The Slormancer : Slormite Chronicles #55
Slormite Chronicles #55

Hello everyone and welcome to The Slormite Chronicles #55!
A Little Word About the Slormite Chronicles Since the game’s release, we’ve stopped following a strict roadmap like we did during Early Access. We also don’t have a specific “end goal” in mind that would mark The Slormancer as “complete” or signal a point where we should stop developing updates.
Right now, we’re simply trying to follow our inspiration. Without a clear post–Early Access plan, that means we’ve been experimenting here and there, trying things that don’t always lead to meaningful or well-integrated content.
Back in Early Access, creating new missions or Slorm Reapers felt natural, we were filling gaps in the game. Now, the game doesn’t really have gaps anymore. It’s technically “complete.” We could keep adding more, but at this point, we’d just be filling an already full glass.
Back to the Drawing Board In many ways, we’ve gone back to where we started, taking time to brainstorm and test ideas that sometimes turn out… not that exciting. That’s why it’s been hard for me to write new Slormite Chronicles with genuinely thrilling news to share.
Apart from “We’re thinking hard!”, there’s not much I can say right now. And I’ve always regretted revealing things too early. And at this stage, everything still is too early.
I often put pressure on myself to make each Chronicle exciting. But sometimes, that leads to announcing things too soon just to keep it interesting. I’d like to stop doing that.
From now on, some Chronicles, like this one, might be shorter and less packed with new content. That’s simply because we don’t have much to show yet. We’ve even taken a small step back in some areas (more on that below).
The Chronicles were a perfect format back when we released updates every two or three months. That’s less true now. Still, I don’t plan to stop writing them, I want to see this development through to the end, even if that means some Chronicles are just about “We’re thinking hard!”
And since we’re now leaning toward an Expansion model rather than smaller DLCs or frequent updates, most of what we’re working on isn’t something you’ll see in the next few weeks anyway.
But instead of pausing the Slormite Chronicles completely, I’d rather keep posting shorter updates like this one, just to give you some news.
About That Rogue Mode Speaking of things we’re thinking hard about, let’s talk about the Rogue Mode.
Back in Chronicles #53, we mentioned the possibility of adding one, and most comments were enthusiastic. Then, in Chronicles #54, when we got into more detail, many of you raised very valid points against the idea.
After reading through all the feedback, our conclusion was: “There are already so many great roguelikes out there. Why try to make another one that might end up being mediocre, instead of focusing on content that truly fits The Slormancer?” And, honestly, that’s true.
When I tested the first prototype, I found myself raising more questions than I could answer. It wasn’t just your feedback, we also felt it internally. It became increasingly difficult to adapt all the game’s systems to fit a roguelike structure.
So, for now, we’ve decided to pause development on the Rogue Mode and go back to simpler, more interesting, and easier-to-implement ideas.
A New Class (Maybe) I can’t share much at this point, no screenshots, no visuals, because we’re still at the Excel spreadsheet stage. It’s way too early to promise anything, or even guarantee it’ll make it into the game, but yes, we’re sketching out a new class.
Console Port And finally, a little piece of news that is quite exciting: the console port is progressing well!
Lately, we’ve implemented trophies for PlayStation, as well as achievements for Xbox. Also, alongside the Nintendo Switch, The Slormancer will also be coming to Switch 2!
No release date yet, but things are moving forward nicely.
That’s about it!
Cheers!

