Compara los precios de Slime Heroes en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Pancake Games. Publicado por Whitethorn Games. Lanzado el 6/3/2025. Disponible en PC, Xbox. Géneros: Action, Adventure, Indie, RPG.

A slime-shaped souls-lite that sneaks surprising depth into a pastel package, built for couch co-op dreamers and solo players who want their Soulslike without the existential dread.

My first hour with Slime Heroes was the most relaxed I have ever felt inside a genre designed to make you feel small. You name your little blob, pick its eyes and smile, choose a color, and then you are dropped into a world quietly being eaten by purple corruption. It is disarmingly warm, and that warmth is doing real work because this is, underneath all the goo, a Soulslike in structure: save points that respawn enemies, shards dropped on death that you have to recover, six region bosses with evolving attack patterns, and a loop of dying, learning, and returning. What Pancake Games understood is that the bleakness of the genre is optional. The aesthetics here are doing the emotional lifting that fog gates and cryptic lore usually do in other games of this type. The skill system is the part worth getting excited about. You collect abilities by defeating enemies, absorbing the very thing that was just trying to kill you. There are eighteen skills in total, including projectiles, tornados, a butterfly familiar, meteors, and a grappling hook. The trick is the combination slot: attach a tornado as a secondary to your projectile and you fire a spinning vortex. Flip the order and you get far-reaching knockup shots instead. Combine the meteor skill with the familiar and you get a small army of homicidal butterflies raining destruction from above. The permutations are genuinely playful, and the hat system ties the build together neatly since hats are your only gear slot and carry stat buffs like health-on-hit or extra shard drops. No healing flasks here. You either wear a hat that restores health or you bet on your own skill to survive. That one design decision creates more tension than many games manage with full stamina systems. Weapons unlock by defeating bosses, and each one feels different in hand. The spear prioritizes range over punch, the hammer hits like a moving wall but demands you create the moment to swing it, and the sword sits reliably in the middle. Defeating a boss also opens its dungeon for a rematch, which rewards a special cooldown-based ultimate ability on top of the standard weapon drop. The six distinct regions each have their own environmental hazard logic too: freeze unless you stay near heat sources in the snow zone, instant death if you misstep in the swamp. It adds navigational stakes without requiring combat difficulty to carry all the weight. Where things get uneven is co-op, which is quietly the game's own pitch for itself. The promotional framing leans hard on playing with a friend, and when it works the shared-loot system and complementary builds create exactly the kind of casual chaos that a game this cheerful deserves. At launch, online co-op carried documented bugs including framerate drops with many enemies on screen and sections that failed to load correctly. Patches have improved things since, but the Steam community thread still has players asking whether specific co-op issues are resolved. Worth checking current patch notes before buying for co-op specifically. Solo play is the safer bet right now. Combat also draws some fair criticism from harder-core players: enemies often rush straight at you and the melee combo is short, which can make standard encounters feel repetitive before the skill combinations start opening up. The story lore front-loads more explanation than the cute tone justifies, and some players will tune it out. None of that undoes what this game genuinely is: a first major title from a small studio that found a real idea (accessible Soulslike with combinable magic, designed to be played with someone you like) and executed it with obvious craft and care. The accessibility sliders that let you tune enemy damage, attack speed, and world hazards individually mean the game genuinely scales from a young player's first action-RPG to a self-imposed challenge run. That breadth is rare and worth respecting. If the skill sandbox clicks for you, and there is a good chance it will, Slime Heroes holds attention well past its initial gooey charm. Kai, Scout Team

Slime Heroes

Slime Heroes

6 mar 2025Pancake GamesWhitethorn Games
GamerScout opina

A slime-shaped souls-lite that sneaks surprising depth into a pastel package, built for couch co-op dreamers and solo players who want their Soulslike without the existential dread.

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Acerca de Slime Heroes

My first hour with Slime Heroes was the most relaxed I have ever felt inside a genre designed to make you feel small. You name your little blob, pick its eyes and smile, choose a color, and then you are dropped into a world quietly being eaten by purple corruption. It is disarmingly warm, and that warmth is doing real work because this is, underneath all the goo, a Soulslike in structure: save points that respawn enemies, shards dropped on death that you have to recover, six region bosses with evolving attack patterns, and a loop of dying, learning, and returning. What Pancake Games understood is that the bleakness of the genre is optional. The aesthetics here are doing the emotional lifting that fog gates and cryptic lore usually do in other games of this type. The skill system is the part worth getting excited about. You collect abilities by defeating enemies, absorbing the very thing that was just trying to kill you. There are eighteen skills in total, including projectiles, tornados, a butterfly familiar, meteors, and a grappling hook. The trick is the combination slot: attach a tornado as a secondary to your projectile and you fire a spinning vortex. Flip the order and you get far-reaching knockup shots instead. Combine the meteor skill with the familiar and you get a small army of homicidal butterflies raining destruction from above. The permutations are genuinely playful, and the hat system ties the build together neatly since hats are your only gear slot and carry stat buffs like health-on-hit or extra shard drops. No healing flasks here. You either wear a hat that restores health or you bet on your own skill to survive. That one design decision creates more tension than many games manage with full stamina systems. Weapons unlock by defeating bosses, and each one feels different in hand. The spear prioritizes range over punch, the hammer hits like a moving wall but demands you create the moment to swing it, and the sword sits reliably in the middle. Defeating a boss also opens its dungeon for a rematch, which rewards a special cooldown-based ultimate ability on top of the standard weapon drop. The six distinct regions each have their own environmental hazard logic too: freeze unless you stay near heat sources in the snow zone, instant death if you misstep in the swamp. It adds navigational stakes without requiring combat difficulty to carry all the weight. Where things get uneven is co-op, which is quietly the game's own pitch for itself. The promotional framing leans hard on playing with a friend, and when it works the shared-loot system and complementary builds create exactly the kind of casual chaos that a game this cheerful deserves. At launch, online co-op carried documented bugs including framerate drops with many enemies on screen and sections that failed to load correctly. Patches have improved things since, but the Steam community thread still has players asking whether specific co-op issues are resolved. Worth checking current patch notes before buying for co-op specifically. Solo play is the safer bet right now. Combat also draws some fair criticism from harder-core players: enemies often rush straight at you and the melee combo is short, which can make standard encounters feel repetitive before the skill combinations start opening up. The story lore front-loads more explanation than the cute tone justifies, and some players will tune it out. None of that undoes what this game genuinely is: a first major title from a small studio that found a real idea (accessible Soulslike with combinable magic, designed to be played with someone you like) and executed it with obvious craft and care. The accessibility sliders that let you tune enemy damage, attack speed, and world hazards individually mean the game genuinely scales from a young player's first action-RPG to a self-imposed challenge run. That breadth is rare and worth respecting. If the skill sandbox clicks for you, and there is a good chance it will, Slime Heroes holds attention well past its initial gooey charm.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayermultiplayercooponline-cooplocal-coopachievementscontroller-supportcloud-savestier:indieSouls-liteSkill CombinationHat Build SystemCouch Co-opAccessibility SlidersBoss Replay DungeonsCorruption NarrativeFamily-Friendly ChallengeCreature Protagonist

Requisitos del sistema

Mínimos

OS
Windows 7 SP1
Memory
4 GB RAM
Network
Broadband Internet connection
Storage
3 GB available space
Graphics
1GB VRAM/DirectX 10+ support
Processor
Dual Core 2.4 GHz

Recomendados

Requires a 64-bit processor and operating system

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Información del juego

Desarrolladora
Pancake Games
Distribuidora
Whitethorn Games
Fecha de lanzamiento
6 mar 2025

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¿En qué plataformas está disponible Slime Heroes?

Slime Heroes está disponible en PC, Xbox.

¿Cuándo se lanzó Slime Heroes?

Slime Heroes se lanzó el 6 de marzo de 2025.

¿Quién desarrolló Slime Heroes?

Slime Heroes fue desarrollado por Pancake Games y publicado por Whitethorn Games.