TUXDB - LINUX GAMING AGGREGATE
 NEWS TOP_PLAYED GAMES ITCH.IO CALENDAR CHAT WINE SteamDeck
 STREAMERS CREATORS CROWDFUNDING DEALS WEBSITES ABOUT
 PODCASTS REDDIT 

 

SUPPORT TUXDB ON KO-FI

MENU

ON SALE

New Twitch streamer aggregation implemented (#FuckTwitch) due to Twitch's API issues (more info on my Discord )


Name

 Slime Research 

 

Developer

 Schism LLC 

 

Publisher

 Schism LLC 

 

Tags

 

Singleplayer 

 

 Early Access 

Release

 2019-01-02 

 

Steam

 € £ $ / % 

 

News

 22 

 

Controls

 Keyboard 

 

 Mouse 

 

 Partial Controller Support 

 

Players online

 n/a 

 

Steam Rating

 Need more reviews to generate a review score 

Steam store

 https://store.steampowered.com/app/966180 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 0 .. 20,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 0  

Average playtime (last 2 weeks)

 0 

Median playtime (forever)

 0 

Median playtime (last 2 weeks)

 0 

Public Linux depots

 Slime Research Linux [152.91 M] 




LINUX STREAMERS (0)




v2.6 Fluid Simulation (Open Beta)

Beta Access
The beta is available in both Paid and Demo form.
After downloading the game:
- Find "Slime Research" in your Library, right click it, and then click "Properties"
- Click on the "Betas" tab, and then look for "Select the beta you would like to opt into:"
- Click on that, then on "beta - Fluid Sim Beta", and close the window!

Additions
- Added small blue "Input Marker" UI sprite to individual Slimes (their SOVLs)
- "Attract/Reject" now moves all Slimes, resolving an issue where "Target Slime" was not registered/ not responding, and "Attract/Reject" did nothing
- Can "Attract/Reject" slimes while Player Eye is inside of a Slime, or not in a Slime!
- Slime containing Player Eye only moves in response to "Attract/Reject" if Player Eye is Closed


A stew of Slimes, a Dearth of Debug

Improvements
- Physics Spheres have better collisions with Slime Fluid
- Level Objects are more walkable (Doors, Physics Spheres, Big/Small buttons...), and offer more traction to the Slime
- In "Slime Containment Puzzle", added path for Player Eye/Slime to escape from exit mechanism
- Slightly improve accuracy/responsiveness of Slime Input Pathing
- Remove Build Info from Level Select, Options - Lighten Build Info text color
- Remove Build Time and Steam App ID from Build Info


+2 levels beatable!...

OneWay Improvements
- Slime sitting on "Up" OneWays no longer leaks down
(Walking/Smacking directly into a OneWay may allow some droplets through, which dissipate)
- "Up" OneWays can now be walked on, Acceleration/ Top Speed are Ok, compared to Ground, which feels a bit better
- OneWay Chimneys can now be climbed (1-tile gap between walls), speed of ascension is also Ok, and does not feel bad compared to a Chimney of standard Ground tiles


All Slime, no Seepage. Maybe worth $4.50, but $5?... I'd think about it...

Bugfixes
- Reduced rate of "Doors floating off into space after Opening/Closing" from 10%-ish to 0%-ish
- Camera no longer moves off into space, when core is out of slime and has some seconds of no input


*smacks walls* These OneWays can provide more than enough Normal Force to get that Slime Climbing.
But not so much that the Slime gets the jitters.
Is that a Fear Response, is it Cold, or did we just punch a wrong value into the Editor?


Known Issues
- Buttons become un-walkable if their surface is too far off-grid
- Slime moving around corners often loses small bits of slime on them
- Slime "Input Target" sprite occasionally jittery, grouping of Particles into "Slimes" may have a bug
- Small slimes + Slime Eye has un-desirable anti-gravity properties
(And small slimes SHOULD evaporate when outside of Spawn/Goal, but.... scroll down)


Things didn't go as planned - But it's okay, you're a Slime. Regroup!

Maybe I forgot an evening and coded a silly fantasy bug based on the now-known "Which particles are what slimes?" bug - Maybe it will even be fixed next time
- Unknown cause results in "cursed slimes"/ "cursed particles" that evaporate at constant rate, even if the slime is big enough to have a Input marker/ SOVL. Does not seem to spread to un-affected particles, even after physical contact/mixing. (Thank G*d) Some slimes that have TOO few particles and SHOULD evaporate (no soul/ Input Marker) do not evaporate... Absorbing them seems to have no affect on anything. So, perhaps Slimes that "Should Evaporate" and "Should Not Evaporate" get mixed up....


Cursed Respawning Slime, and Persevering Tiny Slime

Enjoy the Slime!
- Scotty


[ 2022-02-22 07:20:34 CET ] [ Original post ]