Post any bugs and crashes encountered during playtesting here. Provide as much detail surrounding the issue as possible, including error codes, screenshots, or specifics of the event to ensure the problem can be narrowed down and patched in future updates.
Note: Reports are meant for the latest builds available. The download for 0.1.1 will forever stay up as the original build, but I am not concerned about any issues reported with that version. As of writing this 0.2.5 is the current build.
Grillmonger
Creator of
Recent community posts
Fixes in SC version 0.2.5
- Added Oceanside to the Fast Travel locations using Percival (guy on horseback)
- Fixed Signs Directions and event placement on some signs.
- Added Oceanside to the signs.
- Fixed tileset issue allowing player to walk on a table in Adventurers Guild
- Fixed Animations from Blacksmith next to Adventurers Guild, who would do odd animations
- Fixed Weather Animations being visible in some Oceanside Caves
- Elemental Shards found gathering can now be sold to merchants for 15 Gold
Fixes in SC version 0.2.5
- Added Oceanside to the Fast Travel locations using Percival (guy on horseback)
- Fixed Signs Directions and event placement on some signs.
- Added Oceanside to the signs.
- Fixed tileset issue allowing player to walk on a table in Adventurers Guild
- Fixed Animations from Blacksmith next to Adventurers Guild, who would do odd animations
- Fixed Weather Animations being visible in some Oceanside Caves
- Elemental Shards found gathering can now be sold to merchants for 15 Gold
The next few updates will be focused on bug fixes, dialogue changes, and removing anything else that slipped through from the original build of the game.
Fixes in version 0.2.4
- Removed Touch UI button
- Fixed Bug with Apple Trees and Berry Bushes changing direction when interacting.
- Fixed Game Crashing Bug when using the bed going into Day 3. This was removed from the up too late common event, but not the bed event. This was something left in from the original version of the game and now is fully removed.
- Increased starting Attack and Defense in all companions.
- Fixed a tileset issue allowing you to walk on wall/roof tiles on several buildings in Falcons Crown.
- Fixed a Bug preventing players from entering the Slime Ranch for training due to not speaking with Ren yet. Players may now enter the Slime Ranch in Falcons Crown for training sessions.
- Removed the Jessa's Debt storyline completely for now
- Removed more dialogue which refers to the player as Jessa still in from the original game build.
- Changed dialogue in the tutorial, also rewarding the player with 50 Gold when completing the final gathering tutorial objective in addition to letting them keep the resources gathered.
Thanks to playtester Redtide89 a couple of major bugs/mistakes that were crashing or breaking the game have been caught and addressed in this immediate patch, which also means some of the other fixes will be included. I will address more in a future update, but this was needed immeditately as it was crashing the game. My apologies to anyone who downloaded the past Prototype version 0.2.2 as it crashed on day 3 in addition to a bug preventing players from reaching the slime ranch for basic training. These are now fixed in addition to other fixes listed below. Some of those crashes came from converting the original build of the game instead of starting fresh when going from Jessa as the main character to the players mentor, it created more issues than I originally intended in such large-scale game I did not check things thoroughly enough to remove all remnants of the old builds story progression.
Fixes in Slimestride Chronicles 0.2.4
- Removed Touch UI button
- Fixed Bug with Apple Trees and Berry Bushes changing direction when interacting.
- Fixed Game Crashing Bug when using the bed going into Day 3. This was removed from the up too late common event, but not the bed event. This was something left in from the original version of the game and now is fully removed.
- Increased starting Attack and Defense in all companions.
- Fixed a tileset issue allowing you to walk on wall/roof tiles on several buildings in Falcons Crown.
- Fixed a Bug preventing players from entering the Slime Ranch for training due to not speaking with Ren yet. Players may now enter the Slime Ranch in Falcons Crown for training sessions.
- Removed the Jessa's Debt storyline completely for now
- Removed more dialogue which refers to the player as Jessa still in from the original game build.
- Changed dialogue in the tutorial, also rewarding the player with 50 Gold when completing the final gathering tutorial objective in addition to letting them keep the resources gathered.
Ver 0.3.1 - What's New?
- UI Improvements based on the Game Jam feedback.
- Score is removed on camp levels to easily see the exits.
- Gold HUD is moved to bottom-left corner so it will never be hidden by the text and menus while viewing options to spend the gold.
- A new Run Timer added above the score for Speedrunning purposes. A new objective to complete all the maps as fast as possible.
- Graphical overhauls to all of the maps.
- Added a variety of music to the levels composed by Eoin Blunnie.
- New chest animation
- New possible outcome from chests of 250 Points.
- Points are now being experimented with in various ways. For example: when reaching 1000 Points on the first map you will see an extra Chest appear on the map.
- The Crystalmancer is now an NPC you must escort in order to unlock; she will be available as the first Survivor you can save on the 2nd Floor. If you don't rescue her, you will not unlock the Crystalmancer NPC or its PERKs for that run. Next, I will add more NPCs each with their own Perks to also unlock through this method to add some unique aspects to each run.
- New Enemy Type [Blue Slime with a Slowdown Debuff] - Encountering these slime will slow you down for a few seconds and is a stackable debuff, so many of them at once will slow you down for a long time. I will work on various slime type encounters in future updates.
- The runestone images and icons in the game are runestones now instead of gold trinkets. Those trinkets will probably be used as treasure pickups in a future update.
2025-'26 Roadmap
- Continue to add items and upgrades
- Tweaking Gameplay mechanics, continuing to try new ideas to improve gameplay further.
- Improve the current levels graphical design, and tweaking the balance of enemies, gold, and items.
- Adding new enemy types.
- Overhauling the UI, with images for choices and shops instead of bland text options.
- Adding new Survivors and changing the Escort/Camp system (planning to make survivors saved added to the camp, which will unlock new merchants to handle various tasks, upgrades, perks, etc. which will make each run a bit unique if done correct)
- Work on touch/mobile controls, make them smooth enough to justify promoting this game as mobile. Right now it runs just fine on mobile and might even shine more on the devices, but the touch controls are not where they need to be for me to consider it a mobile friendly game.
- Once I am satisfied with the state of these core levels, I will work on a new set of levels to select which will expand the game to new zones, using new tilesets
Some quick fixes for version 0.2.2
- Fast Travel (Percival Tripwell on Horseback) returns to main areas for fast travel.
- Fixed the Debt Scene at the beginning of Day 2.
- Fixed a few mentions of the original main character (Jessa) still appearing in conversation
- Fixed the graphic placement of two new buildings and a large stone (sorry it was a forgotten work in progress when uploading last update)
An early Prototype release is now available for playtesting. I feel this is a good spot to ask for feedback. Nearly everything is there, but in basic form. For example, NPCs are everywhere each with a purpose, but eventually they will have daily routines. Also, many items to craft but not all have a purpose yet beyond selling, eventually they will be part of fulfilling orders. There are monster hunting quests, but eventually there will be more than 1 star hunts all the way to 5 star. The game in general lacks many cutscenes, but core gameplay has been the focus when developing giving plenty for players to do in a yearly cycle game.
I would like to see where I am not explaining things properly to new players. Some fresh eyes to this project will do it some good I feel. So please feel free to report anything you find or feel about this project.
Thank you for playing, I had a lot of fun making this one. I am always working on games that focus on sim/rpg aspects requiring nonstop balancing which I am not always great at. It was enjoyable to just make a game running around chopping everything up and racking up as much points as possible without dying. I appreciate the feedback.
Thank you, I appreciate the feedback. I will continue updating it for sure. Now that the deadline is over I have already had many moments playing it thinking of what I should have added or parts of the HUD or UI that could have looked better. I am not a fan of the final levels design either and will change it as well. A game like this can be infinitely built upon with new levels, enemies, power-ups, items, perks, etc. so definitely expect some more updates in the future.
I will update it as soon as judging is over, or possibly make a new game page and keep the game jam version untouched, but will definitely try to polish this one up a bit. Again, thank you.
Sorry if this has been addressed, but am I still able to update this project, or do I need to make a new game page to continue its development?
I just want to make sure I wont be DQ'd if I keep updating the game while its being judged now that the deadline is up. I have no issue waiting until judging is over or even making a new game page and keeping this "Game Jam Edition" untouched.
Tips for new players:
1. Food is a finite resource and heals for 40 HP, maximize your health by picking them up only when needed. Dont eat food when you have 90 HP for example.
2. Chests have a chance to heal, among other outcomes, but take a chance at healing at a chest before using the food.
3. Do not engage every enemy you see immediately. You will need to run from them spread them out while keeping an eye on your health, making sure to heal when needed.
4. Pace yourself, on later levels collecting runestones too quickly may overwhelm you with enemies before you can reach a health pickup or chest.
5. Purchase Perks and Hire Mercs, no need to save the gold.
6. Pick up as much gold as you can find early, affording a perk at the first Camp can be a game changer.
7. When you pick up a survivor, they will take enemy damage when taking them to the exit. It may be wise to take out some enemies before interacting with them, as the survivors only have 25 HP.
8. Keep survivors alive, you will be rewarded if you save all 4.
v.0.2.5 - Bug fixes
- a test npc on the camp before the secret level, now removed.
- removed the fade when transferring on map on level 13
- fixed the Restore Health option, which was setting your health to 100, even if you had the Vitality Charm which adds 25 to your health cap. You now heal for 125 when paying for a full restore.
- Playtested the game from start to finish in the current version and can confirm it is indeed beatable.
v0.2.4 - Added more dialogue, including icons and colors included in the dialogue and options.
- Added a secret level. Unlock by beating the game and rescuing all 4 survivors. Those who complete this challenge are rewarded with a huge level containing 60 Runestones, some maze elements and a new enemy type
v0.2.3 - Charged Orbs added. Hire the Crystalmancer to now also upgrade Multiplier Orbs for 250 Gold, which will heal for 2 HP each orb you pick up when you find a Multiplier Orb.
- New Survivors added, they are no longer always the same NPC
- Bug Fix that showed player score twice on some maps.
- Level balancing
v0.1.8 - Added Dialogue, going along the Game Jams theme of Beyond Expectations, where the character is overcoming their perceived worth to the Guild they are in as they run through the trials.
- Added a proper Cover Art for the game.
- Balanced the first few levels more, including tweaks to how the powerups look.
The final week before Game Jam submissions close will be spent balancing the game out and improving level design and storyline.
v0.1.7 - Multiplier Orbs on each map which spawn dozens of new orbs for a short amount of time. Collect as many as possible on each floor to max your score.
- Changed SFX for attacks on enemies
- Worked on the animation for the Power Crystal effects
- Improved the players score image with a border around it and the image now pops a bit whenever points are added to the score.
- Balanced the first couple of levels. After making several new game power ups and items it was getting far too easy in the early stages.
v0.1.6 - Power Crystals give you invincibility for 15 seconds. A sample one is added to the first map. Also can be found in Chests or by Hiring the Crystalmancer for 300 Gold to place guaranteed crystals on the next 2 floors.
- Added a Speed Node on Floor 2, which when hit makes you dash forward very fast. Working on ways to incorporate these into levels.
- Dust effect when running added.
v0.1.4 - A new objective added. Escorting Survivors. When you encounter a survivor they will follow you to the exit, but their HP is low and enemies will attack their health bar first so avoid enemies when escorting. Might be best to clear enemies out before starting the escort if possible. If you bring a survivor with you to the exit, you will receive 50 Gold and 250 Points added to your score. If they die you get nothing, but in the next update expect points removed from the score.
v 0.1.3 - Added new item [Retrieval Rod] used at the hole in the wall on CAMP levels to unlock an item stash of firewood and gold.
- Faces added on dialogue.
- Fixed issue where blacksmith was quoting 100 gold more than the actual cost of Armor Upgrades.
- Keyboard Controls cover what to press to interact with NPCs and events like the hole in the wall (Press Space, Z, or Enter). Also for Full Screen and Display Strech Keys (F4/F3).
Love this plugin it is perfect for the card trading in my game, but having one issue. The mouse is off sync when I click an option button it does nothing I have to move the mouse up near the top left corner to select one of the buttons. The keys all work, but the mouse is way off center for me.
This is most likely on my end since I use other plugins (primarily yours and VisustellaMZ plugins) also using 1080p for resolution which sometimes makes plugins incompatible.
I will continue to write these out for the characters in the game as I have time, to have a place to view the growing lore of the story, the characters backgrounds and motives.
Character Bios:

Maev: One of the "Original Six" sent to the Chambers nearly 40 years before the player arrives. Now aged, she has put down her sword and picked up a broom. What began as aiding the rest of the inhabitants of the Chambers, quickly changed as Maev was running out of supplies as quick as she could gather it. This led to her creating a gold fueled economy within the Chambers, to ensure those who were consuming the supplies and rations were the ones putting in the work. Actions which soon made Maev more powerful than she could ever have been in battle. Some have even been outspoken about her use or this power, but she still remains a highly respected resident of the chambers.
Maddox: Another surviving member of the "Original Six" sent to the Chambers. He feels Maev has lost sights on what's important. More interested in the status she has achieved in her new life down here, rather than worrying about escaping it anymore. Maddox has never lost his sights on escaping. Spending his time at Maev's Camp, crafting explosives, fixated on creating an explosive capable of blasting the Gates. After several attempts, an accident destroyed many of Maev's supplies. Maev decided that Maddox will stop his research, in fear of another accident. Maddox then decided it was best to move to a new location, where he can continue his efforts. After realizing that while he cannot destroy the Chambers, his explosives could destroy the beasts guarding them. He now resides in an area Southwest of Maevs Camp, selling and crafting explosives to adventurers chasing the keys.
Kieran: The last of the 3 surviving member of the "Original Six". He was a child at the time and has spent nearly his entire life within the Chambers. Maev and the others looked out for him, teaching him skills which could help them without putting him in danger. Kieran became a skilled craftsman, able to craft and repair weapons and armor at a young age. Maev kept him safe as a child, he now repays the debt in her older age, assisting her with her Inn. Putting his expertise to use, crafting gear for adventurers.
General Graves: The feared General who drove the Saguahin back to the sea! His legends are a myth. During the Great War of Gaia, creatures rose from the ocean, known as the Saguahin. Attacking the land in endless numbers and slowly wearing down the humans, due to their ability to spawn and age at a much faster rate. They swarmed the planet, while Private Graves ran in hiding of the only Saguahin he encountered during the entire war. The Saguahin eventually did retreat from the land due to threats in their own oceanic territory. However, in the Chambers, Private Graves has been boasting his phony war stories, taking credit for their demise ever since. Convincing a following who really believes he was the General of lore he claims to be. He has convinced himself he truly is "General" Graves. Deep down he is quite cowardly without the odds stacked in his favor. Relying on an army at his side, he would rather pay you than risk a fight if caught alone.
Ceremor: The powerful psychic who created the Chambers as a child. Growing up his ability to read minds left him clouded constantly, the voices never stopped. He sought solitude, running away to escape it all, he created a realm which would later be known as the Chambers. As he grew older his anger got worse, his thoughts unhinged. Ceremor stopped escaping to the Chambers and began sending anything he disliked there. The people whose thoughts he didn't like, those who got in his way, even the wolves that wouldn't stop howling. Anything he doesn't like gets sent there. Turning his once special place into a nightmare of a dungeon for those lost within the walls of the Chambers. In his years learning to create the realm, he also learned dimensional shifts in the attempts. Unlocking infinite versions of Earth. Many inhabitants from these various "Alternate Earths" can be found lost in the chambers, some friend, some foe, many with their own idea of 'Who Ceremor' is and why they are in the Chambers. It has been speculated Ceremor has agents within the Chambers, sabotaging attempts to escape, leaving the residents fearing to group up in numbers large enough to escape. Perhaps it's just in our nature not to trust.
I would recommend giving the game a couple of blind playthroughs before reading too much of this, but for those who need some assistance, here is a guide for the demo. I will try not to spoil much, just give you locations and a general idea of where to go at times.
Here is a crude layout of the Demo Map, use as a reference for locations below:
- Blue Lines are Locked Doors, which Require a Small Key to unlock.
- Black Lines are Walls
- Start Zone is the area you begin the game at.
Important NPC Locations:
NPC | Location | Job
Maev | A4-0 | "Innkeeper" Buy/Sell items, Rest, Eat
Kieran | A4-0 | "Weaponsmith" Creates Weapons (Armor next update) in exchange for Weapon Scraps and Armor Scraps.
Fylk | A4-0 | "Maev's Chef" Cooks the meals that Maev sells, can also make Food for you if you bring the ingredients.
Gretta | A4-0 | "Gossip" Provides some valuable rumors, along with a bit of lore. Ol' Gossiping Gretta.
Lily | A4-0 | "Codemaster" Codes found hidden in the dungeon and given away on my socials can be used to get free items, gold, etc.
Madison | A3-0 | "Bandage Vendor" Crafts Field Bandages in exchange for Tattered Cloth, also sells Field Bandages.
Maddox | C1-3 | "Powderman" Crafts explosives in exchange for Gunpowder. [Grenade, Dynamite, Bomb, Excalibur Bomb]
Main Character Locations:
Marcus | A3-0 | Priest - Joins your party if you bring him an Elixir to recover with.
Morgana | B1-2 | Mage
- Note: Main Characters are recruits that offer new storyline elements, usually don't cost money to hire, instead usually relying on quests to gain their assistance.
- Note: There will be more as the game expands, but right now there are only 2 "Main Characters" to add to the party for the demo. You'll have to choose between them, as you find out they hate each other after an incident in a previous group they were in, where Marcus accidentally killed (and revived) Morgana. You must make a tough choice the Power of the Mage, or the Aid of the Priest.
Mercenary Locations:
Archer | A4-0 | Hire for 500 Gold
Dragoon | A5-2 | Hire for 750 Gold
- Note: Mercs will simply offer assistance in battle, they will generally have no lines and no random storyline element will be gained from them. They are simply as the name implies, a mercenary for hire.
Battle Pet Locations:
Pet Tamer | A3-3 | Currently sells Water Slime (250 Gold) and Hornet (250 Gold)
- Note: Battle Pets can only be trained to Level 5 and have no equipment, which is why they are cheaper than the Mercs. They are good to use as filler or an early ally in the game.
Items Used for Crafting:
Item | Ingredients | Location
Field Bandages | Req: 1 Tattered Cloth | A3-0
Grenades | Req: 1 Gunpowder | C1-3
Dynamite | Req: 2 Gunpowder | C1-3
Bomb | Req: 3 Gunpowder | C1-3
Excalibur Bomb | Req: 5 Gunpowder | C1-3
Food | Req: 1 Giant Rat Meat, 1 Slime Gel, 1 Jar of Spices, 1 Mushroom | A4-0
Revive Potion | 1 Poison Gland, 1 Slime Gel, 1 Enchanted Bone Meal | B2-5
- Its best to save these items when selling off at Maev's, they can be more useful to craft with.
-Weapon Scrap, Armor Scrap, and Leather Scrap will be used to craft weapons and armor, currently only Weapons can be crafted from 5 Scrap.
Where to Begin:
- To start, equip your short sword and begin searching areas surrounding the Start Zone for chests, then head up North to A4-0
- At A3-0 you will meet the Priest, which will join your party for an Elixir, which you can find around the Starting Zone (C1-1)
- At A4-0 you will meet Maev who you can sell off items, buy items, rest, eat & drink. There are also a few other important NPCs like Gretta who will tell you various rumors, Kieran who can craft in exchange for scraps, A Mercenary Archer for hire.
- I would advise getting the Priest in your party before heading to the Gnoll Camp, but it can be solo'd
- Go to A3-3 and you will find the entrance to the Gnoll Base, which is a great place to get loot and level up to start.
- When you make it to A10-1 you will unlock the first Waypoint, from there you can travel back to the Start Zone and return as you wish.
- After completing the Gnoll Base, sell off items to Maev, rest, eat, maybe craft some Field Bandages
- Next Go to D1-3 before going to the next Base. You will find some good loot and a Mage who you can ditch the Priest for if you wish.
- After Clearing that area out, you are ready to go to B3-1 the 2nd base. Find the 2nd Waypoint and clear out all the chests in the area
- The last Base is located at C9-2, but you can hit up the "Crypt of Acknowledgement at C6-5 first for some extra loot and leveling.
- When you are searching the last base, you will find a Dragon guarding a Gate Key at the end D3-3, just before that you will find the last Waypoint, so you can make sure to sell off items, and make final preparations for the battle. I would recommend being at least Level 4 with a party of 3 or 4, otherwise I wouldn't attempt it until you're level 6 if you have less than 3 in your party.
Tips:
- Equip your short sword before you do anything, you are worthless in battle with no weapon equipped.
- This is not a game meant to sit around grinding your characters. You need to be searching chests, finding food, gear, and healing potions to start. The loot you get from chests and enemies can be sold to pay for your Rest and Food from Maev. If you want to grind, this is how. Stick around Maev's area and kill enemies for their drops to sell. You should have enough to keep paying Maev to heal and fill your hunger/thirst bars. That way you can save your food and water for when you venture out to the deeper areas.




