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Slimeshot

SLIMESHOT is an action roguelike about a climb that changes you. Ascend eleven floors of a god's tower with a weapon that rewards timing over trigger speed, heal only by devouring the dead, and grow a body you chose out of the things you consumed along the way.

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About the Game

SLIMESHOT is an action roguelike about a climb that changes you. Ascend eleven

floors of a god's tower with a weapon that rewards timing over trigger speed,

heal only by devouring the dead, and grow a body you chose out of the things

you consumed along the way. The god narrates every floor of your ascent. It

 starts out charmed by you. It does not stay that way.

"god: i have a jar with your name on it. not a threat, a keepsake. climb, climb."

A Slingshot

Hold to draw. Release on the sweet spot. Every shot is a timing decision:

tapping is weak, overholding wastes the window, and a clean release kills. Your

primary fire is not a resource you spend but a skill you sharpen, and it keeps

paying out for as long as you keep improving.

Dodge through a projectile at the last moment and the world drops into slow

motion and refunds your dash. Mastery is the power curve.

Heal by Feeding

There are no health pickups, no potions, and no regeneration. Corpses are

the only way to heal. Every feast spikes HEAT, and everything still alive

comes at you faster for it. Healing is always a trade, and the tower knows it:

one enemy in the roster ignores you entirely and races you to the corpses,

raising your food before you can eat it.

Become the Build

Items in SLIMESHOT stack on your body, not just on your stat sheet. Grafts

accumulate in anatomical regions; enough weight in one region grows an organ,

an eye, a maw, a gland. Adjacent organs fuse into something new. Open the

anatomy screen at any time and study the creature you have decided to become.

It is a second build axis running beneath the item build, and it is why two

runs with the same items are never the same run.

The Climb

  • 11 floors across 10 hand-built biomes, from the Sunlit Warren to theDrowned Halls to the Clockworks to the Sanctum.

  • 209 items, each a distinct mechanic, including 23 run-defining legendaries. No filler stat sticks.

  • 58 encounterable bosses, most of them transforming between phases.

  • 80 enemies driven by 40 distinct behaviour patterns. Snipers relocate, strafers jink, phantoms work your rear arc.

  • 8 playable specimens, each a genuinely different creature with its own innate kit.

  • 7 endings, three of them sealed behind secret routes with their own bosses, arenas, and story films.

  • Your dead runs come back. Fall with a build and it returns as a crowned echo in a later run, wearing what killed you.

A Voice From the Top of the Tower

The god of the tower watches your whole climb and never stops talking:

intimate, petty, and increasingly honest. The commentary tracks what you eat,

what you grow, and how close you are getting. By the final floors it is not

narrating a pet. It is negotiating with a predator.

An Original Synthesized Score

42 bespoke synthesized sound effects and 28 authored themes, including a

distinct boss theme for every floor. Nothing is licensed from a library;

every cue was composed for this game.

The Ascent Is a Slingshot Ascent

Master the release. Eat what you kill. Wear it. Climb.