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After a couple months of development, Slugmania reached the state where we are happy to end early access. We are celebrating that with 25% discount, yay!
There were several major changes and additions since the early access version:
[list]
[*] ADDED [b]breed innates[/b]
since any breed can learn any move in the game, they felt same-ish. To make each run feel more unique, most adult breeds now have innate passive abilities
[*] ADDED [b]endless mode[/b]
stacking buffs on a slug is probably the most fun part of the game, so why not do it infinitely?
[*] ADDED [b]challenges[/b]
challenges are unique runs with modified rule set and a preset team of slugs. However, growing maggots is harder in challenges, so you are stuck with your original team
[*] ADDED [b]new breeds and attacks[/b]
there is now a total of 50 breeds and 72 attacks in the game, vast majority of them playable - only a handful are restricted from the player, like the final boss
[*] ADDED [b]Slugpedia[/b]
you can now click a book icon to review slug breeds that you defeated in combat in the past. This helps to predict and counter dangerous moves, like 1HKOs (yes, we have [i]those [/i] now, and enemies are generated with them)
[*] CHANGED chapters are now slightly shorter, but chapter 3 is the same length as first two chapters
[*] CHANGED growth hormones are removed. Instead, each maggot has an attack named [b]growth[/b] that needs to be used multiple times to reach adulthood
[*] CHANGED stacking too many genes on a slug will make healing moves less effective
[*] CHANGED attack and defense now give diminishing results
[/list]
[b]What's next?[/b]
We are planning a content update that would add more challenges (currently there are only 3, but the mode has definitely potential for more) and Steam achievements.