Compare Rise of the Slime prices across 50+ stores and find the best deal. Developed by Bunkovsky Games. Published by Playstack. Released on 5/20/2021. Available on PC. Genres: Action, Adventure, Indie, Strategy.

Cute positional deckbuilder with a genuinely interesting movement mechanic that the rest of the game never fully commits to. Worth a look at sub-5 pricing, not a moment above it.

My spreadsheet instincts told me to look past the puppet-show art style and dig into the systems, and what I found was a roguelite deckbuilder built around one clever idea that it keeps fumbling. The core hook is positional combat: stepping behind an enemy during your turn doubles your damage output, while mana spent repositioning is mana not spent attacking. On paper that is a real strategic wrinkle, the kind of decision space that separates a mechanical deckbuilder from a pure number-matching exercise. In practice, once your deck reaches any kind of efficiency, you mostly use movement cards to kite enemies and dodge terrain hazards rather than execute backstab combos. The promise is there. The follow-through is not. The four starting deck archetypes, pyromancer, acid mage, sword fighter, and a random wildcard, do give each run a distinct opening identity. You pick one, reroll the initial hand until it suits you, then head left-to-right through 20-plus rooms of swamps, fire zones, and lava biomes clearing enemy groups for card rewards. Each combat victory drops a booster pack, and you choose one card to add to your deck. That loop is functional. The mutation system, over 50 passive modifiers you accumulate mid-run covering things like Mana Extraction on kill, Sturdy Membrane starting defense stacks, or the high-risk Burn Lifeforce that trades max HP for an extra mana slot, adds run differentiation on top. Pets, companions that trigger at turn-end dealing fire, acid, or shield effects, add a second layer of passive synergy to think about. So the ingredient list looks right. The problem is that the card pool of roughly 100 entries runs shallow fast. Fire and acid damage archetypes play nearly identically after the first few unlocks, the mutation variance rarely forces you to abandon a safe block-heavy strategy, and community feedback is consistent on this point: the default-viable play pattern is to stack DEF-UP and outlast. Pacing is the other weight dragging the experience down. Animations are slow, the three-mana turn cap feels throttled throughout, and the early runs in particular are sluggish enough that reviewers flagged the speed-up toggle as near-essential. There is a speed option on PC, which is worth finding immediately. The tutorial barely explains key interactions, card removal costs a meaningful chunk of gold, and the health-does-not-regenerate-between-rooms rule punishes new players quietly rather than teaching them to respect it. For a game that telegraphs accessibility through its art style, those friction points stack up. Where it earns some credit is the side-scrolling overworld, which gives a sense of physical place that clicking through a node map cannot. Chests, urns, shops, healing fountains, and occasional trap rooms with spike pits and falling boulders break up the card combat rhythm. The difficulty selector, with a forgiving checkpoint mode for newcomers and a true permadeath option for veterans, is a smart structural call. Run length sits at roughly 30 minutes to two hours depending on build efficiency and luck, which is appropriate for a genre where replay is the main value driver. The puppet-show visual identity is genuinely charming and the music, low-volume as it is, is pleasant company. If you are completely new to roguelite deckbuilders and want a low-stakes introduction before committing to something like Slay the Spire, this is a usable on-ramp. Just do not expect a deep late-game build space to obsess over, because it is not here. The sub-5 pricing tier is doing a lot of the justification work. Diego, Scout Team

Rise of the Slime
ActionAdventureIndieStrategy

Rise of the Slime

May 20, 2021Bunkovsky GamesPlaystack
GamerScout Says

Cute positional deckbuilder with a genuinely interesting movement mechanic that the rest of the game never fully commits to. Worth a look at sub-5 pricing, not a moment above it.

PC
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About Rise of the Slime

My spreadsheet instincts told me to look past the puppet-show art style and dig into the systems, and what I found was a roguelite deckbuilder built around one clever idea that it keeps fumbling. The core hook is positional combat: stepping behind an enemy during your turn doubles your damage output, while mana spent repositioning is mana not spent attacking. On paper that is a real strategic wrinkle, the kind of decision space that separates a mechanical deckbuilder from a pure number-matching exercise. In practice, once your deck reaches any kind of efficiency, you mostly use movement cards to kite enemies and dodge terrain hazards rather than execute backstab combos. The promise is there. The follow-through is not. The four starting deck archetypes, pyromancer, acid mage, sword fighter, and a random wildcard, do give each run a distinct opening identity. You pick one, reroll the initial hand until it suits you, then head left-to-right through 20-plus rooms of swamps, fire zones, and lava biomes clearing enemy groups for card rewards. Each combat victory drops a booster pack, and you choose one card to add to your deck. That loop is functional. The mutation system, over 50 passive modifiers you accumulate mid-run covering things like Mana Extraction on kill, Sturdy Membrane starting defense stacks, or the high-risk Burn Lifeforce that trades max HP for an extra mana slot, adds run differentiation on top. Pets, companions that trigger at turn-end dealing fire, acid, or shield effects, add a second layer of passive synergy to think about. So the ingredient list looks right. The problem is that the card pool of roughly 100 entries runs shallow fast. Fire and acid damage archetypes play nearly identically after the first few unlocks, the mutation variance rarely forces you to abandon a safe block-heavy strategy, and community feedback is consistent on this point: the default-viable play pattern is to stack DEF-UP and outlast. Pacing is the other weight dragging the experience down. Animations are slow, the three-mana turn cap feels throttled throughout, and the early runs in particular are sluggish enough that reviewers flagged the speed-up toggle as near-essential. There is a speed option on PC, which is worth finding immediately. The tutorial barely explains key interactions, card removal costs a meaningful chunk of gold, and the health-does-not-regenerate-between-rooms rule punishes new players quietly rather than teaching them to respect it. For a game that telegraphs accessibility through its art style, those friction points stack up. Where it earns some credit is the side-scrolling overworld, which gives a sense of physical place that clicking through a node map cannot. Chests, urns, shops, healing fountains, and occasional trap rooms with spike pits and falling boulders break up the card combat rhythm. The difficulty selector, with a forgiving checkpoint mode for newcomers and a true permadeath option for veterans, is a smart structural call. Run length sits at roughly 30 minutes to two hours depending on build efficiency and luck, which is appropriate for a genre where replay is the main value driver. The puppet-show visual identity is genuinely charming and the music, low-volume as it is, is pleasant company. If you are completely new to roguelite deckbuilders and want a low-stakes introduction before committing to something like Slay the Spire, this is a usable on-ramp. Just do not expect a deep late-game build space to obsess over, because it is not here. The sub-5 pricing tier is doing a lot of the justification work. Diego, Scout Team

Tags

singleplayerachievementscontroller-supporttier:sub-5Positional CombatRoguelite DeckbuilderPet CompanionsMutation SystemSide-Scrolling OverworldBeginner-Friendly Entry PointLow Session Length

Steam Deck & Linux

Steam Deck Verified

Valve rates this game Steam Deck Verified.

System Requirements

Minimum

OS
Windows 7
Memory
4 GB RAM
Processor
Intel(R) Core(TM) i3

Recommended

OS
Windows 10
Memory
8 GB RAM
Processor
Intel(R) Core(TM) i5

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Game Info

Developer
Bunkovsky Games
Publisher
Playstack
Release Date
May 20, 2021

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Price History

2026-06-100.49(lowest)
2026-06-090.49(lowest)

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Rise of the Slime is available on PC.

When was Rise of the Slime released?

Rise of the Slime was released on 20 May 2021.

Who developed Rise of the Slime?

Rise of the Slime was developed by Bunkovsky Games and published by Playstack.