Dev Update #5 - Delays and Progression

Against All Odds

Water's cut. Rent's due. Jobs are scarce. Time to get rich. Enter the Slaughter League and win against all odds in supremely lethal races. Platforming meets slaughter in this casual racing game designed for players looking for a new experience - or a way to wind down with blood and guts galore!

Hey all! I'd just like to do a quick update today following some news about launch, some crucial design decisions were making and show off the UI designs for our player progression systems. Let’s get the bad news out the way with, and that it is looking more and more unlikely SL will be finished in Fall 2021. The decision to drastically improve our Creative tools from allowing map creation to allow game mode creation is such a huge can of worms that touches so many areas of the game, but it is not a feature we’re willing to cut. This feature alone, if given the time to bake, could see SL being played in millions of different ways for years to come, spawning original game modes. Additionally, we’re really trying to build it scalable so in the future if we want to add more options (which we definitely will) it won’t break anything previously produced by players. The other option is to launch when we originally said with a half-baked game without the attention in all areas that deserve it. That for me is not an option. I can’t say for sure how long this will set us back right now, but I’d imagine early 2022 to ensure all areas of the game (solo, multiplayer, creative, customization etc.) are given equal polish and treatment. I hope you can understand. Alright, with that out the way, I’d like to show you what we’ve been working on behind-the-scenes to give you a better understanding of the player progression. Last month, we discussed the various currencies, how to earn them and how to spend them. We also discussed the Pre-Season progression and typical Season Pass system we have planned and that has not changed. [img]{STEAM_CLAN_IMAGE}/39122387/ef771befee874b68bd3d048a1e3646768aa87283.png[/img] [img]{STEAM_CLAN_IMAGE}/39122387/76e2c6974f9663b20c51d4082256367361426983.png[/img] Above you can see the two types of “Season Pass” available. This will be one of the ways to unlock cosmetics in-game via gameplay. [img]{STEAM_CLAN_IMAGE}/39122387/ebc68adbeb4ce7945e37af26674bd8a35bf2e229.png[/img] Additionally, you can unlock special ‘skill-based’ rewards by earning more Fans. Each tier of Fan Reward will contain a new title to add to your profile and increasingly impressive cosmetics the higher you reach. This is the place to be to grab as many bragging rights as possible! Finally, you can also purchase timed XP and fan boosters with leftover Cash and Golden Saws if you plan to get sweaty for a while. It is worth noting that purchasing a Fan boost does not prevent you from losing fans if you play poorly. Instead, these boosts will just increase the number of fans you earn if you are playing well. Prices and graphics are generally placeholder, but this is the current system we are playing with to see what is most fun. Thank you for checking back in with the development blog! Any questions, as always, just fire away. Cheers, Adam