Patreon
Slime Launcher.. is here [+ Housekeeping]
Published 07/12/2026, 05:39:40 AM · Edited 07/13/2026, 03:20:06 PM
![Slime Launcher.. is here [+ Housekeeping]](/_next/image?url=https%3A%2F%2Fimg.pawchive.pw%2F%2F78%2Ff9%2F78f950fbec56f56d92c0a39ecddb4d0977e9c6fb7f90609a743be57a4bc7b496.png&w=3840&q=75)
Behold, the object of my suffering finally excised- the thing nobody asked for.. but I still poured many hours into: Slime Launcher. It’s compiling. it's mostly stable.. So, here ya go: go launch some slime!
Instructions: Launch the slime, absorb everything you touch, buy upgrades, rinse and repeat. People, trees, cars, buildings.. everything you can see, you can absorb. It’s all on the menu.
Download it on the mega!Download and unzip 'Launcher_x64.zip', where you can run the game with Launcher.exeIf anyone here has a x32 bit system and needs a x32 build.. let me know, I'll build one!Shoot me a message on discord if you find any bugs or have any issues!I’ll admit, it’s pretty rough around the edges. The original plan was to use this project as a learning exercise to cut my teeth on “taking it the full 9 yards” of polish and production. While I have learned a lot with this.. I'm going to be learning no matter what I’m doing- and there are much more exciting projects that I could be working on, and that you would want to see.
... That being said, if you play this very rough prototype and this is Your New Favorite Game, let me know. 50% of posting it up in this state is to gauge reception, and how far of a backburner to push it onto. If there's a surprise secret cohort of slime titty absorption loving fans lurking here, this'll be getting some attention much sooner.
There’s more I could do on this project- I’m expecting a few bugfix patches, there’s lots of room for cleaning and polish, and a ‘second stage’ where things get Global scaled- But my main priority for ‘Unity Stuff’ (after VaM and Atlyss) is going to be getting my next project idea off the ground.
What's Next: Atlyss Update and VaM Mocap Scene
I’ve been making headway with the VaM scene I mentioned before. I’m going to be bringing that up, while spinning up another Atlyss update. There’s some bugfixes that need to be done, a couple new QoL features for the big NPC’s, and some tweaks here and there. I’ve been dragging my feet on Atlyss, kind of hoping for Kiseff to release the next update with the summonable companion- but it looks like that’s going to be in the oven for a while.
Future Unity Stuff
This project has taken so long, and so much headache, because in my naivete I had basically made every bad architectural decision you could. Looking back knowing what I know now, I could have probably cranked this project out in a week - honestly. There’s a couple game ideas I’m confident I could execute cleaner, that I want to tackle next:
Simple VR ‘Hide and Shrink’ size theft themed minigame you play with a suite of different maids
A dungeon crawler where you fight off various mobs that inflict various expansions/transformations on you, where the deeper you can survive to, the bigger you get. Also VR.
Multiplayer top-down shooter, where you can expand your character; getting minor hitbox/movespeed penalties - but also a ‘style’ score multiplier for the flex of dunking on your foes despite the handicap... ( ...also VR 😭)
Most likely going to execute them in the order listed, but things may pan out differently as I nail down the scope with some demos, we’ll see. More on this soon, I’ll be revisiting this with some more fleshed out plans after I push out the Atlyss update, and VaM scene
Attachments (1)

snepek.png
