[ General ]
Game Mode Update
Assault Phase Overhaul:
Significant changes have been made to the Assault Phase to improve clarity, pacing, and player agency.
Below are the key updates:
Fuel System Update
- Favor has been renamed to Fuel, and earning it is now more accessible across all phases of the game.
- Kills now grant more Fuel
- Control points grant increased Fuel
- In the future, most player actions will contribute to Fuel gain
- This change is aimed at rewarding proactive play and giving teams more consistent access to the Assault Phase.
Corewalker Assault Mechanic:
Once a team reaches 100 Fuel, their Corewalker will initiate a powerful assault:
The enemy Corewalker becomes grounded, takes initial damage, and enters a vulnerable state, allowing it to be damaged by players
If no defenders are nearby, the attacking Corewalker will automatically advance and assist with the push
This vulnerable state lasts for 30 seconds or until the grounded Corewalker loses a Vulnerable Life
If the timer expires without a life being lost, the round returns to the Neutral Phase, and teams must accumulate Fuel again to trigger another assault.
Team Life System: Vulnerable vs Safe Lives
To increase strategic depth and create more comeback potential, a new team life system has been introduced:
- At the start of each round, both teams gain 1 Vulnerable Life
- A team cannot lose Safe Lives under any circumstance
- The round will only end when a team has lost its final Vulnerable Life, meaning it’s now possible to lose multiple lives in a single round
Lives are clearly represented on the Team Healthbar:
- Vulnerable Lives appear bright and unshielded
- Safe Lives are dimmed and display a lock icon to indicate they cannot be lost
- These changes aim to make each round more dynamic, with greater opportunities for both comeback plays and decisive victories.
Camp Updates
- Camps now have share 30% of the gold the last hitter gets across their team
- Camps hp 40 -> 80
- Spawn rate 25 -> 40
- Hp per round 25 -> 50
Map Changes
- Core walker fight arena has been updated.
- More texture updates!
- Wrap pipe now has an animation when traveling between the two pipes.
- Slime walls can now be destroyed, they will take reduced damage from range, and respawn after a short delay.
Ui Changes
Massive overhaul of main menu UI
Shard Changes
- Teams only need to turn in two shards to gain the shard buff
- When a player is turning in, or picking up the shard. They will take 50% increased damage
[ Item System Update ]
Store Changes
The in-game item store has been significantly updated to improve clarity, flexibility, and customization.
Below are the major changes:
- All items are now freely purchasable — no more unlocking or reforging.
- Items can be purchased during the round, not just between phases.
- Set bonuses have been replaced by a new system called Traits.
- Traits are unlocked by earning gold.
- Traits can be selected from the buy menu once unlocked.
- Item upgrading remains — you must upgrade an item to Level 3 to activate its effect.
- Hero builds can now be created and shared in-game, allowing for faster loadouts and better synergy.
- Items can be sold from inventory via right-click and upgraded via left-click.
- These changes aim to streamline the store experience and give players more control over their loadouts in the middle of a match.
This store rework marks a major shift in how the game is played. As a result, item stats, gold costs, the overall economy, and hero balance will be in an active state of iteration for the foreseeable future.
Our goal is to ensure that the new system not only offers more flexibility and depth, but also maintains competitive integrity across all roles and strategies. Expect regular updates as we monitor gameplay trends, gather feedback, and fine-tune the experience.
[ NEW ITEMS ]
- Danger close
Weapon attack deal increase damage against the closest enemy target
- Combat Dash
Dealing damage causes you to dash in the direction of your current movement input the next time slimeform is activated
- Shielding Charge
Gain 2 additional uses of slime charge
Your slime charge grants a shield when you damage enemy players for a brief period of time.
- Slime hunter
Gain a shield on killing blow of an enemy player
- Heavy Hands
Empower your next weapon attack on an enemy player within 5 meter by a percent of your maximum health
- Fighting Chance
Become immune to damage and healing for a brief period of time after taking a percent of your maximum health within two seconds.
- Ultimate Adrenaline
Gain LIFESTEAL(omni vamp) for eight seconds after using your ultimate.
- Unlit Emblem
Earning a killing blow increase your power stacking up to 10 times.
Reduce stack count by 2 each time you die
[ Hunter Changes ]
Hunter Stat Adjustments
To complement the new item system and ensure a smoother gameplay experience across all phases of a match, all hunters have received a series of baseline stat improvements:
- Increased base Health, Armor, and Magic Armor
- Increased Health, Armor, and Magic Armor gained per round
- Increased base Ability Damage and Weapon Damage
These changes are designed to reinforce early-game power, improve survivability, and create a more consistent scaling curve in the new economy and item environment.
Fugu
Bug fixes:
Fixed a bug where fugu would get venom stacks without hitting enemy players or hostile NPCS
Fugu has new idle animations
Venomous Blowfish(RMB):
- Range 300 -> 500 units
- Lengthen Spikes (P1 Set bonus)
- Range 100 -> 300 units
Klaypool
Conqueror (Passive):
- Temp health % max hp scaling 10 -> 5%
- Rush (Slime rmb): duration 2 -> 1s
Game Mode Update
Assault Phase Overhaul:
Significant changes have been made to the Assault Phase to improve clarity, pacing, and player agency.
Below are the key updates:
Fuel System Update
- Favor has been renamed to Fuel, and earning it is now more accessible across all phases of the game.
- Kills now grant more Fuel
- Control points grant increased Fuel
- In the future, most player actions will contribute to Fuel gain
- This change is aimed at rewarding proactive play and giving teams more consistent access to the Assault Phase.
Corewalker Assault Mechanic:
Once a team reaches 100 Fuel, their Corewalker will initiate a powerful assault:
The enemy Corewalker becomes grounded, takes initial damage, and enters a vulnerable state, allowing it to be damaged by players
If no defenders are nearby, the attacking Corewalker will automatically advance and assist with the push
This vulnerable state lasts for 30 seconds or until the grounded Corewalker loses a Vulnerable Life
If the timer expires without a life being lost, the round returns to the Neutral Phase, and teams must accumulate Fuel again to trigger another assault.
Team Life System: Vulnerable vs Safe Lives
To increase strategic depth and create more comeback potential, a new team life system has been introduced:
- At the start of each round, both teams gain 1 Vulnerable Life
- A team cannot lose Safe Lives under any circumstance
- The round will only end when a team has lost its final Vulnerable Life, meaning it’s now possible to lose multiple lives in a single round
Lives are clearly represented on the Team Healthbar:
- Vulnerable Lives appear bright and unshielded
- Safe Lives are dimmed and display a lock icon to indicate they cannot be lost
- These changes aim to make each round more dynamic, with greater opportunities for both comeback plays and decisive victories.
Camp Updates
- Camps now have share 30% of the gold the last hitter gets across their team
- Camps hp 40 -> 80
- Spawn rate 25 -> 40
- Hp per round 25 -> 50
Map Changes
- Core walker fight arena has been updated.
- More texture updates!
- Wrap pipe now has an animation when traveling between the two pipes.
- Slime walls can now be destroyed, they will take reduced damage from range, and respawn after a short delay.
Ui Changes
Massive overhaul of main menu UI
Shard Changes
- Teams only need to turn in two shards to gain the shard buff
- When a player is turning in, or picking up the shard. They will take 50% increased damage
[ Item System Update ]
Store Changes
The in-game item store has been significantly updated to improve clarity, flexibility, and customization.
Below are the major changes:
- All items are now freely purchasable — no more unlocking or reforging.
- Items can be purchased during the round, not just between phases.
- Set bonuses have been replaced by a new system called Traits.
- Traits are unlocked by earning gold.
- Traits can be selected from the buy menu once unlocked.
- Item upgrading remains — you must upgrade an item to Level 3 to activate its effect.
- Hero builds can now be created and shared in-game, allowing for faster loadouts and better synergy.
- Items can be sold from inventory via right-click and upgraded via left-click.
- These changes aim to streamline the store experience and give players more control over their loadouts in the middle of a match.
This store rework marks a major shift in how the game is played. As a result, item stats, gold costs, the overall economy, and hero balance will be in an active state of iteration for the foreseeable future.
Our goal is to ensure that the new system not only offers more flexibility and depth, but also maintains competitive integrity across all roles and strategies. Expect regular updates as we monitor gameplay trends, gather feedback, and fine-tune the experience.
[ NEW ITEMS ]
- Danger close
Weapon attack deal increase damage against the closest enemy target
- Combat Dash
Dealing damage causes you to dash in the direction of your current movement input the next time slimeform is activated
- Shielding Charge
Gain 2 additional uses of slime charge
Your slime charge grants a shield when you damage enemy players for a brief period of time.
- Slime hunter
Gain a shield on killing blow of an enemy player
- Heavy Hands
Empower your next weapon attack on an enemy player within 5 meter by a percent of your maximum health
- Fighting Chance
Become immune to damage and healing for a brief period of time after taking a percent of your maximum health within two seconds.
- Ultimate Adrenaline
Gain LIFESTEAL(omni vamp) for eight seconds after using your ultimate.
- Unlit Emblem
Earning a killing blow increase your power stacking up to 10 times.
Reduce stack count by 2 each time you die
[ Hunter Changes ]
Hunter Stat Adjustments
To complement the new item system and ensure a smoother gameplay experience across all phases of a match, all hunters have received a series of baseline stat improvements:
- Increased base Health, Armor, and Magic Armor
- Increased Health, Armor, and Magic Armor gained per round
- Increased base Ability Damage and Weapon Damage
These changes are designed to reinforce early-game power, improve survivability, and create a more consistent scaling curve in the new economy and item environment.
Fugu
Bug fixes:
Fixed a bug where fugu would get venom stacks without hitting enemy players or hostile NPCS
Fugu has new idle animations
Venomous Blowfish(RMB):
- Range 300 -> 500 units
- Lengthen Spikes (P1 Set bonus)
- Range 100 -> 300 units
Klaypool
Conqueror (Passive):
- Temp health % max hp scaling 10 -> 5%
- Rush (Slime rmb): duration 2 -> 1s
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