notes on balance, feature suggestions, and quality of life for future updates! Launch has been a wild ride and I want to give a big heartfelt thank you to everyone who picked up the game already! And if you even left a review, you're among my personal super heroes anyways!
Reminder: Rack and Slay will release on MAY 27, 2024 (1 week from today)! I wrote about everything the full version will entail in a previous post. Today I'm excited to report the first release candidate for version 1.0 is now in testing. As usual, improvements to existing content are live on the demo version as well.
Reminder: Rack and Slay will release on MAY 27, 2024 (that is exactly 3 weeks from today)! I wrote about everything the full version will entail in a previous post. Today marks the last content update before release. The rest will all be polish, tweaks and finalizing the achievement system for launch.
The highlight of this patch are new boss enemy variants:
Mostly optimizations and fixes in this one, but in case you missed it we just announced the official release date for the full version: Rack and Slay will release on MAY 27, 2024!
Also we have a brand-new cover and main menu art that represents the game much better!
Things are rapidly moving forward with patches 0.85 through 0.9 all in one (cause the former primarily had full-version improvements)! Watch out for an exciting announcement soon! :)
Hey folks! Huge thanks to everyone who checked out the demo during Steam Next Fest! Please leave your feedback on the forums or the Discord. Much appreciated! <3
Its Steam Next Fest and Rack and Slay is participating to bring billiard roguelike wackiness to the event! The demo comes with 60 items featuring all kinds of fun combinations to explore, and full access to the 10-levels Crawl Mode through 20 difficulty levels.
As a reminder, here's what's coming to the full version on top:
Gearing up for the upcoming Steam Next Fest with pretty hefty demo update today! steamhappy
Smaller demo update today, but some important tech improvements to ensure level generation can much more easily be maintained and expanded further in the future! Thanks to everyone who keeps enjoying the demo (and left their feedback on the Discord), good to see the increase in player numbers wasn't just a flash in the pan! <3
Today I'm excited to bring you the biggest demo update so far! All items in the game received brand-new artwork. You will face a variety of mid- and end-boss enemy balls in your runs, that spice things up by asking you to defeat them last in a level. Additionally all difficulties have been rebalanced, more art assets have been added, and all kinds of tweaks and fixes made their way into the game.
There's a new teleporter variant in the game that reverses the movement direction of any ball using it and opens up new room for tricky plays. Ball and bomb cannons have also been spiced up a little and now rotate a random amount after each shot meaning you may have to adapt your plans.
If you want to show off your latest trick shot, have suggestions for what else could be added, want to provide feedback, or you found a bug, please drop by the Discord or let me know via Twitter!
A more sizeable update before the weekend. I added new fonts in pretty much all places throughout the game (menus, shop, tooltips etc.). This is a first big step towards the improved look-and-feel we're aiming to have ready when Steam Next Fest arrives early next year.
Small update, but those difficulty tweaks are quite delicate. If you have feedback on the difficulty curve during a run or when going up difficulties (especially 15+), please let me know via Discord or Twitter!
Wanted to push out another small update before the weekend. Mostly minor quality-of-life changes this time around but getting those bugfixes in as soon as possible is always a good idea. Thank you for playing the demo, hope you continue having fun! <3
Thanks to some awesome demo tester feedback, I was able to put together another small but hopefully meaningful update. Especially playing with controllers or on the Steam Deck should feel much better now! If you have additional feedback or suggestions, join the Discord and let me know!
Many thanks to everyone who played the demo so far and gave feedback via DM, Discord or Twitter. This is the first time the game is exposed to a public audience and your feedback is invaluable when it comes to polishing the game on its path towards full release!
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