The rogue-like dungeon crawler where you're a billiard ball! Push monster balls into holes or traps in randomly generated levels. Stack up countless game-changing items to create broken builds. Find combos to create your own synergies and customize your playstyle. Rack and Slay!
Hey everyone, it's major update day!
If you enjoy the game and the updates, [b]maybe consider leaving a review[/b]. It really makes a big difference! Maybe we can break the 300 reviews milestone soon? đ
Anyways, as promised this is a big one expanding on all areas of the game so let's get into it!
[h2]NEW ITEMS[/h2]
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Three new items join the compendium!
[list][*][b]Earthshaker[/b] has quite a bit of multi-kill potential and can help move enemies even when they're in tricky-to-reach spots.
[*][b]Bulldozer[/b] gives you a new tool to defeat enemies by smashing them head-on into obstacles.
[*][b]Recycler[/b] can snowball your collectibles generation and opens up new synergies revolving around picking up lots of stuff.[/list]
[h2]NEW ENEMIES[/h2]
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Two new enemies and brand-new enemy modifier!
[list][*][b]Gobbly[/b] eats the first other enemy it touches, which you can use to your advantage, but then you have to deal with a giant, satiated new "friend"...
[*][b]Charmy[/b] is such an attractive monster ball, that it makes you shoot towards itself at the end of the turn. Another ability you may be able to make good use of, but that can also be dangerous, so watch out and plan around it!
[*]The [b]Mimicry[/b] modifier can apply to any enemy and causes it to randomly transform at the start of each turn, forcing you to re-evaluate your plans and think on your feet.[/list]
[h2]NEW COLLECTIBLES[/h2]
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Three funky new pick-ups can spawn in the arena!
[list][*]Speaking of the new Mimicry modifier, the [b]Voodoo Doll[/b] applies it to enemies who collect it. When you pick it up, you can use its terrifying voodoo powers to make the closest enemy flee in terror!
[*]Picking up a [b]Banana[/b] makes you (or an enemy) stronger, but also randomly changes the collecting ball's trajectory. Oops!
[*]The [b]Rune Stone[/b] adds a new tool to your movement repertoire by teleporting you back towards the spot where you collected it after the turn. Enemies can use it to locate you and move straight at you (which can put you in a pickle, but also enables some new around-the-corner kills).[/list]
[h2]NEW OBSTACLES[/h2]
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Three new obstacles to play around!
[list][*]The [b]Spike Cannon[/b] fires a deadly spike on touch. Line up multiple enemies if you can, but make sure you're not caught in the cross-fire!
[*][b]TNT Crates[/b] will light up on touch and explode at the end of the turn, cause more explosions are always fun!
[*]And finally the [b]Semicircle[/b] obstacle adds another beloved shape for more spatial variety.[/list]
[h2]NEW CHALLENGES[/h2]
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Many of you really enjoyed the existing Challenge Runs as crazy, pre-defined but still very replayable gameplay variants, so you asked for more. Well, this update [b]DOUBLES the number of challenges[/b]!
Some of them reward risky plays, some flip the economy on its head, some revolve around the new enemies and obstacles, and one asks you to beat the game without items (say what?). I hope you'll have at least as much fun discovering new strategies as I had designing these new challenges! Of course these new ways to play the game are naturally open to balance tweaks, so if you have any feedback or suggestions, definitely let me know via the Steam forums or [url=https://discord.com/invite/jbCvcsUA82]the Discord[/url]!
[h2]NEW RUN MODIFIERS[/h2]
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Six new run modifiers will make your Daily / Wild mode runs even more diverse! I'll leave those for you to discover, but there's some brand-new stuff in it like a chance to dodge damage, enemies eating gems and coins, and a wacky "all-mimicry" mod.
[h2]MISC[/h2]
[list][*]Magnet radius doesnât âcollectâ enemy swords anymore.
[*]Raging Bull now correctly pushes enemies away from a collision.
[*]Fixed Mimic giving less gold than it should per level.
[*]Fixed Boomy explosions not triggering nearby bombs.
[*]Fixed run modifiers sometimes not being sorted by type.
[*]Fixed run modifier icon not showing in âBerserkâ challenge.
[*]Fixed coin and gem scaling in rare âbig bridgeâ level type.
[*]Tentative method to unstuck enemies from walls.
[*]Lots of minor fixes and tweaks all around.[/list]
And that's it! I sincerely hope you have lots of fun discovering how the new stuff integrates into the game and boosts variety all around! Once again, [b]thank you so much for the support, feedback and reviews[/b] that allow me to pour even more of my game-making heart into this game! â¤ď¸
[h3]BUT WAIT... there's more?! đ˛[/h3]
[h2]DISCOUNT + DAILY DEAL[/h2]
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Today marks the start of a week-long [b]20% discount[/b] and, thanks to Valve, the game is actually getting featured on Steam's front page! Let's hope this will draw a few more eyes to the game!
[h2]NINTENDO SWITCH RELEASE[/h2]
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And finally, the game is [b]OUT NOW on Nintendo Switch[/b] (also with a launch discount), which still seems unreal to me! You can find it in the [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fwww.nintendo.com%2Fen-gb%2FGames%2FNintendo-Switch-download-software%2FRack-and-Slay-2618382.html]EU/AUS[/url] and [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fwww.nintendo.com%2Fus%2Fstore%2Fproducts%2Frack-and-slay-switch%2F]Americas[/url] stores. (FYI: The release version is v1.13, but this new update will come to the console in all its glory soon!)
Okay, that's it for real this time! đ
All the best and have fun,
Fabian