SLiMECORE Update: 7.10.2025

genpop_ARCHIIE

Moderator
Staff member
General Changes

Economy Update

We’ve made several key adjustments to the economy to better align with the new sources of income available during the round. This updated system gives us more flexibility in how gold is awarded, making progression feel more earned and performance-based.

Importantly, reaching gold cap should now feel like an objective you work toward during the neutral phase, rather than something passively given at the start of each round.

In addition, with the reworked Assault Phase leading to a higher rate of player deaths, we’ve adjusted the bounty system to reflect this shift. Bounty payouts have been reduced, as the previous values no longer matched the new pace and flow of combat in this phase.
We’ll continue monitoring match pacing and income curves to ensure these systems feel fair, rewarding, and competitive.

Income:
Round Start 5 -> 100g
Camp Minion 1 -> 40g
Big Minion 5 -> 120g
Player Kill 1 -> 150g
Control Point Tick 1 -> 45g (Total: 585)
Corewalker Damage 1 -> 75g
Gold Cap 45 -> 3000g

Store:
Reforge Refresh 5 -> 100g
Shop refresh 2 -> 100g
Q1 -> Q2 upgrade cost 15 -> 800g
Q2 -> Q3 upgrade cost 45 -> 1600g

Team buffs:
Anything that cost 4g now cost 250g
Anything that cost 8g now cost 500g
Anything that cost 10g now cost 700g

Bounty Changes:
Bounty trigger percentage (Amount of gold a team needs to be ahead to trigger a bounty) 15 -> 25%
Bounty reward percentage 60 -> 7.5%

Movement Changes

To better balance mobility during combat, all Core Hunters now apply a movement speed penalty to themselves while attacking 20% for melees and 25% for ranged attackers. The duration of this movement slow varies slightly between individual Core Hunters based on their weapon profiles and intended playstyles.



Additionally, we’ve reduced the backpedal movement penalty from 35% to 15%, allowing for smoother repositioning while retreating or kiting.
These changes are aimed at creating more deliberate movement during fights and improving counterplay opportunities against Core Hunters.
Map changes

More areas of the map have been updated with new textures!
Teleporters now have a short entry and exit delay added to them

Hunter Changes

Durability Update


Last week, we gave Momo, Fugu, Nova, Selector, and Klaypool a temporary 15% damage reduction to help address concerns about players dying too quickly to shooter characters.

This week, that flat damage reduction has been removed and replaced with increased armor values equal to the damage reduction. This adjustment retains their improved durability but does so through core stats, making it easier for us to tune and maintain balance across the roster.

We’ll continue to monitor how this change affects survivability and time-to-kill, and we appreciate all the feedback you’ve been sharing.

Momo

Has a new animation for his empowered shot

Fugu

Venomous Blowfish(RMB):
Range 600 -> 300 units
Lengthen Spikes (P1 Set bonus)
Range 400 -> 100 units

Klaypool

Conqueror (Passive):
Temp health % max hp scaling 20 -> 10%

NEW RUSH(Slime RMB):
Enter a charge capable of grabbing and pinning an enemy into a wall
Charge damage 30
Impact damage 75
Cooldown 20s
Stun duration 1.25s
Power scaling 65%
 
Last edited:
General Changes

Economy Update

We’ve made several key adjustments to the economy to better align with the new sources of income available during the round. This updated system gives us more flexibility in how gold is awarded, making progression feel more earned and performance-based.

Importantly, reaching gold cap should now feel like an objective you work toward during the neutral phase, rather than something passively given at the start of each round.

In addition, with the reworked Assault Phase leading to a higher rate of player deaths, we’ve adjusted the bounty system to reflect this shift. Bounty payouts have been reduced, as the previous values no longer matched the new pace and flow of combat in this phase.
We’ll continue monitoring match pacing and income curves to ensure these systems feel fair, rewarding, and competitive.

Income:
Round Start 5 -> 100g
Camp Minion 1 -> 40g
Big Minion 5 -> 120g
Player Kill 1 -> 150g
Control Point Tick 1 -> 45g (Total: 585)
Corewalker Damage 1 -> 75g
Gold Cap 45 -> 3000g

Store:
Reforge Refresh 5 -> 100g
Shop refresh 2 -> 100g
Q1 -> Q2 upgrade cost 15 -> 800g
Q2 -> Q3 upgrade cost 45 -> 1600g

Team buffs:
Anything that cost 4g now cost 250g
Anything that cost 8g now cost 500g
Anything that cost 10g now cost 700g

Bounty Changes:
Bounty trigger percentage (Amount of gold a team needs to be ahead to trigger a bounty) 15 -> 25%
Bounty reward percentage 60 -> 7.5%

Movement Changes

To better balance mobility during combat, all Core Hunters now apply a movement speed penalty to themselves while attacking 20% for melees and 25% for ranged attackers. The duration of this movement slow varies slightly between individual Core Hunters based on their weapon profiles and intended playstyles.



Additionally, we’ve reduced the backpedal movement penalty from 35% to 15%, allowing for smoother repositioning while retreating or kiting.
These changes are aimed at creating more deliberate movement during fights and improving counterplay opportunities against Core Hunters.
Map changes

More areas of the map have been updated with new textures!
Teleporters now have a short entry and exit delay added to them

Hunter Changes

Durability Update


Last week, we gave Momo, Fugu, Nova, Selector, and Klaypool a temporary 15% damage reduction to help address concerns about players dying too quickly to shooter characters.

This week, that flat damage reduction has been removed and replaced with increased armor values equal to the damage reduction. This adjustment retains their improved durability but does so through core stats, making it easier for us to tune and maintain balance across the roster.

We’ll continue to monitor how this change affects survivability and time-to-kill, and we appreciate all the feedback you’ve been sharing.

Momo

Has a new animation for his empowered shot

Fugu

Venomous Blowfish(RMB):
Range 600 -> 300 units
Lengthen Spikes (P1 Set bonus)
Range 400 -> 100 units

Klaypool

Conqueror (Passive):
Temp health % max hp scaling 20 -> 10%

NEW RUSH(Slime RMB):
Enter a charge capable of grabbing and pinning an enemy into a wall
Charge damage 30
Impact damage 75
Cooldown 20s
Stun duration 1.25s
Power scaling 65%
cant kill players that are running away as fugu sadge, ross please fix this.
 
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