Slime Quest / Changelog

The climb so far.

Major changes, honest alpha notes, and the next steps for our unlikely adventurer.

Public alpha · 0.1.3

From a movement test to a bigger adventure.

The latest Windows alpha brings together the development work since our original Level 1 playtest. There is much more game here now, but this is still a work in progress—not the finished campaign.

What’s changed since the early public test

  • More developed levels. Expanded environments, routes, hazards, and ongoing cleanup across the early levels.
  • More to your journey. Coins, upgrades, shop interactions, and progression systems beyond the original jumping-focused slice.
  • Encounters with character. Developed boss encounters, combat feedback, and the story surrounding the climb.
  • A more complete game structure. Menus, saving, checkpoints, and scene transitions brought into the ongoing alpha.

Alpha expectations: later content, balance, visuals, and encounter behavior remain under development. Included levels are not a promise that every part is finished or fully tested.

Version details for bug reports

The public download is named ASlimeQuestV0.1.3.zip. Its enclosed build information identifies internal version 0.13.0, build 121, packaged September 12, 2026. These labels refer to the same alpha archive. Include the public version and level name when reporting a problem.

In testing · Not released

Bosses that know their surroundings.

The next development pass focuses on more consistent movement, obstacle awareness, and recovery across bosses and ordinary enemies.

  • Shared checks for solid walls, floor support, edges, and line of sight.
  • Clearer encounter boundaries and recovery from blocked movement or interrupted attacks.
  • Father Slime keeps his distinct tutorial role and gravity-driven bounce.

Not in alpha 0.1.3: these changes were made after its underlying build. Automated checks have passed; real-arena playtesting and a new packaged build still need acceptance before release.

Public playtests · 0.1.1–0.1.2

One level. One very ambitious slime.

The first public tests introduced a small, movement-focused Level 1 slice. They are the starting point for the larger game now taking shape.

Building the foundation.

Earlier work established movement upgrades, boss prototypes, campaign blockouts, saving and checkpoints, menus, shops, rewards, and level-by-level design passes.

Earlier milestones, in brief
  • 2025: upgrade and save-system foundations, early bosses, and prototype maps.
  • Early 2026: pickups, hazards, shops, story, and repeated layout and presentation passes.
  • July 2026: release-system integration and a more explicit testing checklist for saving, checkpoints, UI, and scene transitions.

These are development milestones, not claims that the complete campaign had shipped. The older task-by-task journal has been condensed to keep the public history readable.