Game Versions

The Game Versions page serves to document all of the official update logs of Slime Rancher, published by Monomi Park on their forum and on their blog.

Note that the standalone version of the game does not have an update system, so new updates will have to be re-downloaded manually. If the game is hosted on a platform such as Steam, or Xbox One, it will update when a new update is ready to be released. Note that the Console Editions usually get updated after the PC edition.

For changelogs before Update 0.2.0, check out this blog post.

=Game builds=

Version 1.3.0b-co1
Sept 3, 2018

???

Version 1.3.0 "The Automatic Update"
Jul 17, 2018

The Automatic Update is Now Available!



DRONES ARE NOW AVAILABLE!!! Drones are happy little helper bots that can be programmed to help with various tasks around the ranch!



Drones:

Drones are a new gadget that can reduce some of the work a rancher needs to perform on the ranch. They will happily bring food to corrals, take plorts to the market, or help store excess crops in silos. There are many different types of tasks you can program a drone to do, so it will be up to you to figure out how they can help!


 * A Blueprint for drones is now available for purchase at the Lab. Once you unlock the Blueprint, you will be able to craft the drones gadget from the Fabricator!
 * Program drones by using three simple inputs: target, source, and destination.




 * Drones can deliver to warp depots, market links, silos, auto feeders, and more! Destination options will change dynamically depending on what the drone is targeting.
 * Drones can only operate within a single ranch expansion and only two drone stations may be placed per expansion.
 * Drones are smarter than you think! A drone will never empty a coop and will try its best not to overfeed your slimes.
 * Drone stations are hydro-powered and require regular watering to stay active. A drone will run for about a day before its station requires another splash of water. If a drone station is out of water, the petals will close and the drone will go into stasis until it is watered.



When a drone completes its task it will sleep at its station until it is time to get back to work!

New Translations:
 * Added Japanese translation! Konnichiwa, new friends!
 * Added Brazilian Portuguese translation! Oi, tudo bem?

Other Changes:


 * Optimized the experience when you return to an area of the world you haven’t visited in awhile. Feels more like “Welcome back!” and less like “Why did you leave?!”
 * Using a PS4 controller on PC now shows PS4 button prompts, nifty!
 * Made some adjustments to SFX volume and balance.
 * Updated some font choices to better-match Chinese/Japanese characters in spots where we use Latin characters.

Fixes:


 * Fixed bug where when phase lemon trees in the ruins were watered, they would get overly excited and phase repeatedly.
 * Fixed bug where a ball of water could sometimes spawn in the docks after a player knockout. But who was the water?!
 * Fixed bug where some slimes (and especially Hunter Largos) stayed happy and calm and were not becoming agitated, even under the most extreme circumstances.
 * Fixed bug where PS4 controllers on PC could not bring up the game menu.
 * Fixed bug where items washed up in docks sometimes stood up unnaturally straight. We fixed this because it was really creepy.
 * Fixed bug where puddle and fire slimes sometimes did not properly notice that they weren’t on their preferred surface.

Let us know what you think about drones on Twitter!

And until next time, happy ranching!

July 24, 2018 - v1.3.0b A small followup patch was issued to fix a few issues related to the last release.


 * Fixed bug where drones could get stuck on gordos and slime toys
 * Fixed bug where sometimes gardens would produce slightly less food than intended. To claim any carrots you may have lost, please send a postcard to 'Where's My Carrots?' c/o Monomi Park in Walla Walla Washington, or visit your local grocer.
 * Fixed bug where drones sometimes did not properly perform their behaviors while the player was knocked out.
 * Fixed bug where some drone behaviors were performing extra times while sleeping.
 * Fixed bug resulting in drones sometimes trying to take a position inside the archways on the docks
 * Fixed bug where gordos could sometimes be replaced by another gordo.
 * Optimized some drone plort-selling behavior.
 * Optimized some aspects of mosaic slime glints.

Version 1.2.2 "Let's Get This Party Started!"
May 22, 2018



The Party Gordo Has Arrived!

Every weekend, the Party Gordo comes to the Far, Far Range, but you have to find him first! Hunt down the Party Gordo who is hiding somewhere on the map and pop him to receive lots of party presents containing festive ornaments for your ranch.





But the party doesn't end there! You can also discover presents hidden around the world all weekend long! Because though the Party Gordo may be gone, the party... well it LIVES ON.



The Party Gordo is available all-day Friday, Saturday, and Sunday (local time) and will return every weekend with new treasures to discover!

Changes:
 * Added an official Chinese translation. Welcome, friends!
 * Added some improvements and optimizations around game saving and animated objects.
 * Improved visual effects for crate breaking. Fun fact: this has been on our to-do list for like, 100 years.
 * Added rich presence for Discord so now you can let your pals know where you are and what you’re up to on the range.

Fixes:
 * Fixed bug with some Rush Mode translations not fitting on the end-game screen.
 * Fixed bug with items sometimes getting stuck in corral barriers.
 * Fixed some spots in Mochi’s Manor where players could get stuck.
 * Fixed some spots in Moss Blanket where players could get stuck.
 * Improved the damage indicator effect.
 * Fixed a typo in Mochi’s dialogue. Mochi wanted us to make it clear that we made a mistake, not her.
 * Fixed some animation issues for silo storage screens.
 * Fixed a bug where gamepad button icons would show the wrong thing for a frame before switching to the correct icon.
 * Fixed a bug where ornaments oriented themselves facing slightly downwards. We told them to keep their chins up.
 * Fixed a bug allowing popping up certain screens while sleeping until morning.
 * Fixed a bug sometimes causing inaccurate shooting while running in the Nimble Valley. Again, Mochi has stated this was your fault all along.

Party on, ranchers! Party on! :D

Version 1.2.1 "Little Big Storage Update"
April 3rd 2018

Official Announcement



The Little Big Storage Update is now available on PC and Xbox is scheduled to be out later this week!

The Storage Situation:

Do you have hundreds of echoes hovering in a corner somewhere? Maybe a few thousand Wiggly Wonderland ornaments stashed in The Grotto? The Little Big Storage Update is here to help! Ranch storage is getting a huge upgrade and it’s just in time for a little spring cleaning.




 * Silos and warp depots now accept ornaments and echoes.
 * Silo and warp depot slot capacity increased to a whopping 300 units (from 100).
 * Silos now have 3 storage slots per side.

That’s right, we’re giving you 12 slots with the ability to hold 300 items each. You do the math!



Achievements:


 * Unlinked Steam achievements from in-game achievements to better support the case of multiple people sharing a machine and playing the game on two different Steam accounts.
 * Resetting in-game achievements will no longer reset Steam achievements.
 * In-game achievements will no longer sync when starting a new game on Steam.
 * If you earn an achievement while having only one type unlocked (in-game vs Steam), you will now see the pop-up for the missing achievement.
 * Non-Rush Mode achievements will no longer be awarded while in Rush Mode.
 * Updated silo achievement so you won’t need to completely fill the new silos.

Other:
 * You got a raise! Mochi will now pay you 200 newbucks for every 10 quicksilver plorts you deliver.
 * Added some flashy effects to the Nimble Valley countdown animation.
 * Added an intro animation to the start of Rush Mode.
 * Added a pinch of pizzazz to the end animation for Rush Mode. (it’s much more than a pinch tbh)
 * Coins dropped in the world are snatched up and pocketed much quicker now.
 * Created an innovative game save mechanism that can see through space and time to prevent confusion when ranchers time travel or access their ranch on different machines.
 * Made it so the map tutorial will be completed immediately upon opening the map to complete the map tutorial.
 * Updated some Russian in the Russian translation.

Fixes:
 * Fixed a bug where names of items stored in the vac wouldn’t translate when selecting a different language.
 * “Fixed” the snooze button on the ranch alarm clock so Beatrix won’t be able to sleep past 6:00AM.
 * Fixed a treacherous spot in the Glass Desert where you could get stuck.
 * Fixed a part of Mochi’s Manor where you could get stuck before you opened the expansion barrier.
 * Fixed a spot in the Nimble Valley where you could get stuck.
 * Fixed bug where radar icons would sometimes shake while moving. At least it wasn’t getting stuck!
 * Fixed bug where the vac would jitter while moving.
 * Fixed a bug where very sneaky ranchers were able to sneak quicksilver plorts off of the Valley using a sneaky arrangement of warp depots and silos.
 * Fixed some bugs related to the Tabby Space Program where tabby slimes were attempting to rocket to the moon.
 * Fixed a bug where fire slimes would (tragically) bounce (out of their troughs) with excitement when they saw Beatrix return to the ranch.
 * Fixed a bug where the incinerator could destroy glints. They will no longer fight fire with fire.
 * Fixed a bug where Mochi’s Manor icon was not appearing on teleporters.
 * Fixed some quicksilver slime sounds so they now sound like quicksilver slimes.

April 3, 2018 - Slime Rancher v1.2.1b
 * Fixed an issue where some ranchers were experiencing odd disappearances and reappearances of items and slimes in some areas on the range.

Version 1.2.0 "Mochi's Megabucks Update"
13th March 2018

Official Announcement



Mochi’s Megabucks Update is here! In this update you’ll be invited to explore the Nimble Valley, chase down new quicksilver slimes, earn luxurious ranch upgrades, and attempt the exhilarating Rush Mode.

Nimble Valley: The Nimble Valley is a new zone that is home to the exceedingly rare quicksilver slimes. Not much is known about the Valley outside of the fact that it is owned by the one and only Mochi Miles. Work for Mochi and prove yourself to be a first-rate rancher!


 * Mochi will invite you to her Manor after you successfully complete a Range Exchange request with her, unlock the Indigo Quarry, and purchase The Grotto ranch expansion. Please note that you will need to complete a NEW Range Exchange request from Mochi in order to trigger her contacting you.
 * Work in the Valley involves running a series of Rance Exchange assignments which will reward you with newbucks and special upgrades.
 * Mochi will GENEROUSLY (emphasis added by request of Mochi Miles) pay you for every 10 plorts you deliver. Fulfill larger requests to earn: Mochi’s Extra Mile, the Deluxe coop upgrade, and then access to Mochi’s Manor.
 * The Nimble Valley has two tracks you can run to collect resources for Mochi. One is trickier than the other!
 * Each track is equipped with a special generator to get quicksilver slimes out of their hiding spots. Generators can only run for a limited time, so collect as much as you can before they need to recharge. Extend your available time using relay rings throughout the Valley.
 * The Valley is rigged with Miles Tech that will automatically gather plorts for you. Mochi assures you that she is not skimming any of them off the top. And frankly, it’s outrageous that you even think so.

Quicksilver Slimes: Quicksilver slimes are lightning quick, and feed on electricity. This is generally accomplished by their moving really fast and slowly accumulating the static charge they generate. However, Mochi has decided to speed up the process and created a method for feeding them energy in a far more direct fashion. - Feed quicksilver slimes by electrifying them using Mochi’s cutting-edge Miles Tech. - Be careful while collecting plorts; electrified quicksilver slimes are dangerous to touch! - Quicksilver plorts can’t be sold on the Plort Market and can only be deposited at Mochi’s Manor.

Electrical Charges and Power Stations:
 * Spark Shot: Feed a spark shots to quicksilver slimes and rake in the newbucks.
 * Static Clinger: Charges a quicksilver slime with electricity that can chain to nearby quicksilvers. Make them work for YOU!
 * Slooow Field: Experimental tech that creates a dome of photonic jelly, slowing down quicksilvers that pass through it.
 * Thunderclap: A super-charged spark shot that is capable of hitting a whole bunch of quicksilvers at once!
 * Charge Stations: Fill your vac tank with random electrical charges designed to make plort harvesting a breeze (randomly assigns a slooow field, static clinger, or thunderclap)
 * Relay Rings: Run through relay rings to extend your time.
 * Energy Boost Station: Refills your energy meter so you can keep running and jumping and collecting those plorts.

Rush Mode:
 * 5-Day Rush has been replaced and is now Rush Mode!
 * Create the most efficient ranch you can to earn the most newbucks within the allotted time. Getting knocked out reduces your newbucks by 10%.
 * Complete daily Range Exchange requests to earn extra time and gilded ginger.
 * Collect 25 of any plort and receive a bonus multiplier when your score is calculated. Each bonus can only be collected once per plort type, for a total of 16 bonus multipliers. Slimes from the Glass Desert are worth the most!
 * Use your gilded ginger on the gold gordos that are now scattered all over the map.
 * Make use of Slime Science gadgets that are already in your inventory such as: warp depots, teleporters, and hydro turrets.
 * Other features have been included in order to speed up gameplay, including semi-fed gordos, an open plort gate, all available power ups being unlocked, and a selection of Slime Science gadgets available to you.



Other Changes:
 * Added 3 new gadget sites to Moustache Island. If you’re asking yourself, ‘what’s Moustache Island?’ don’t worry, it doesn’t actually exist.
 * Ogden’s Retreat and Mochi’s Manor can now be recolored separately from Beatrix’s home ranch.
 * Special chroma packs are unlocked by starting Ogden’s and Mochi’s missions. Mochi however has declared that depending on how you look at it, there is now only one chroma pack available.
 * Added pop-up text whenever you earn or spend newbucks.
 * On-ranch tutorials are now only on Beatrix’s ranch, and not Ogden or Mochi’s expansions.
 * Locked the framerate to never go above 120Hz to prevent GPU overheating issues(this is ignored in VSync mode).
 * Added option to disable the very limited mouse smoothing that is on by default.
 * Upgraded Unity engine version.
 * Gave the newbucks icon a facelift.
 * Improved the way we are storing profile data: now you can have different options on different computers.
 * Improved scrolling on map while using a gamepad.
 * 5-Day Rush achievements have been adjusted to better suit Rush Mode.

Fixes:
 * Fixed a possible bug related to gold slimes fleeing improperly.
 * Fixed a bug related to tangle vines and dervish whirlwinds that could sometimes result in launched slimes and other items.
 * Fixed stuck spot in Dry Reef where players with no jet pack could get wedged.
 * Fixed spot in Overgrowth where chickens could get stuck behind a tree. It was likely a secret hideout for chicken scheming so YOU’RE WELCOME.
 * Fixed a minor offset in the vac rotation.
 * Fixed bug where market reported all prices as having risen on game load. Thanks, Mochi.
 * Fixed bug where oasis music was sometimes not playing properly on game load.
 * Fixed the garden tutorial getting stuck if you planted a crop before the tutorial prompt.
 * Fixed bug where Rush Mode was sending rancher intro emails.
 * Fixed bug with diet readout for gold/lucky slimes and gordos.
 * Fixed bug where it was possible to keep receiving radiation after teleporting while in rad auras.
 * Fixed bug where silos were showing pink slime icon on empty slots.
 * Fixed bug where doors in the Ruins would disappear from our reality if you look at it from a certain angle.
 * Fixed bug where slimes could sometimes eat things beyond a corral barrier while Beatrix sleeps.
 * Fixed bug with kookacrackers not playing their particle effects.
 * Fixed bug where the Hobson journal glow would block the vac.
 * Fixed bug where Range Exchange crates would sometimes launch their contents aggressively on break.
 * Fixed issue with slime spawning taking into account chicken density. Thanks, BOb.
 * Fixed damage hit flash so that it flashes again, because pain shouldn’t be ignored.
 * Fixed bug where fire slimes in ponds sometimes did not despawn properly.
 * Fixed bug where fire slimes in water did not become extinguished.
 * Fixed bug where gold slimes could create plorts due to touching gold plorts. There should be a lore reason for this so gather round and let me tell you the epic tale of Game Balance...
 * Fixed timing bug related to getting newbucks from crates/exchange such that logging out at the wrong time doesn't cost you newbucks.
 * Fixed small gap along edge of Grotto floor.
 * Fixed bugs related to restarting tutorials on game load.
 * Fixed bug where extractors sometimes were not fully destroying themselves when complete.
 * Fixed a particular type of ivy being used in the world that was insufficiently thick. Oh yes, you knew this update was going to be good.
 * Fixed gamepad navigation on Load/Save Error Screens.
 * Fixed "Requires" label missing in the Fabricator UI.
 * Fixed bug where the Quarry central cave was incorrectly being treated as part of the ranch.
 * Fixed bug where low-res version of honey slimes had the wrong crest.
 * Fixed bug on loading a game with max energy capping at 100 initially before refilling.
 * Fixed some incorrect lighting in some small sections of the world.
 * Fixed bug where disable-gamepad option was not saving properly.
 * Fixed misspelling of “omelettes.” It is now spelled “fancy egg taco.”
 * Fixed bug on restoring default screen resolution on Linux.
 * Fixed some minor issues with water rendering.
 * A bunch of other miscellaneous small optimizations.

March 14, 2018 - Slime Rancher v1.2.0b


 * Added Slime Toy dispenser in Mochi's Manor since some of you would rather be entertaining slimes instead of working.
 * Did some minor landscaping in Mochi’s garden.
 * Fixed bug where some gadgets placed in Mochi's Manor were disappearing if you weren’t looking. It’s safe to blink and/or quit playing Slime Rancher now.
 * Fixed bug where certain gold gordos (not pointing any fingers here) in Rush Mode could “forget” how many gingers they'd eaten after you left the game.
 * Fixed bug where a Rush Mode feature snuck into Adventure Mode. The plort market is back to showing market trends and no longer show stars for plorts you’ve sold a lot of.

And for more details on future Slime Rancher updates, be sure to check out the development roadmap here: viewtopic.php?f=3&t=448

See you at the races!

Version 1.1.2 "Wiggly Wonderland"
19th December 2017

Official Announcement

Celebrate the Season with Slime Rancher's Wiggly Wonderland!

This limited-time event features daily ornaments: new, festive decoration for your ranch. You’ll find ornaments hidden in every crate found on the range starting tomorrow, December 20th! (local time) :D

Crates will contain a different slime-themed ornament every day between December 20 - 31st. New ornaments will begin to appear in crates at the stroke of midnight, local time. Hurry and collect as many as you can before they’re gone!

Follow us on Twitter for each day's ornament reveal.



Each crate has a chance to include one of three rare ornaments, so be sure to keep a spare vac tank ready in case one appears!!



We're also doing Holiday Giveaways

Remember that sweet stuff from Fangamer? Well, we're giving out the entire collection!

We want to see you using ornaments and echos to brighten up the range by hanging them in trees and decking out your ranch.

Show us your holiday display by tweeting us using #WigglyWonderland and you could win a Slime Rancher merchandise combo by Fangamer!

Winner will be selected January 3rd



You can enter to win daily during the event, so GIF, screenshot, and capture our hearts with your holiday spirit.

But wait, there's more! All Twitter submissions will be entered to win a gift copy of Slime Rancher + Original Soundtrack, with a new winner selected daily.



Happy holidays!

Edit for daily slime ornaments below:

12 Days of Hidden Holiday Treasures

Dec 20 - Pink ːD



Dec 21 - Phosphor



Dec 22 - Tabby



Dec 23 - Boom



Dec 24 - Rad



Dec 25 - Honey



Dec 26 - Quantum



Dec 27 - Hunter



Dec 28 - Puddle



Dec 29 - Dervish



Dec 30 - Tangle



Dec 31 - Mosaic



Jan 1 - LAST CHANCE!



On January 1st, every crate will contain a random ornament of the 15 slimes featured during #WigglyWonderland!!

A note to ranchers hunting for ornaments this week:

Manually adjusting the system clock to time travel could cause problems with Slime Rancher's backup save system and Steam Cloud saves.

Version 1.1.1 "Balance and improvements"
28th November 2017

Official Announcement

Slime Rancher 1.1.1 is a balance and improvement patch. It also introduces a new save backup system!

Save System Improvements

Slime Rancher now maintains several prior copies of your save file to protect against system crashes or power outages that result in corrupt data. If the game cannot load the most recent autosave it will revert to the most recent one it can find. As part of this change, the autosave frequency has been reduced to autosaving every 5 minutes.

Changes:
 * Added Swedish language translation to the game. Welcome, Swedish friends!
 * The Range Exchange now has a countdown clock for the remaining duration of the current offer.
 * Teleporters from the Wilds now lead to Ogden’s Retreat instead of directly to Beatrix’s Ranch.
 * Reduced the corral autofeeder frequency on Low and Medium to give food every 9 and 6 hours, respectively.
 * Added tutorial ‘star’ to point you to the teleporter to reach Ogden’s Retreat.
 * The Tarr's Slimepedia entry is now immediately unlocked in Casual Mode… but don’t worry, that’s as far as they go in Casual Mode.
 * Minor improvements to various shaders. That’s right, MINOR improvements.
 * Optimized the way that many particles in the world are instantiated to improve memory usage.
 * Rotten kookadobas are now more obviously rotten. But either way, they stink.
 * Firestorm effect should now activate/deactivate more rapidly when teleporting to/from the desert during a firestorm.
 * Renamed Garden Deluxe as Deluxe Upgrade.
 * Added a tip to the loading screen explaining the save icon.

Fixes:
 * Fixed bug where amber slime lamps’ glow could be seen through walls.
 * Fixed bug where some largos in The Wilds near the waterfall could end up hovering in the air. Fun fact: it’s because they thought they were still in water and were ‘swimming.’ See, you can do anything you put your mind to!
 * Fixed bug where certain effects could sometimes make water disappear.
 * Fixed bug where the Gadget Mode effect was upside down on some systems.
 * Fixed bug where on certain graphics settings, a biting Tarr appeared to have an additional smaller Tarr inside it. Creepy.
 * Fixed bug where Boom Slimes could sometimes become lethargic and stop most types of activities, including booming.
 * Fixed bug where Tarr and Fire slimes were bounced too aggressively out of ponds.
 * Fixed bug where the Hat Trick achievement could be improperly withheld.
 * Fixed bug (Xbox-only) where gamepad icons were replaced with keyboard/mouse prompts when the controller was disconnected.
 * Fixed bug where Kookadoba sometimes did not correctly attach to their plants on game load.
 * Fixed bug where a teleporter in the desert’s icon could appear on the map before that teleporter was actually available to use.

That's all for now!



Version 1.1.0 - "The Wilds update"
October 17th 2017 Official Announcement



Ogden’s Wild Update has arrived! Slime Rancher v1.1.0 contains a dangerous, new zone to explore, missions to undertake from Ogden Ortiz, the feral descendants of the long-extinct saber slime, and more!

The Wilds:

The Wilds are a new zone that’s home to a horde of feral saber slime largos. You can access The Wilds after receiving an invitation from Ogden Ortiz to visit his retreat at the edge of The Wilds. Ogden will then hire you to acquire delicious kookadoba fruits from The Wilds and reward you for doing so.


 * Ogden will send you a starmail inviting you to his retreat after you successfully complete at least one Range Exchange with him, unlock the Moss Blanket, and unlock the Overgrowth.
 * Working for Ogden is conducted through a modified Range Exchange on his retreat. Ogden will ask you for three progressively larger hauls of kookadoba fruit, rewarding you for each, as well as a small reward for every three kookadoba.
 * Unlike the Range Exchange, there is no time limit associated with any Ogden requests on the retreat.
 * Rewards include miracle mix, a deluxe garden upgrade, and finally, the keys to the retreat itself!
 * Kookadoba fruit grows exclusively in The Wilds in random locations. It grows back over time, so if The Wilds are plucked clean of kookadoba, you’ll need to let a couple days to pass for them to fully regrow.
 * Some kookadoba can be found in the curious mudballs created by saber slimes. These mudballs must be taken to a kookacracker in The Wilds in order to get to the fruit inside. Kookacrackers are scattered across The Wilds.
 * The warp network to The Wilds is buggy and highly unreliable! Be prepared when venturing to The Wilds as you will warp into one of four locations with no immediate means of exiting. Only by reaching one of three exit teleporters will you be able to escape. Additionally, The Wilds is so far off the grid that your map will not work. This may seem like a contrivance to make things more difficult but like, no, it’s totally because of LORE.

New Range Exchange:

The Range Exchange has received a visual overhaul, its rewards adjusted, and its timing tuned.
 * The 24 hour timer on the Range Exchange now begins only after accepting a Range Exchange offer.
 * After the introductory offers from all ranchers, the daily Range Exchange offer will be a choice between two ranchers.
 * All Range Exchange offers have been rebalanced, and also include newbuck rewards.
 * The presentation of the Range Exchange has been changed to imply a more direct form of communication with each rancher. Curiously though, one of them still relies on typed messages…

Casual Mode:

A new game mode has been added for players that want to use Slime Rancher to truly relax. Casual Mode is a wholly separate game mode that mirrors Adventure Mode, save for the complete lack of tarr slimes, and reduced feral slime aggressiveness. In Casual Mode, largo slimes cannot eat a second plort, and feral slimes will not perform their patented feral slime butt stomp.

Please note that given the lack of tarr, some achievements may not be obtainable in Casual Mode.

Other Changes:


 * The Plort Market has received a visual overhaul to fit saber plorts, as well as other plorts down the road…
 * The sound effects when depositing plorts into the Plort Market now have a much more exciting sound effect.
 * Saber slime largos can be found in The Wilds. To date, no original saber slimes have ever been found.
 * Increased the speed in which you can vac fruit off trees.
 * Spicy tofu can be obtained from Ogden. Spicy tofu is a universal food item that any slime can consume and does not affect hunger levels, allowing you to feed slimes repeatedly.
 * A bunch of new deco gadgets can be discovered in The Wilds.
 * Gordo slimes on the range that have been fed at least once will now appear on the map.
 * Phase lemon trees planted in gardens will now act like normal fruit trees and not require phasing the lemons into reality. We altered the way space and time worked in order to make this QOL change. No big deal.
 * Adjusted some effects on shooting items from the vacpack and depositing plorts in the market.
 * Created a more realistic handling of garden contents after returning to the ranch after a long time.
 * Fire slimes have lost the ants in their pants and no longer leap at toys. It was getting them killed. Let that be a lesson to all of you.
 * Deleting a game file now requires a press and hold action to reduce the likelihood of accidental deletion.
 * A small vac cyclone-like swirl will now appear in the top right of the screen when an autosave is triggered. Quickly pressing down and start when you see it WILL NOT warp you to the lair of smoke slimes.
 * Added an overscan adjustment options setting.
 * Resolution options setting now includes refresh rate options if your display is able to use multiple rates at a given resolution.
 * Added gamepad deadzone options setting.
 * Updated underlying version of the Unity game engine - this could result in some useful optimizations and bugfixes but may also cause some minor/subtle changes to physics in the world. Please let us know!
 * Various other physics and rendering optimizations to improve performance.
 * Added stego buddies to the slime toy shop, favored by saber slimes.
 * Added a great deal more extra details to the 7Zee Rewards Club Lab upgrade.
 * Replaced lucky slime rocket fuel with extra newbucks: lucky slimes will now not launch themselves as high, but reward much more newbucks.
 * Feral slimes now sometimes stop and glare at you rather than jumping and attacking in order to not feel like such a relentless mob.
 * Reduced tangle slime’s vine grab radius by 33%.
 * Added a single slime key to the upgrade shop upon completing Adventure Mode. This key is intended for anyone that may have lost a key during our early access development, or for someone who simply can't find that last key out there. Please note that if you now use every key on every door and buy this extra key, you will always have one extra key.

Fixes:


 * Fixed bug where Tarr were occasionally playing some incorrect non-Tarr slime sounds. Though adorable, it had to change.
 * Fixed bug where Tarr music or Oasis music would sometimes start upon starting a new game.
 * Fixed bug where slimes in a corral with a music box would stay soothed after demolishing the corral and music box. I mean, sometimes you just can’t get a song out of your head...
 * Fixed bug where ranch door open/close sound would not play.
 * Fixed bug where player hitting the slime sea/sand sea did not play a sound effect.
 * Fixed bug where grass and flowers would sometimes inherit the darkness from ambient occlusion from things behind them.
 * Fixed bug where pressing Esc repeatedly on leaving the ranch house would restart the fade-in sequence of leaving the house.
 * Fixed bug where snared desert gordos were requiring less food than their wild brethren before popping.
 * Fixed a bug where chickens could be stuck under a ramp in the overgrowth.
 * Fixed a bug where feral slimes could sometimes seem to get stuck to the front of the player before doing their bite.
 * Fixed a bug where crates in the ruins would not roll from a full set of items.
 * Fixed bug where puddle slimes and rubber duckies could get trapped due to a 7Z upgrade of the Docks.
 * Fixed some bugs where slimes could sometimes launch themselves out of a tight spot due to various interactions such as eating or carrying food.
 * Fixed a bug where the intro Range Exchange requests for ranchers could sometimes be overridden with one intended for later. This of course, was very difficult to discern with BOb.
 * Fixed bug where food was sometimes left in the world when returning to the ranch and slimes should have eaten that food.
 * Fixed some settings causing some icons to look incorrect in the Slimepedia at certain resolutions.
 * Fixed some slightly incorrect nighttime lighting settings.
 * Fixed bug where it was sometimes possible to shoot small resources into/through the ground.
 * Fixed a bug where trees in the ruins were not displaying correctly when viewed from a distance.
 * Fixed bug where the hat trick achievement was not awarded when gilded ginger was eaten by a gold slime.
 * Fixed bug where boom slime booms would push echoes out of place. However, having seen the amazing fireworks displays some players created, we’re committed to remaking that awesome discovery in a future update in a more formal capacity.
 * Fixed bug where reloading a game when already in the slime sea did not always return the player to the ranch.
 * Fixed bug where desert slime toys were not part of the second tier 7Z slime toys rewards list.
 * Fixed some instances of crystal slime crowns looking like rock crowns.
 * Fixed an issue where sometimes the roostro wouldn’t call in the morning. This was solved by getting a roostro for that roostro who ensures that the original roostro is awake on time.

And for more details on future Slime Rancher updates, be sure to check out the development roadmap here: viewtopic.php?f=3&t=448

October 20, 2017 - Slime Rancher v1.1.0b

A bugfix patch was issued today to address a few smaller issues, as well as to begin address a larger, standing issue.

While this patch will not fix a save file that is currently unusable, it should mitigate future occurrences of the issue, so we decided to push this update now. We hope to have a solution for the unusable save files issues as soon as a fix is available. Thank you for your patience.


 * Fixed bug where a behavior used by saber/tabby/hunter slimes could sometimes cause them to get into an invalid position which could lead to instability.
 * Fixed a situation where gold slimes could sometimes fail to properly flee from Beatrix.
 * Fixed saber plorts being missing from the refinery.
 * Fixed a typo in the saber slime description.
 * Fixed a typo in an Ogden dialogue message.
 * Fixed hunter slimes not being willing to eat spicy tofu.
 * Fixed saber slimes incorrectly having a favorite food.
 * Fixed spicy tofu being a favorite of tangle slimes
 * Fixed incorrect icon on spare slime key.
 * Fixed bug where on Linux the game could sometimes attempt to change resolution resulting in a black screen.
 * Fixed bug where Mac clients would show resolutions as running a 0Hz when the monitor was not reporting the refresh rate.

October 22, 2017 - Slime Rancher v1.1.0c

A bugfix patch was issued today to attempt to further fix the bugs related to teleporter crashes, and other similar actions. Please give us feedback if this patch helps you!


 * We are disabling some very minor graphics optimizations we had activated in 1.1.0 because they appear to have been causing crashes for certain players (often around the time of teleporting), especially those with specific Radeon graphics cards. We are interested in whether this change in 1.1.0c is successfully preventing these crashes for those players who were having them.
 * Add some better logging related to the slimes getting into invalid positions.
 * Fix crash on the currently-existing unopenable game files. If you previously were unable to open a save this change may fix that.

October 26, 2017 - Slime Rancher v1.1.0d

v1.1.0d is now live and should resolve all teleporter bug crashes. Please mail support@monomipark.com if you are running v1.1.0d and still getting crashes when using teleporters.

October 31, 2017 - Slime Rancher v1.1.0e
 * Fixed bug where certain effects, including boom slimes would sometimes cause crashes on some hardware.
 * Fixed bug where Ogden was skipping his final dialogue sequence after getting his third reward. If you've already have the third reward, simply talk to him again and you'll see this dialogue.
 * Made some adjustments to the rocks near the Plort Market.
 * Fixed bug where Ogden's Greenhouse door was bigger than intended.
 * Fixed bug where it was possible to get stuck in a particular hole in a cavern in The Wilds.
 * Fixed bug where crates dropped against a certain ground area in the Reef were made of flubber. (They continually bounced.)

Version 1.0.1 - "The Navigation Update"
August 7, 2017

Official Announcement



Slime Rancher v1.0.1, The Navigation Update, has arrived! This updates includes the much-requested map feature and a few other goodies, as well a bunch of fixes and optimizations.

Changes:
 * Added a map interface that gives you a general sense of where you are on the Far, Far Range. Map zones are unlocked after activating map data nodes in each zone. The map will also tracked any teleporters or extractors you’ve placed, and give you a total count of slime keys and treasure pods collected in each zone.
 * Optimized tracking of distant areas of the world to improve overall performance.
 * Added slime toys for the fire, mosaic, dervish, and tangle slimes.
 * A single gilded ginger now grows once a day in the Glass Desert but can be very difficult to find. Gilded ginger is the only veggie a gold slime will eat, providing extra plorts for those that manage to feed one. And while it can’t be grown in a garden, it can be used to [REDACTED]
 * Added a treasure pod behind the barn in the Lab to give new players a head start in building their first teleporter.
 * Added some new tabby slime sound effects when they steal an item.
 * Added intro text when starting a new save file in Adventure Mode.
 * Adjusted extractor cycle time from 22 hrs to 12 hrs. Please note that the 10 hours we removed did not go to waste and were recycled.
 * Ponds now produce infinite water, much like water sources in the wild.
 * Gardens now produce infinite harvests! In order to plant a new crop, you must select to replant from the garden menu.
 * Added Return teleporters to Hobson vaults after watching a few streams where players met untimely deaths in the vaults and lost their gold plorts and Nick almost cried for them.
 * Added water tutorial message on purchasing the water tank.
 * Adjusted Incinerator trough to prevent fire slimes despawning in the trough. As a note, an empty ash trough will not despawn a fire slime, though it will not feed them either.
 * Odd onion crops on the ranch will now produce a minimum of 4 odd onions, but generally 6-8 of them.
 * Shooting a chickadoo at a gold slime will now knock plorts out of it like other resources. As a note, chickadoos have stated that they are really not cool with this change.
 * Starmail popups now disappear once you’ve read the mail.
 * Reduced time ranch-specific tutorials stay on screen after leaving the ranch.
 * Optimized occlusion culling.
 * Optimized lighting where a near-zero intensity directional light was being unnecessarily processed on the GPU.
 * Optimized some miscellaneous memory usage.

Fixes:
 * Fixed bug where some players’ progress at opening slime gates and the plort puzzle door was not being tracked properly and affected their receiving certain Casey mails.
 * Fixed bug where you could vac fruit off a tree from an angle and get them shaking but not ever popping off.
 * Fixed some issues with the French translation.
 * Fixed bug where slimes were not turning into largos properly while sleeping at night.
 * Fixed bug where some new sounds could play when sleeping at night or after being knocked out.
 * Fixed bug where some sounds would play right as the ranch initially loaded in. Fun fact: this quirk has always persisted on the dev side and any time we test the game we hear the crickets chirping sound effect for a moment. Now when I hear crickets in real life I think of our editor.
 * Fixed bug where unripe phase lemons could fall through the world when their tree phased away.
 * Fixed bug where Dervish Gordo’s key could spawn into the ground.
 * Fixed a floating platform in the Glass Desert.
 * Fixed bug where Beatrix was being stretched when viewed at different aspect ratios.
 * Fixed bug where the Humble installer was not fully replacing certain files from an existing installation.
 * Fixed bug where some geometry would allow the player to get too close and see inside the walls. If any player claims they saw enslaved gnomes inside these walls building our levels, they are LYING.
 * Fixed bug where Pause Menu could interfere with other in-game UIs on Xbox.

And that’s a wrap! Curious about what’s coming next? Check out the Slime Rancher Development Roadmap here: viewtopic.php?f=3&t=448

Version 1.0.1b
August 7, 2017

A follow-up patch was issued to address a bug where oases in the Glass Desert were being reset.

If you have a save file where oases were already reset, you will simply need to re-water the oases with ancient water. We apologize for the inconvenience.

Version 1.0.1c
August 8, 2017

A small patch was issued to address a few lingering bugs form the v1.0.1 update:


 * Charcoal bricks are no longer incinerated by incinerator.
 * Fixed bug where painted chicks did not award the 'You Monster' achievement
 * Fixed gadget markers in Glass Desert map displaying upside down.
 * Fixed bug where slimes could occasionally eat plorts through a pen wall while sleeping until morning, resulted in unexpected largos.

Version 1.0.1d
August 15, 2017

A small patch was issued to address a few lingering bugs form the v1.0.1 update:


 * Fixed bug where during sleep or when returning to a ranch, largos sometimes produced only one type of plort.
 * Fixed bug where gadget map icons were not clearing properly from the map when the gadgets were picked up/demolished.

Version v1.0.1e
Aug 16, 2017


 * Fixed bug where fruits/veggies could sometimes not be vac'd off of trees/out of patches after reloading a game.

Version 1.0.0 - "Official Launch"
August 1, 2017

Official Announcement



Slime Rancher v1.0.0 marks the end of our early access development and shifts into our official launch. For everyone at Monomi Park, it has been an incredible journey building Slime Rancher as you play it, and we are very grateful for the support you have shown us over the last year and a half.

But this is not the end of your adventures on the Far, Far Range! Slime Rancher will continue to receive content updates that you can read more about on our roadmap: viewtopic.php?f=3&t=448

Slime Rancher v1.0.0 is a small patch designed to tie up a few loose ends with the existing game and offer some closure to the current iteration of Adventure mode.

Changes:
 * Added the final Hobson journal nodes and Casey starmail to Adventure Mode. Reading both is required for ‘completing’ Adventure Mode.
 * Added a small new area to the end of the Glass Desert where the Hobson journals are located.
 * Added two new achievements.
 * Added a small surprise for players that complete Adventure Mode and view credits sequence.
 * Adjusted garden logic so that gardens will never despawn themselves mid-harvest. They will always wait to mature their crops and leave them on the ground before despawning.
 * Beatrix is now viewable on the title screen and in her house. Hello, Beatrix!
 * Added a button to re-watch the credits on the About screen. You must have completed Adventure Mode in order to access this feature.
 * Added logo and game splash screens at beginning of game load.
 * Optimized the handling of some music and sounds to reduce memory usage.
 * Optimized some textures to reduce memory usage.
 * Optimized some object management to slightly improve CPU usage.
 * Optimized snack layout in Monomi Park pantry to improve kitchen usage.
 * Improved overall balance between music tracks.
 * Improved sound effects for picking a fruit/veggie from tree/ground.
 * Made adjustments to the About page credits to showcase all the wonderful people that have contributed to Slime Rancher even though it still means leaving out people that didn’t work on it directly but made it all possible- oh Elizabeth I love you so much.
 * Adjusted some geometry around the Range to prevent objects getting stuck, reduce pop-in, and prevent other strange interactions.
 * Removed the early access version watermark from the in-game HUD and it was surprisingly cathartic.
 * Adjusted text spacing in the Slimepedia.
 * Added some planks on the pathway to the Lab. Because all great science begins with the path forged from the great science before it.

Fixes:
 * Fixed bug sometimes resulting in becoming stuck in the Ranch House when sleeping with Tarr around the Ranch.
 * Fixed bug sometimes resulting in certain fruits and veggies falling through the floor.
 * Fixed bug where Mosaic slimes still produced and managed glints while far away from the player.
 * Fixed some layout issues on the purchase interface in some languages
 * Fixed some layout issues with the Bug Reporting screen.
 * Fixed bug where a spring pad would respond to an echo repeatedly even though it would not launch it.
 * Fixed bug where extractor sounds were sometimes not played.
 * Fixed a gap in the geometry with the Upgraded Lab entrance.

Other Awesome Stuff:
 * The Slime Rancher Original Soundtrack is now available for purchase on Steam: http://store.steampowered.com/app/671160/Slime_Rancher_Original_Soundtrack/
 * A demo of Slime Rancher is now available on Steam as well! You can download it on our Steam store page: http://store.steampowered.com/app/433340/Slime_Rancher

Version 0.6.0 - "Glass Desert"
June 12, 2017

Official Announcement



Slime Rancher v0.6.0 has arrived! This is the biggest Slime Rancher update to date, containing multiple new slimes, a huge, new zone, new gadgets, art polish, and much more.

This is the last major Slime Rancher update before v1.0.0, which will mark the end of Early Access on PC and Game Preview on Xbox. Slime Rancher v1.0.0 will be a much smaller update, focusing on fixes, concluding Adventure Mode, and a couple other surprises.

But that’s not the end of your adventures on the Far, Far Range! Following v1.0.0 we’ll be continuing to update Slime Rancher with new, unexpected content.

So without further ado, here’s the major features in Slime Rancher v0.6.0:

The Glass Desert

The Glass Desert is the biggest and most challenging zone we’ve ever added to Slime Rancher! Featuring new slimes, resources, and unique challenges, the Glass Desert has something for every rancher brave enough to explore its sweeping dunes and secret ruins.

Firestorms

The monolithic glass structures in the Glass Desert can cause a terrifying phenomenon known as firestorms. Believed to be a sudden disruption of heat from below the surface, firestorms produce massive fire columns and expel flaming crags of debris. If you’re exploring the desert when a firestorm goes off, it’s best you take cover!

Oases

In order to fully explore the Glass Desert and collect all the slimes and resources within it, you’ll need to bring life back to it in the form of oases. Oases protect you from the harmful effects of firestorms, but you’ll first need to bring them to life before you can harness them. Search the ruins within the desert…

Mosaic Slimes

The mosaic slime gets its name from the glittering array of glass tiles that cover its body. This glass produces a similar anomaly to those found in the desert itself, making the mosaic slime beautiful, but quite dangerous.

Dervish Slimes

A dervish slime is a swirling, whirling bundle of energy in slimy form. Dervish slimes are commonly found in the Glass Desert, cruising across its dusty dunes at high speed atop little whirlwinds. Just don’t let them get too agitated, they have a lot of emotions swirling around inside them that might wreak havoc on your ranch.

Tangle Slimes

Though the tangle slime may look innocent with its wide smile and colorful flower atop its head, it's actually a fearsome predator with a big appetite for tasty meat. The tangle slime earned its name from the twisting vines that it can produce to grab things in the environment. It also can produce a noxious pollen that makes slimes sneeze! It’s adorable but makes them quite agitated.

Fire Slimes

Fire slimes are a rare breed of slime that lives on ash. Fire slimes will eat just about any food, but not without it being burned into ash first. The only way to feed a fire slime is to use an incinerator with an ash trough upgrade.

New Resources

The silver parsnip, prickle pear, and painted hen and chicks can now be collected in the Glass Desert, the new favorite foods of the mosaic, dervish, and tangle slimes. Three new Slime Science resources have been added that can be found with extractors in the Glass Desert: Silky Sand, Glass Shard, and Pepper Jam.

Other Changes:
 * Starmails from Casey have been overhauled to reduce feelings of clinginess, be less dramatic, and fit more with the tone of the game. However, the conclusion to the story remains unchanged.
 * The Ancient Ruins have been expanded to connect to the Glass Desert via a special mechanism.
 * A beautiful, new skybox has been added that includes dawn and dusk lighting and real time cloud formations. And the moon! Let me tell you, it's the best.
 * Garden crops now have a grow-in animation because they saw how fancy the new skybox is and were like, ‘come on Monomi Park! Gimmie some love here.’
 * Torches have new fire effects.
 * New achievements have been added.


 * New Slime Science gadgets have been added, including more teleporters and warp depots, a potted tactus, more gordo snares, Glass Desert deco, and other advanced versions of existing gadgets.
 * New 7Zee Rewards Club rewards have been added to existing ranks, including the handy Market Link, Ultra Dash Boots, and the Golden Sureshot.
 * Two new gordos have been added to the Moss Blanket and Indigo Quarry. One of them is quite mad. There’s also some new ones in the Glass Desert!
 * Gordo eat requirements have been reduced. Or has their food simply become more fattening? No one can say for sure.
 * Vacpack Upgrades obtained via the 7ZRC now show up in the Vacpack Upgrade shop as ‘sold out.’
 * Gold plorts can now be deposited into the Refinery. I wonder why…?
 * Extractor rare item drop rates have been increased across all extractors.
 * Quantum slimes can no longer merge with a ghost in a foreign corral. The purpose of this change is to make quantum slimes a little easier to manage. They can still ghost out of their own corral, but will never ghost into another corral on your ranch.
 * Fabricated teleporters now show their destination like static teleporters.
 * Plort icons on the Plort Market are now de-emphasized if you haven’t discovered their zone of origin yet.
 * Small tweaks to Options UI layout to better accommodate various languages.
 * The incinerator has received a visual overhaul and has a new upgrade, the ash trough, that is used for corralling fire slimes.

Bugfixes:
 * Fixed bug where saving before getting Thora’s first Range Exchange offer would immediately give you said offer on game load.
 * Fixed bug where flying phosphor slimes only moved north east. The great phosphor slime migration has finally ended and they are now free to fly wherever they wish.
 * Fixed bug where slimes present on the Ranch would be hungry and agitated despite plentiful food available in their corral. Hallelujah!
 * Fixed bug where dash boots were not nearly as efficient as advertised. Efficiency increased and advertisement reduced to meet in the middle.
 * Fixed bug where honey plorts weren’t always considered extra-tasty by slimes. Tastyness has now been increased by 34.68 tastigrams.
 * Fixed bug where some achievements could re-announce their awarding on game reload.
 * Fixed bug where puddle slimes would sometimes disappear when leaving them alone, especially on the Docks.
 * Fixed issues with puddle slime movement.
 * Fixed bug where sound effects could continue to play while the game was paused or the player was in the house.
 * Fixed bug where the rad camera effect could sometimes be disabled while inside a rad aura.
 * Fixed a bug where vac-ing a non-tabby largo would give them tabby stripes. How did we not catch this sooner???

That wraps up v0.6.0! We hope you enjoy this update and the unique features it offers. Slime Rancher has been quite a journey for us and we’re excited to soon be leaving Early Access and into official release, and then the exciting content that follows!

Version 0.6.0b
June 14, 2017 A small patch was issued today to address some issues related to the Glass Desert Update release:
 * Reduce skybox cloud complexity on lower graphics settings to boost performance
 * Replaced a broken treasure pod that awarded nothing with one that awards gold plorts. Since some of you may have already opened this pod, we added another treasure pod in the desert with gold plorts too :)
 * Added some additional resources in the Glass Desert to make the introductory experience a little smoother
 * Adjusted some colliders to prevent clipping issues
 * Adjusted a few decorative objects in the Glass Desert
 * Increased the time between firestorm breakouts in the desert
 * Fixed incorrect favored-by listings for Silver Parsnip and Prickle Pear
 * Fixed missing description for Prickle Pear
 * Fixed bug causing music not actively being used to use much more memory than necessary, which could have lead to performance problems and crashes.
 * Fixed bug where tutorial radar markers could get stuck.
 * Fixed bug where you could re-vac ancient water blobs (and water blobs) shot from the vac.
 * Fixed some bugs with distant geometry (LOD/Proxy bugs)
 * Fixed a bug causing fire slimes to not periodically spawn during firestorms. See, they’re not entirely a bad thing.

Version 0.6.0c
June 15, 2017

A small patch was issued today to address some additional issues related to the Glass Desert Update release:
 * Changed some desert terrain slightly to improve player movement.
 * Rotated one mosaic plort statue to be more accessible
 * Added a few more decorative objects in desert to help make different areas a little more identifiable.
 * Made firestorm effects and music remain active in more areas of the desert.
 * Made firestorm effects timing more precise.
 * Updated the Main Menu to use the new skybox.
 * Improved chicken efficiency to improve performance. And because an efficient hen hen is a happy hen hen.
 * Added two new places to build Slime Science gadgets within the desert.
 * Fixed bug where some tangle slime statues would reset to being unfilled on game reload.
 * Fixed bug where fruit on garden trees could sometimes appear too low on the tree.
 * Fixed bug where garden patches could sometimes end up with no crop but not allow the next crop to be planted.
 * Fixed bug where small items around the oasis plant would rest just under the visible ground.
 * Fixed typo in one of Ogden's Range Exchange greetings.

Version 0.6.0d
June 21, 2017

A small patch was issued today to address some additional issues related to the Glass Desert Update release:
 * Fixed an XBox-specific bug where buttons around scrolling areas on the main menu could sometimes appear garbled.
 * Fixed bug where some slime toys' effect area was smaller than intended.
 * Fixed bug where the Quantum Mosaic Largo's mosaic shell was sometimes entirely hidden within its body.
 * Fixed bug where sound would sometimes cut out after too much time around Dervish Slimes.
 * Fixed bug where returning to Largos in a corral with an auto-feeder and plort-collector would sometimes not produce all of the proper plorts.
 * Fixed bug where Diversification achievement was not properly counting Largos across all parts of the Ranch.
 * Fixed bug where carrots and parsnips would sometimes become stuck against corral posts.
 * Optimized some textures for a minor memory usage improvement.
 * Optimized some object management for a minor CPU usage improvement.

Version 0.5.1 - "Better Homes & Gordos Update"
April 18, 2017

Official Announcement



Slime Rancher v0.5.1, the Better Homes and Gordos Update, is now available!

This update contains a bunch of features designed to improve the ranch experience, provide a large newbuck sink, and add some new story elements. Here's a rundown of the major new features:

The 7Zee Rewards Club is a new feature that rewards highly successful ranchers with unique rewards. Starting at noon on day 7 you’ll receive a starmail form 7Zee introducing you to the rewards club. You must read the starmail in order to unlock the rewards club. Each tier of the rewards club costs increasingly larger amounts of newbucks to unlock, but comes with a unique reward. These rewards are generally prestigious, signifying your success in the world of slime ranching, including visual upgrades for your ranch, color customization features, slime toys, and more. The highest tier rewards will cost enormous sums of newbucks to acquire.
 * The 7Zee Rewards Club

Please note that while these rewards are intended to be expensive (especially in the final third), we don’t wish to make them completely unobtainable for all but a small group of players. So please visit this thread linked below and provide us with feedback on the costs of the rewards club. The prices could absolutely change in a future patch if the community feels strongly about it.

viewtopic.php?f=3&t=4198

Chroma packs are color customization items obtainable through the 7Zee Rewards Club, making up about half of the total rewards available. Once unlocked, a chroma pack station can be found on the side of the ranch house. As each new set of chroma packs are unlocked via the 7Zee Rewards Club, they can be assigned to your ranch house, ranch tech, and vacpack at no charge and as often as you like.
 * Chroma Packs

The rarest chroma packs are only obtainable by reaching the end tiers of the 7Zee Rewards Club.

Slime toys give your slimes fun toys to play with, soothing their agitation like a music box. A slime toy shop is unlocked via the 7Zee Rewards Club and features a stock of basic slime toys, with more advanced options being unlocked at a later rewards rank.
 * Slime Toys

Slime toys reduce slime agitation when a slime is near them, making it a handy object to drop into a corral. However, each slime has a favorite toy which reduces agitation even further. The calming effect from slime toys stacks with the music box corral upgrade, but does not stack with other slime toys. If multiple toys are near a slime, a slime will always receive the best possible bonus from the toys, so feel free to mix and match.

New story elements have been added. You will now find journals left behind by Hobson Twilgers, the former owner of Beatrix’s ranch, all over the world. These journals provide a little backstory on Hobson, or offer the occasional helpful tip or observation.
 * Hobson and Letters from Home

Additionally, you will now receive occasional starmails from Casey, someone important to Beatrix whom she left behind back on Earth. While there is plenty to read in this update, both Casey and Hobson’s story will be completed in a future update.

The Docks is a new ranch expansion accessible behind the Overgrowth. It contains a fresh water pond and waterfall, four empty ranch patches, a beautiful seaside view, and a bunch of fishing nets that you can use to snare wayward slimes. It also contains a secret feature…
 * The Docks

Gordo snares are a new series of Slime Science gadgets that you can use to catch your own gordos! Simply place one down and shoot food into the snare as your bait. If you’re lucky (and patient), you might snare the gordo you desire. And while these gordos will offer a few rewards upon bursting, we have the feeling most of you will be using snares to acquire some large buddies to hang out on your ranch.
 * Gordo Snares

More advanced snares will be available in future updates.

Additional Features:
 * Added a new Echo Net gadget that allows you to collect echoes from the ruins over time. It is hidden inside a treasure pod somewhere in the ruins.
 * The auto-feeder corral upgrade now has 3 speed settings. You can change these setting via a button on the auto-feeder.
 * Tank Booster Ultra is now available deep into the 7Zee Rewards Club. It allows you to store 100 units in each vac tank!
 * Starmail now has an unread mail notification showing you how many unread mails you still need to read. Hopefully it doesn’t cause as much anxiety as the one you stare at in real life, reminding you that you should be replying to those emails instead of reading Slime Rancher patch notes.
 * Coop high walls are now more obviously upgraded, visually.
 * Reduced the slowdown when fabricating several gadgets in quick succession.
 * The plort collector’s manual button now animates. I know right? Way to bury the lead in these patch notes.
 * A few new achievements added from 7Zee Rewards Club stuff.
 * Updated ruins music tracks with higher quality version to remove some audio artifacts. Or alternatively, we procured some artifacts form the ancient ruins. Oooh.
 * The starmail interface has received some visual improvements and readability changes.
 * Extractor rare resource drop rates have been doubled.

Fixes:
 * Fixed bug where especially agitated hunter largos responding to the taming bell would immediately turn feral again.
 * Fixed RadTabbyLargo and QuantumTabbyLargo mouths.
 * Fixed RadHunter and QuantumHunter eyes.
 * Fixed bug where some extractor production rates were slightly lower than intended.
 * Fixed texture on pillar on volcano island
 * Fixed a scrolling issue on the fabricate gadget screen.
 * Fixed bug where Quantum Crystal Largo wasn’t going after plorts properly.
 * Fixed bug where it was sometimes possible for the music to switch to the Ranch tracks inexplicably. Not gonna lie, it was a ghost.
 * Fixed some issues with slimes not having eaten while you slept.
 * Fixed bug where bold text was not bold.
 * Fixed Beatrix’s last name spelling on Range Exchange email.
 * Fixed the placement of a few mountains in overgrowth
 * Fixed bug where rock slimes sometimes didn’t damage player if they were stationary.
 * Fixed bug where ferals could sometimes launch items through corral walls.

That's all for now! Please stay tuned for more info on the next major update, The Glass Desert. It'll provide all-new challenges, more slimes, a massive zone to explore and more!

Oh, and did we mention that Official Slime Rancher Merchandise is now available?

Version 0.5.1b
April 18, 2017 A quick followup patch was issued to address a few bugs found in the release:
 * Fixed bug where Pink Quantum Largos would eat Quantum plorts.
 * Fixed bug where Gordo Snares could sometimes have their bait disappear.
 * Fixed bug where slimes could disappear from the Docks while you slept. Perhaps they had gone out to sea?

Version 0.5.1c
April 19, 2017 Another followup patch was issued to address some additional bugs, as well as do a first pass on adjusting 7Zee Rewards Club prices, based on your feedback and data we collected.
 * Capped 7Zee Rewards Club level prices at 150k, reducing costs at the very high end of the rewards club.
 * Puddle plorts no longer pop on touching slime toys, such as adorable rubber duckies.
 * Fixed bug where you could pick up Gordo Snares with the gordo on them and reuse the snare.
 * Fixed bug where you could re-add bait to an already baited Gordo Snare.
 * Fixed rendering issue with Hobson journals and water.
 * Fixed a fail to load game bug that could sometimes happen when saving games from very old profiles.

Version 0.5.0 - "Ancient Ruins Update"
March 6, 2017

Official Announcement



Trailer: https://www.youtube.com/watch?v=TkWDGUyigfU

Slime Rancher v0.5.0 is our next big content update that includes a new, explorable zone, new slime, new resource, and more!

Please note, this update will reset your gamepad, keyboard, and mouse bindings to defaults if you ever changed them. You'll simply need to change them back in the options menu.

Additionally, your position in the world will be set back on the ranch to avoid your being stuck in any of the new geometry added to the world.

Changes:
 * The Ancient Ruins is a new zone located between the Moss Blanket and Indigo Quarry. It contains a new slime, resource, and other secrets to discover. This zone will also serve as the key to accessing the Glass Desert in a future update. The Ancient Ruins is very different form other zones in Slime Rancher and ranchers can easily get lost within its twisting passages if they're not careful. Travel safely!
 * The quantum slime is native to the ancient ruins and can emit other possible realities of itself, merging with one of those realities when agitated. Ranchers will need to keep a close eye on these slimes on the ranch, and make sure that eye is actually on the real quantum slime!
 * Phase lemon trees are another strange product of the Ancient Ruins: a fruit tree that echoes across multiple realities, only half present in any one at a time. Though quantum slimes love its fruit, it will need some sort of binding agent in order to harvest those enigmatic lemons into our reality.
 * Echoes are a new collectable item found tucked away in the Ancient Ruins. These little motes of light are often used by ranchers as decorations, though their origins remain a mystery. Echoes can be found daily in the many corners or the Ancient Ruins, or extracted with resource extractors.
 * New achievements have been added
 * 6 new deco gadgets have been added featuring beautiful art from the Ancient Ruins.
 * 12 new treasure pods have been added: get hunting!
 * Renamed Slime Quality to Model Quality and Water Quality to Shader Quality to better reflect those settings' usage in the game.
 * Slime agitation now reduced more by eating, especially eating favorite foods.
 * Hunter largos that get sufficiently agitated will revert to their feral form. Watch out!
 * Adjusted prices of Hunter and Crystal Plorts to be a little more valuable, matching those of quantum plorts. These three slimes now represent the 'fourth tier' of slime difficulty.
 * Improved some CPU efficiency items.
 * Improved efficiency of grass mesh. That's right, here at Monomi Park even our grass is efficient.
 * Updated version of Input library, which is related to gamepad inner workings.
 * Puddle plorts are not longer requested or rewarded in the Range Exchange.

Fixes:
 * Fixed bug where music could sometimes be stuck playing for an area you had just entered and then left.
 * Fixed bug where starting to vac fruits and veggies but stopping while they were still vibrating would still cause them to come loose.
 * Fixed bugs relating to vac-ing veggies out of the ground.
 * Fixed bug where it was sometimes possible to vac items through a wall.
 * Fixed bug where Tarrs placed on Slime Stage could quickly escape. Maybe it wasn't a bug though and deep down, tarrs are just really shy.
 * Fixed bug where Honey slimes and plorts were not properly included in Range Exchange.
 * Fixed bug with appearance of slime mouths being off-color.

...and that's it! We hope you really enjoy this new update and we look forward to hearing all about your adventures in the Ancient Ruins!

Version 0.5.0b
March 7, 2017

A patch was issued today to fix some bugs following the release of v0.5.0:


 * Fixed bug where quantum plort was not shown on the Refinery screen.
 * Fixed bug where quantum slimes could escape the grotto to above the ceiling.
 * Fixed bug where quantum slimes would intentionally escape directly to the Slime Sea. It is unclear if one day they would return as hardened, salt-crusted pirates, but we just weren't going to take that chance.
 * Fixed bug where pink quantum largos would eat quantum plorts but not boom plorts.
 * Fixed bug where quantum crystal largo would appear pink while rolling.
 * Fixed bug where quantum largos were not transparent went held on the vac.
 * Fixed bug where water was not going in through corral walls.
 * Fixed bug where fashion pods were not going in through corral walls.
 * Fixed bug where echoes were showing as 'Echoes' when targeted instead of the specified type (e.g. 'Red Echo')

Version 0.4.3
February 8, 2017

Official Announcement

Slime Rancher v0.4.3 is a small patch containing mostly fixes to offer a smoother experience.

Changes: Fixes:
 * Resources can now be vac'd out of autofeeders for those indecisive ranchers.
 * The game name for new games now supports any character (including spaces and special characters) and can be up to 24 characters long. (Note: The filename used to store the save now takes the form of {timestamp}_{gamenamelettersandnumbers} )
 * Changed the way the load game screen is populated. It should be slightly faster now when you have a very large number of saves, provided they are saved with the newest format.
 * Fixed bug where clicking back/cancel from emergency return warning popup did not allow you to navigate the pause menu with a controller.
 * Fixed bug where med station could sometimes overfill the health bar.
 * Fixed bug where the Invalid Format warning in the Load Game menu would show text exiting the boundaries of the Load Game window and the buttons would be sized inappropriately.
 * Fixed missing level geometry on ledge near honey gordo.
 * Fixed missing level geometry causing a gap in Moss Blanket.
 * Fixed bug sometimes allowing you to interact with the scene after starting emergency return and causing strange time loops (technical term).

Version 0.4.3b
February 9, 2017 

A small patch has been issued to address issues with save file compatibility by improving the handling of certain types of corrupted saved data files so that they are properly shown as invalid on the load menu.

Version 0.4.3c
February 10, 2017 

A fix was issued to address a bug that was potentially corrupting save files. You can read more about it here:

viewtopic.php?f=3&t=3790

And if you haven't been following Monomi Park's Twitter or blog, here's a sneak peek of the quantum slimes and the mysterious ruins they inhabit coming in v0.5.0!





Since these patch notes were pretty dry with little opportunity for jokes: Why is the sand so wet? ................................Because the sea weed.

Version 0.4.2
January 18, 2017

Official Announcement



Slime Rancher v0.4.2 is now available on Steam and Humble. The GOG and Xbox One version should be available by the end of the week.

Changes:
 * Added 18 new treasure pods, many of which contain rare Slime Science resources.
 * Added 3 new fashion pods: Cute, Dandy, and Royal.
 * Added a fashion remover gadget to remove fashion pod accessories from largos and gordos.
 * Gordos can now receive fashion pod accessories! It is as awesome as it sounds.
 * Added additional nighttime music track for the radio. It's quite romantic.
 * Using new text rendering/layout library to improve clarity of text as well as line-wrapping and sizing in certain situations.
 * Made puddle slimes less likely to hang out in corners of ponds by telling them that the world is a brighter place when you are willing to mingle with others.
 * Changed puddle slime dehydration logic such that they won’t disappear due to touching other slimes while in the water.
 * Improved handling of player pushback while holding a largo, specifically around quickly turning to face a wall.
 * Added some additional decorations near the paths to the Moss Blanket and Indigo Quarry so players won't miss it.
 * Added a manual collection button to the corral’s plort collector upgrade for all those do-it-yourselfers out there.
 * Changed plort collector to always turn on for a minimum time even when no plorts are present.
 * Added a vac sound to the plort collector.
 * Game will now pause when a controller is unplugged.
 * Slightly reduced the number of required food for gordos to burst.

Fixes:
 * Fixed bug where cuberries could end up stuck on top of their tree.
 * Fixed bug with Ball Pit achievement awarding incorrectly.
 * Fixed bugs related to the way the player moves along the edge of steep slopes - prevents some cases where the player would get caught and be unable to move forward for a few moments. No, we didn't grease all the sides of every cliff in the game. That's not even a thing.
 * Fixed bug where auto-feeder corral upgrade would sometimes not properly handle returning to the ranch, resulting in corrals with large amounts of food in them. This fix should broadly improve the experience of using an auto-feeder overall.
 * Fixed bug where Emergency Return would sometimes put the player well above or below where it was supposed to, resulting in a whole other kind of emergency, really.
 * Some Russian translation improvements.
 * Adjusted the refinery link's depositer to be more receptive.
 * Fixed bug where the vsync setting was sometimes not getting correctly initialized.

Other:
 * Lastly, we are changing the listed minimum memory requirement for Slime Rancher from 2GB to 4GB of RAM. As we've added more and more features and areas to the game the used memory has grown somewhat over time. Additionally, we feel this better reflects the increasing amount of memory that is in use by newer versions of Windows, which use quite a bit of the system memory at all times.
 * In short, if you've been able to run Slime Rancher, nothing will change.

Version 0.4.2b
January 18, 2017
 * We discovered a bug that caused old treasure pods to close again following the release of v0.4.2 and have issued a fix. If you have a save file with the pods re-closed you simply have to open them again if you wish to have all pods opened. This will not cause any other issues with your save file. All blueprints you had previously received will remain available to you.

Version 0.4.2c
January 18, 2017
 * Another bug related to treasure pods was discovered that required another quick patch. You may experience certain pods are re-closed., but just as before, this should not negatively impact your game in any way.

Version 0.4.2d
January 18, 2017

Another series of issues were discovered that we deemed worth a quick patch. This includes:
 * Significantly reduce memory usage by game music (roughly 650 MB savings!). For those of you that just barely met the minimum requirements, you should see a significant performance boost.
 * Fix rad poisoning text not updating
 * Fix warp depot display text/bar not updating
 * Fix flowers in Moss Blanket having turned yellow. Our best guess is that the winds were strong on our local build and blew some seeds over from the Ruins :)

Version 0.4.1
December 13, 2016

Official Announcement



For our final planned update of 2016 we're making some fixes and adding some silly stuff for you to enjoy. Thank you again for an oh-my-goodness-is-this-really-happening 2016 and we look forward to creating more Slime Rancher adventures in 2017.

Happy holidays!

Changes:
 * Added fashion pod gadgets! Fashion pods allow you to shoot costumes on to your slimes. We'll give you a moment to let that sink in.
 * Added the taming bell and refinery link gadgets.
 * Added more slime lamps and gave the amber slime lamp some happy pills.
 * New icons for install/remove gadgets and remove crops.
 * Changed the Fabricate Gadget screen to keep the previously fabricated gadget selected.
 * Added an effect on the purchase screens to make it obvious when you make a purchase.
 * Added animations to the tutorial popups.
 * Added indicator to the tutorial popup when you complete the task requested.
 * Changed tutorials requiring an on-ranch action to hide themselves if you’re away from the ranch for 15 seconds.
 * Changed some tutorial timing and completion checks.
 * Adjusted treasure pod opening effect.
 * Changed the Slimepedia Vacpack tab to Tutorial and changed the entries to better mirror tutorial info.
 * Added some new treasure pods to the world. One of them is amazing.
 * Changed the colors of fill meters for the science resources.
 * Adjusted the volume for some sounds including extractor working sounds.
 * Added sound while the extractor is ready. The machines no longer dance in silence. (Whoa, that sounded way more ominous than intended).
 * Strange diamonds, royal jelly, and lava dust now randomly show up as Range Exchange rewards (rarely) after unlocking Slime Science.
 * Tweaked rare drop rates on extractors to be slightly less rare.

Fixes:
 * Fixed bug where slimes and resources could get stuck under the ranch porch.
 * Fixed bug where some purchase buttons could be pressed via a gamepad while otherwise disabled.
 * Fixed an issue where Xbox One controllers on some versions of Windows 10 were not properly recognizing actions on the DPad.
 * Fixed bug where largos could be fired into or carried into walls in some situations.
 * Fixed bug where slime would sometimes vibrate back and forth while trying to look a particular direction. We've switched the slimes to decaf.
 * Fixed bug where the Range Exchange screen sometimes lost information at certain resolutions.
 * Fixed bug where transition between far and near versions of slimes was less smooth than intended.
 * Fixed bug where the red teleporter and warp depot were possible to unlock without acquiring the appropriate treasure pod.

Version 0.4.0 - "Slime Science Update"
November 16, 2016

Official Announcement



Slime Science is the biggest update ever to Slime Rancher! It’s an all-new set of features that allow you to craft gadgets and place them all over the world. This release represents a great deal of hard work from the Monomi Park team and we’re really proud of how this content expands the possibilities of Slime Rancher.

But the journey doesn’t end here. You can look forward to Slime Science being expanded in future updates, as well as even more slimes, explorable zones, and more!

SLIME SCIENCE

Slime Science has a lot more added features than our typical releases, so we're breaking down the patch notes into an overview of all the new parts. Let's get started!

How to Unlock Slime Science

Slime Science can be accessed after purchasing the new Lab ranch expansion. After purchasing the Lab, a brief tutorial will begin explaining the basics of Slime Science. You can also access more Slime Science info via the new Slime Science tab in the Slimepedia.

The Lab

The Lab is a new ranch expansion containing an old barn that Hobson once converted into a homemade Slime Science lab.

The Refinery

Using advanced technology, the Refinery breaks down plorts and other resources to their molecular level, allowing them to be fabricated into various Slime Science gadgets.

The Builder’s Shop

The Builder’s Shop sells blueprints that allow you to craft gadgets. Building all sorts of gadgets is the best way to unlock new blueprints in the Builder’s Shop.

Blueprints

Blueprints allow you to craft gadgets at the Fabricator. Once you own a blueprint for a specific gadget, you can craft it as many times as you like, provided you have the necessary resources and are not exceeding the build limit.

The Fabricator

The Fabricator allows you to craft gadgets from a blueprint using resources you have stored in the Refinery.

Treasure Pods

Treasure pods are now scattered all over the range (some of them are in super-secret hiding spots!). They contain exclusive blueprints but can only be opened with a treasure cracker. Treasure crackers can be purchased from the Vacpack Upgrade Shop.

Gadget Mode

Gadget mode is a new vacpack mode that can be toggled after unlocking Slime Science. Once toggled, all the possible gadget build sites will become visible, allowing you to install any gadgets that you own. However, while in gadget mode you cannot vac or shoot.

There are over 45 gadgets to unlock, with more coming in future updates. All gadgets fit into one of 5 categories:

Extractors

Extractors are a special class of Slime Science gadgets that are essential for building all other types of gadgets. Extractors include drills, pumps, and apiaries.

Once placed on a build site, an extractor will begin working, collecting resources from the environment over time. Once it is full of resources, an extractor can be emptied. The best extractors can repeat this cycle multiple times before they finally break down.

Utilities

Utilities are a class of Slime Science gadgets that provide useful features to aid you in managing your ranch, as well as exploring the range.

Warp Tech

Warp tech is a class of Slime Science gadgets that allow you to harness the power of instantaneous travel. It includes teleporters that you can use to create shortcuts, as well as gadgets that allow you to transport items.

Decorations

Decorations are a class of Slime Science gadgets that allow you to decorate the world with attractive objects or recreations of natural findings from the environment.

Curios

Curios are a class of Slime Science gadgets that while functional, are not necessarily useful. Curios include toys, games, and other gimmicky gadgets that can be a great time with an equally great imagination.

Changes:
 * The Dry Reef and the Moss Blanket have new, explorable areas. The Moss Blanket’s new area, much like previous additions to the Reef and Quarry, will be important in a future update.
 * A Vsync toggle has been added to the display options. Enabling it will prevent screen tearing but can affect framerate.
 * A new gordo has been added to the ring island in the Dry Reef.
 * A host of small improvements and beautifications have been added to various areas that may prove to be an inspiration if you have inclination to optimization.
 * Starmails that notified you of new items in the shop have been removed and replaced with pedia-style pop up notifications. Starmail will now be reserved for only the most important missives, and perhaps an occasional request for newbucks from a galactic prince.
 * Ranch expansion barriers are now more subdued from a distance to be less distracting.
 * Text adjustments have been made to all purchase interfaces, including a warning before demolishing things that have stored items, such as a silo.
 * Purchase screens no longer auto-close on purchase. With ranch tech it will allow you to instantly purchase plot upgrades.
 * The option to disable tutorials has been removed to prevent players from missing Slime Science tutorials and other future tutorials.

Fixes:
 * Fixed bug where range exchange wasn’t including the proper items from unlocked Moss Blanket and Indigo Quarry. I think we’ve fixed this like 5 times now, so I’m already thinking about how I’ll phrase this the next time around.
 * Fixed confusing no-longer relevant bit in starmail from Thora.
 * Fixed a memory leak related to the incinerator. It was literally burning up your memory. Crazy.
 * Fixed a bug causing pop-in of large parts of the world from certain viewpoints, especially when viewing through trees. Trees hold many secrets.
 * Fixed a bug where the slime sea could occasionally become invisible on certain settings from certain viewpoints.
 * Fixed bug where tutorial popups could appear on the main menu screen after leaving a game. While we agree one should never stop learning, it was annoying.

...and that about wraps up this update! Slime Science is a big, new feature with a lot of moving parts. Please help us out and report any bugs you may discover to bugs@monomipark.com and feel free to reach out to one of our support agents at support@monomipark.com should you experience any issues.

We would also ask that you provide as much feedback as possible to us on our official forums, reddit, the Steam forums, or wherever Slime Rancher is discussed regarding Slime Science balance, user experience stuff, etc.

Have fun out there!

Version 0.4.0b
November 17, 2016

A small patch was issued today to address a few issues related to the Slime Science Update:


 * Fixed some missing sounds that include the feral largo spawn, and the boom slime's explosion. Because boom slimes really did not need to be silent AND deadly.
 * Fixed some issues with geometry pop-in.
 * Fixed an issue with Slime Sea becoming invisible in certain narrow situations. We realize this is just more fuel for those Slime Sea deniers out there.
 * Fixed already-open treasure pods replaying their effects on reloading a game, because the party must eventually end.

Version 0.4.0c
November 18, 2016

Another small patch was issued today to address additional issues related to the Slime Science Update:


 * Fixed extractors sometimes resetting their timer on reloading a save file. Our best guess is they were cheating because they didn't want to explode :(
 * Fixed spam of 'blueprint available' notifications on game reload.
 * Fixed text of the "Builder's Shop" title.
 * Fixed layout issue in certain languages and resolutions on About screen.
 * Adjusted the Refinery's depositer area to more easily accept plorts. Let's all have a moment of silence for all those lost puddle plorts...

Version 0.3.7
October 26, 2016

Official Announcement

Changes:
 * Official translations for German, Spanish, French and Russian are now available! You can change the game language on the title screen as well as in-game via Options/Other/Language.
 * A volcanic island is now explorable in the Indigo Quarry. It contains a host of crystal slimes and will be an important part of a future update.
 * Teleporters have received a visual upgrade and now have fancy animations that our fancy artist added. They even have a fancy screen that tells you where it's going.
 * Puddle slimes will now dramatically reduce their plort production when ~8 puddle plorts are nearby. This is because in addition to being very shy, puddle plorts also greatly dislike clutter. Strange slimes, those puddles.
 * A few minor adjustments to the ranch house's lamps were added.
 * Our code wizards have added a great many optimizations to rendering, especially when standing near large walls or when many objects are hidden from view. Additionally a great deal of optimizations were done to particle rendering, especially the crystal slime effects. This should all produce a substantial bump in performance for some players. Thanks, code wizards for using your magic for the good of humanity!

Fixes:
 * Fixed bug where some hunter slimes could sometimes appear in an inactive state. We thought they were sleeping because cats tend to do that.
 * Fixed bug where games progressed thousands of days in could become unstable. And hats off to the amazing player that discovered this naturally!
 * Fixed bug where FOV would sometimes reset on game startup.
 * Fixed bug where small items launched from the back would sometimes go through the floor/walls or get stuck in them.
 * Fixed bug where carrots launched from the vacpack were sometimes more bouncy than intended. We've switched to a different produce supplier who grows less rubbery carrots.

...and if you have yet seen our latest preview of the upcoming Slime Science update, check it out here: http://blog.monomipark.com/post/151995427412/here-are-some-in-progress-shots-of-various-slime

Version 0.3.6 - "Crystal Slime Update"
October 4, 2016

Official Announcement



Slime Rancher v0.3.6 is now available on Steam and Humble. It should be available on GOG later this week and it has been scheduled for Xbox cert. We expect it to be available on Xbox One next week.

Changes:
 * The crystal slime has arrived on the Far, Far Range! As dangerous as it is beautiful, the crystal slime can produce fields of searing-hot, crystal hazards if left unattended. Have some water handy!
 * Odd onions can now be found in the Indigo Quarry. A favorite of the crystal slime, these curious veggies can't be reliably grown in gardens, let alone foraged.
 * The Far, Far Range has some new areas to explore, including a distant island wrapped in mysterious, giant rings in the Dry Reef, and a volcanic cave in the Indigo Quarry that's home to the crystal slimes.
 * We've upgraded to a newer version of Unity and many players should see increased game stability and performance improvements.
 * We've also added some additional performance improvements of our own because why the heck not.
 * The tabby gordo on the beach behind the Overgrowth no longer drops a slime key. Instead it provides a teleporter to the ring island. Keys acquired from this gordo previously should now be considered ultimately useless trinkets or priceless collectibles that make you a better person for owning them, depending on your perspective.
 * Previously purchased items from shops now show up as disabled entries at the bottom of the purchase list.
 * The Moss Blanket has received some additional decorative props.
 * Items like plorts and veggies now have soft sound effects when striking surfaces. No, we didn't obtain these sound effects by throwing live chickens at a wall. Who told you that?
 * Added a numeric value to the FOV slider.

Fixes:
 * Fixed a bug where loading random tips were hidden at some screen resolutions.
 * Fixed a bug where the purchase interface could cut off some descriptions.
 * Fixed a bug where the Range Exchange could occasionally double-count certain items. The hamster inside the Range Exchange now has a calculator.

Version 0.3.5 - "Moss Blanket Update"
August 2, 2016

Official Announcement



Changes:
 * The Moss Blanket has received a major overhaul! It’s about twice as big as it was previously and has a whole suite of unique art assets to make it the moody, emerald forest it always dreamed it could be.
 * Hunter slimes are now on the prowl and can be discovered within the Moss Blanket! These sly predators can utilize a natural cloaking ability and create feral largos with their plorts.
 * Improved gamepad UI-navigation on purchase/shop screens.
 * Improved gamepad UI-navigation on Load Game screen.
 * Garden depositors now simply display the icon of the food growing instead of the ‘Harvest Time’ countdown. After thorough testing and player feedback we determined the timer was confusing. Though more info may be added to it in the future.
 * Added a “Loading” step when bringing up the Load Game screen while waiting for the game summaries to load. Only really noticeable for very large sets of save files.
 * The world is now prettier and easier to see in at night thanks to a lovely rim light added to all the environmental objects.
 * The radio in Beatrix’s house now plays some catchy tunes that change throughout the day.
 * Reorganized the Gamepad Options panel
 * Water is now more effective against Tarr, though just as before, they are twice as hard to kill at night.
 * Tarrs now visibly flash red when hit. At first we thought it was because the water made them blush but then they exploded...
 * Adjusted the fill color for vac slots of various poultry to be in accordance with the International Association of Chicken in Video Games standards.
 * Added puddle and hunter slimes to the Range Exchange
 * Added ravian flocks to Moss blanket and other parts of the Range (pretty bird-like things way up in the sky)
 * Made Slimepedia Vacpack entries show gamepad-specific defaults when using the gamepad.
 * Added a sprint toggle option
 * Improved New Game panel, especially for use with gamepads.
 * Increased visibility on veggies, fruit, and chickens in the dark.
 * Made a significant optimization pass to art and level assets that should improve overall performance.

Fixes:
 * Fixed bug where feral largos could become un-feral after a reload. The fix involves quickly but savagely insulting feral slimes on game load in order to ensure continual anger.
 * Fixed bug where the Slimepedia title was of poor quality on low graphics settings.
 * Fixed bug where New Game / Load Game screens were not responding to the B button.
 * Fixed bug where Range Exchange was not recognizing that players had progressed into new areas and continuing to request the same old stuff.
 * Fixed memory leak related to boom slimes.
 * Fixed bug vac-ing water was not playing the appropriate sound effect.

Version 0.3.5b
August 3, 2016 Following the discovery of a bug, a small update was released. It includes:
 * Fixed a bug causing feral slimes and tarr to possibly cause continual damage to the player
 * Slightly increased the spawn rates of hunter slimes in the Moss Blanket.

Version 0.3.5c
August 4, 2016


 * "A bug was discovered that could affect the lock state of the Moss Blanket slime gate if you were playing v0.3.5 for the first time with a save file from multiple versions prior. The fix introduced in v0.3.5c will prevent this from occurring, however it will not repair this broken state for those affected by the bug already. If you have already experienced this bug, you will need to create a new save file. We apologize for the inconvenience. (Please note: v0.3.5c is not on GOG as this issue does not affect GOG save files)"

Version 0.3.5c-xbp1
September 9, 2016

Official Announcement

Note: This patch is exclusively for issues in the Xbox One version and is not required for the PC version.

Changes:
 * Added a handy FAQ for Xbox players to answer some common questions about Slime Rancher development.

Fixes:
 * Fixed an issue that was preventing sweet, sweet love between chickens and not producing chicks.
 * Identified and fixed a minor memory leak that may have been reducing performance during long play sessions.
 * Fixed some issues where players may have experienced unexpected freezes.

Version 0.3.4
June 28, 2016

Official Announcement

Slime Rancher v0.3.4 is now available! It contains the following changes and fixes:

Changes:
 * The Ranch house now has a new background image that changes based on the time of day.
 * The Ranch house's door now has an open/close sound effect, because silent doors are spooky.
 * Puddle slimes now blush when they become too shy to make plorts. If you're trying to picture this, your mental picture is likely not adorable enough.

Bugfixes:
 * Fixed an issue where phosphor slimes could sometimes disappear from the Grotto or corrals with solar shields.
 * Fixed an issue where tabbies would fight over a chicken instead of the fastest one simply eating it like nature intended.
 * Fixed an issue where a slime stack would result in slime folding into themselves.
 * Fixed an issue where rad largos would become invisible when held.
 * Fixed an issue where the tutorial would become stuck.

What's in Development?

We've got some cool, new stuff we're working on as we march toward our v0.4.0 release. Here's a sample of what to expect in the upcoming updates:
 * The Moss Blanket is getting a visual overhaul and some new content.
 * The hunter slime will finally be slinking its way across the range, hungry for your roostros.
 * Steam achievements are on the way!
 * We're starting to translate Slime Rancher into other languages. First up are German, Spanish, French, and Russian.
 * A new Ranch expansion is in development: The Lab!

And if you'd like to stay in touch with all the latest Slime Rancher news and updates, subscribe to our mailing list:

http://www.monomipark.com/#maillist

Version 0.3.4b
August 3, 2016

Official Announcement

We've released a small update to v0.3.4, now called v0.3.4b that includes the following:


 * Achievements are now awarded in Steam, hurray!
 * Fixed a minor layout bug in the Achievements Screen
 * Fixed some achievement description translations
 * Fixed a bug with resetting your profile

Achievements that you've already earned within Slime Rancher will automatically be awarded to you within Steam after the update.

Version 0.3.3
June 6, 2016

Official Announcement

Slime Rancher v0.3.3 is now available!

Changes:
 * The Pulse Wave has received an overhaul: the visuals have been greatly improved and the knockback and its effectiveness has been increased against largos and tarr.
 * Boom slime explosion logic has been improved and has greatly reduced the chances of small items escaping corral barriers when they explode.
 * An FOV slider has been added in the Video Options menu.
 * Slimes that are actively fleeing Tarrs will now attempt to break up their slime stacks, because when things go south, it's every slime for themselves.
 * Adjusted the volume and falloff of a number of sound effects.
 * The music of the Slime Sea now has a new day and night theme.
 * Adjusted a bunch of environmental props.
 * Reordered a few items in the Slimepedia.
 * Removed normal slime voice overs from ferals. It was hard to be intimidating when you sounded that darn cute.

Bugfixes:
 * Fixed bug causing fruit and vegetables to shrivel too much when they rot.
 * Fixed bug preventing use of “w” in text fields (game name, bug reports).

Version 0.3.2
May 25, 2016

Official Announcement

Slime Rancher v0.3.2 is now available!

Changes:
 * The most significant change of this update deals with performance. Many performance optimizations, especially in dealing with physics simulation have been added. This should be most noticeable for those closer to the minimum required specs. It is possible that you may notice a substantial boost in performance.
 * Full Steam Controller support added, including using the Steam binding setup.
 * Added navigation out of text input fields using a gamepad.
 * Hide the cursor on menus while using the gamepad.
 * Improved precision of movement and overall feel using the gamepad.
 * Improved the save game file format.
 * Made selection of checkboxes in the options screen more obvious.
 * Some mountains have been added to the Moss Blanket to make the zone feel more inline with the other zones. This however is not the previously mentioned update to the Moss Blanket.
 * Various environment changes to the range, including sand piles.
 * Added additional Slimepedia entries for Largos, Ferals, and Gordos.
 * Increased shadow rendering distance when on Medium shadow settings.
 * Slightly larger control explanation text on tutorials.
 * The Credits section has been renamed About and now contains additional info aside from listing some pretty cool people.
 * The Indigo Quarry now has night time versions of its musical themes.

Bugfixes:
 * Fixed a bug where Largos and crates would sometimes leave a ghost image stuck on the camera when shot away. We apologize for anyone spooked by these ghost images.
 * Fixed a bug where the glowing effect on opening a slime door was sometimes shown reversed.
 * Fixed a bug where various foliage would pop between positions/sizes.
 * Fixed a bug where shadows on various foliage was sometimes drawn in the wrong location.
 * Fixed a bug causing Largos and crates held on the end of the vac to vibrate while moving.
 * Fixed a bug where the “Radar Toggle” and “Record Gif” button/key bindings were stored incorrectly. Note that you will need to reset any custom bindings you were using for these actions.

Version 0.3.1
May 11, 2016

Official Announcement Slime Rancher v0.3.1 is now available!

Changes:
 * Improved gamepad handling. Please note that this required resetting all custom key/button bindings but should allow more types of gamepads to work with the game as well as eliminate issues with continual input (e.g. continual player spinning).
 * Added gamepad look sensitivity options under Options|Gamepad
 * The sandy area of the dry reef beyond the feral canyon is now open and has been reworked. It includes a happy little beach area where slimes like to relax. You can also access this area from the overgrowth ranch expansion.
 * The ancient slime gates and their keys scattered across the range have received an art pass. A new one can be found leading to the new beach area in the reef.
 * Fruits and veggies and fruit trees have received a lovely makeover and are now more visually distinct. The cuberry tree is now cube-shaped because science.
 * A fancy, new loading screen has been added when loading a save game. It contains secret knowledge.
 * Improved UI scaling at larger resolutions.
 * Improved some UI selection highlights.
 * Feral slimes now sport a grumpier look and have flashy, new effects for when they do their butt(?) stomp.
 * A link to the official forums and support is now available on the main menu. Join the forums and get chatty!
 * Improved chicken spawning logic in the overgrowth ranch expansion. A small number of chickens should now spawn even if you have coops filled with chickens in the overgrowth.
 * The moss blanket now has a dreamy night-time tune.
 * Added the ranch house radar indicator (toggle on with ‘R’ by default) in case you get lost.

Bugfixes:
 * Fixed a bug where some slimes’ audio loops would continue to use resources while not audible, resulting in decreased performance for some players.
 * Fixed a bug where the splat particles when a slime hit a surface could appear much darker than intended on some platforms.
 * Fixed a bug where previously feral slimes would continue to chase players. We were convinced it was because they just wanted a hug, but it was just a bug.

Version 0.3.0 - "Indigo Quarry Update"
April 13, 2016

Official Announcement



Slime Rancher v0.3.0, aka The Indigo Quarry Update, has arrived! With it comes a bunch of new content, some rebalancing, graphical upgrades, and many bug fixes.

https://www.youtube.com/watch?v=0kZFrSvNRZ8

So let’s dig into all of that stuff now:

Save Compatibility

Though we recommend starting a fresh save for the best possible experience, we have ensured that pre-version 0.3.0 saves would be compatible with version 0.3.0. However, as we’ve stated before, this won’t necessarily be the case in other future updates. There may come a time when significant changes need to be made that would make compatibility impossible.

Please note: it is entirely possible that older saves will load players stuck inside new geometry, such as a mountain. This can be a strange, disorienting experience. Should that be the case, simply use the Emergency Return in the options menu.

Edit: If you continue to experience save game issues on Mac, please consult this post to migrate your save games: http://forums.monomipark.com/viewtopic.php?f=5&t=2466

New Zone: The Indigo Quarry

A new, explorable zone has been added: the Indigo Quarry. The Indigo Quarry is a winding network of caves and cliffs, striated with deep purple hues from the rare minerals found within it. It was once the site of a mining project but went bust after the discovery that the rare ores it produces quickly break down in atmospheres other than that of the Far, Far Range.

The quarry increases the range’s explorable space by about 50%. Future updates will expand it some and connect it to future areas in order to create a more cohesive world.

New Slime: Rad Slimes

Rad slimes can be wrangled from the Indigo Quarry. Though rad plorts are quite valuable, ranchers need to be careful to avoid rad sickness when dealing with rad slimes. When a rancher gets inside a rad slime’s rad aura, a rad exposure meter will begin to fill. Once filled, further exposure to rad auras will damage the rancher. Simply being away from rad auras for a short while will remove rad exposure.

New Slime: Lucky Slimes

A new rare slime has been added, the elusive lucky slime. Lucky slimes are a strange variant of tabby slimes that seem to have a fascination with shiny objects, particularly newbuck coins. A lucky slime gobbles up any coin it can find, giving it a distinct jingling sound as they move about.

If a rancher is fortunate enough to find a lucky slime, they’ll need to be clever enough to figure out how to get at the newbucks inside a lucky slime’s bulging belly. If you’re stumped, just ask BOb.

New Veggie: Oca Oca

A staple of cooking on the range, the hearty oca oca is a naturally salty, soft spud. As the key ingredient to the always tasty 'rancher's hashbrowns' they have likely been the fuel for a great deal of slime wrangling since their discovery on the range. Look for oca oca in the quarry.

New Game Mode: Five Day Rush

A new game mode has been added, the 5-Day Rush (the standard experience is now ‘Adventure’) where ranchers try to collect as many newbucks as possible over the course of 5 days. This new game mode can be considered a test of sorts. If the community responds positively to it, other modes will be considered and the 5-Day Rush could even be expanded. We welcome your feedback.

The rules and new features of the 5-Day Rush are as follows:
 * The rush begins at 9:00 on Day 1 and ends at 12:00 on Day 6 (5 days and 3 hours)
 * Upon completion, a score window will open allowing you to take a screenshot and share with your friends. Please do!
 * Every day, the Range Exchange’s exchange of the day will always offer 3 gold plorts in return. Don’t miss it!
 * The Plort Market does not fluctuate in 5-Day Rush.
 * You begin the 5-Day Rush with 500 newbucks.
 * Death only advances the clock 1 hour, but also removes 10% of your current newbucks.
 * Entering the ranch house still pauses time, but Starmail cannot be accessed in 5-Day Rush.

New Feature: Water Tank

A water tank is now purchasable and is the only means of collecting fresh water. This allows you the flexibility of always collecting fresh water when available, as only water can be stored in the water tank. If you had a saved game with water in another vac tank, you will find it removed. Water tanks upgrade alongside your other vac tanks.

Puddle Slime Changes

Puddle slimes have received a graphical overhaul and are now much more puddle-y. Puddle slimes are naturally very shy and this is now reflected in their behaviors. If a puddle slime is in close proximity to more than 3 other slimes, puddle or otherwise, they will not produce plorts. Puddle slimes also realize that they greatly resemble frisbees when shot from a vacpack. You can do what you will with that information.

Other New Features:
 * Added additional Slimepedia entries, including missing entries for some chickens. No disrespect intended to chickens for taking so long on this one.
 * The title menu now offers more information about your save game and also allows you to set a handy icon for a new game. Technically you can choose other icons than a puddle slime, but why would you do that?
 * A Credits screen is now available to showcase the fine folks who made this crazy dream possible.
 * Shooting and vac-ing when near the receivers for a silo, the plort market, auto-feeders, and plort collectors now rapidly increase in speed after a moment.
 * You can now choose your vacpack grip-style when holding on to large objects like crates and largos. ‘Enable Vacpack Toggle Grip-Style’ in the options menu now locks a large object to the vac’s nozzle until you press shoot or vac again. This grip-style is reminiscent of games like Half-Life 2 and Portal and is now enabled by default.
 * Giant, craggy mountains are now all over the Far, Far Range. Not only do they add a pleasant variety to the horizon, they also limit some of the shortcuts or navigation exploits otherwise available. Generally speaking, if you see a mountain blocking something, you’re expected to find another way around, not over.
 * Gordos are now extra gordo and have improved visual effects. They’re now bordering on gordo-iest.
 * Torches now have flickering fire.
 * Distant geometry now loads in multiple stages. It also allows for distant geometry to load from further out.
 * Night-time variants of musical tracks now begin at 18:00. However only the Ranch and Reef support this feature at this time.
 * Steam Cloud Saves have been enabled. Note that on Mac, for various reasons, this meant that we needed to move the game save path. The game files should be automatically migrated.
 * Steam badges and trading cards have been added.
 * The Overgrowth and Grotto now include two-way teleporters to other areas of the range. However, the gordos blocking the other end need to be dealt with first...

Balance Changes:
 * Prices for some vacpack upgrades and both ranch expansions have been increased.
 * Jetpack energyconsumption has been changed when mid-air. Repeatedly boosting the jetpack will result in more energy consumed than simply holding a sustained boost. This is intended to remove the exploit of the jetpack covering much greater distances than intended, as well as making it more obvious how far you can travel with a given amount of energy.

Art Polish:
 * Added improved transparency to largos and crates when held with the vacpack.
 * Added new icons for ranch upgrades, expansions, and vacpack upgrades.
 * Added fancy new portraits for the other ranchers. I know, I want Ogden merch too.
 * Digital displays on the ranch now have a really cool LED screen effect. whatsecretshiddeninthepixelspsssshwhatareyoueventalkingabout?
 * Garden upgrades now have improved models and animations.
 * Improved ground and cliff textures.
 * Improved tree textures.
 * Improved appearance of barriers blocking Ranch Expansions.
 * Improved slime mouth rendering to show depth. Are you still reading?
 * Improved how light shines on slime body materials to increase highlight quality.
 * Improved grass animation quality.
 * Increased flower prop detail. Still reading, huh? We’re talking about flowers here.
 * Improved the visual effect for Boom Slime explosions.
 * New visual effect for Tarr death explosion. It’s prismatic and full of joy because in death, one must celebrate the tarr’s life.
 * New visual effect for player damage indicator.
 * New visual effect for water splashing on camera when water tank full.

Bugfixes:
 * Fix bug where vacuuming items from a silo/collector at close range could leave them on the floor.
 * Fix bug where footsteps sounds weren’t playing when camera bob was disabled.
 * Fix bug where bushes and trees would appear to change size.
 * Fix bug where chicken sounds looped where they were not meant to, which also caused other issues with sounds not playing.
 * Fix bug where sleeping just before 6:00AM would cause the game to be stuck at fast-forward speed.
 * Fix bug where vac effect was not correctly visually aligned with the vac nozzle.
 * Fix bug where cave darkness could remain in place after leaving the cave.
 * Fix bug where the main menu game logo was lower resolution than intended.
 * Fix bug where using the keyboard bindings reset could block Esc from working to bring up the pause menu.
 * Fix bug which was causing gaps in shadows.

Edit: A couple of additional bugfixes were added immediately following this release that include:
 * Fix bug granting jetpack access when not purchased.
 * Fix bug with elder hen and roostro Slimepedia entries.
 * Fix bug with the load game option menu.
 * Fix bug with Mac users not being able to load previous save games. If this continues to be an issue, please consult this forum post: viewtopic.php?f=5&t=2466

That about wraps it up! We hope you enjoy v0.3.0 and appreciate your sharing this journey with us as we continue to develop Slime Rancher into the best game possible!

-The Monomi Park Team

Version 0.3.0b
April 14, 2016

A followup patch has been issued to address a few bugs we discovered shortly after releasing v0.3.0


 * Fix bug where rapidly double-clicking ‘Continue’ could delete save files. We apologize if your file was deleted as a result of this bug.
 * Fix issue with puddle slime pathfinding.
 * Fix missing StarMails.
 * Fix area in the reef where players could become trapped.
 * Fix bug where Emergency Return sometimes put the player in a state requiring a second Emergency Return.
 * Adjusted text of the Largo tutorial prompt.

Version 0.3.0c
April 19, 2016


 * Fix bug allowing attempting to load two games at once from the loading screen, which could delete/corrupt save games.
 * Fix reversed list of most profitable plorts in 5-day-rush.
 * Fix bug where Puddle Slimes on low graphics settings did not have eyes.
 * Increased rad slime spawn rates in the Indigo Quarry.

Version 0.2.6
March 3, 2016

Official Announcement

A small bugfix patch has arrived today. It includes the following changes:

Bugfixes:
 * Fix bug resetting custom control settings.
 * Fix bug where some slimes were invisible underwater.
 * Fix bug where time could be put in fast-forward mode using the Emergency Return function.

Changes:
 * Increased the potency of Scareslimes. The Scareslimes felt bad that slimes would sometimes just ignore them entirely and we're making this change in order to boost their self-esteem.

Version 0.2.5
February 24, 2016

Official Announcement

While we're hard at work on our upcoming content update, v0.3.0 featuring the Indigo Quarry, we've decided to release another patch to fix a series of issues that the community has reported and have balanced a few features. Thanks again for helping shape Slime Rancher into a great experience for everyone!

You can use your existing save files with this update.

To learn more about what to expect during Early Access and our patch structure, please see our official FAQ: viewtopic.php?f=3&t=447

Slime Rancher v0.2.5 is now available. It includes the following changes:

Changes and Balance:
 * Improve economy reactions to plorts sold.
 * Update Scareslime model. Springy!
 * Improve vacpack controls handling both shoot and vac being held at once - now consistently does the last mode selected.
 * Improve Air Net ability to hold Phosphor Slimes.
 * Improve handling of game saves to minimize the likelihood of corrupted save files.
 * Switch the default Gif-render keyboard shortcut to 'G' (If you've previously played yours will remain single-quote.)
 * Slightly smaller version number watermark.
 * Add a reset defaults button for key/mouse controls and gamepad.
 * Make it easier to collect water from the fresh water springs.
 * Improve water visuals for Slime Sea, Fresh Water, and water from the vac.
 * Change logic to make the alternate versions of various areas' music play more often.
 * Humble download Windows version now comes as an installer.

Bugfixes:
 * Fix audio for boom slime explode warmup ignoring volume settings.
 * Fix some Slimepedia typos.
 * Fix a memory leak involving water shot from the vacpack.
 * Fix bug with Ball Pit & Six Pack achievements awarding too early.
 * Fix bug with Phosphor Slimes not noticing when the solar shield they were in went away.
 * Fix bug with economy sometimes not correctly resetting on a new game.
 * Fix bug where the Auto-Feeder and Plort Collector timing could be incorrect when reloading a game.
 * Fix bug where players could remove items from the silo or plort collector while holding a largo.
 * Fix bug where items could be launched from the vacpack through floors and walls.
 * Fix bug preventing standard chickadoos from being accepted in silos and feeders.
 * Fix bug where Beatrix would jump in response to making a purchase via the controller.
 * Fix bugs affecting the vacpack animations.
 * Fix bug where player could sometimes press Sleep Until Morning repeatedly and enter continual fast-forward mode.
 * Fix bug causing a significant delay on displaying the first Slimepedia popup.
 * Fix bug where multiple slimes could eat the same food item at the same time.
 * Fix bug where the Starmail content did not initially scroll to the correct position.
 * Fix the description of the Hasty Exchange achievement requirements.
 * Fix bug causing Diversification achievement to sometimes not be awarded.
 * Fix bug causing Up All Night achievement to sometimes not be awarded.
 * Fix bug where the vac could sometimes still affect a largo that had been dropped behind Beatrix.
 * Fix bug where the Tarr music would sometimes continue after teleporting away from the Tarr.
 * Fix bug where the vac audio loop sometimes stopped.
 * Fix bug where water shot from the vac showed its type as if it were the last type of object.
 * Fix bug where puddle plorts sometimes played their splash effect on entering the Plort Market.
 * Fix bug where a Gold Slime's own plorts could trigger a Gold Slime to produce more gold plorts.
 * Fix bug where slimes could sometimes disappear from overly crowded ranch expansions.
 * Fix bug where holding a Largo or Crate, it could be placed inside a wall.
 * Fix bug where water shot from the vac floated upwards when in fresh water.
 * Fix bug where water was removed from Ponds even when the vacpack had no space.

Version 0.2.4
January 20, 2016

Official Announcement

Version 0.2.4b is now live! This is largely a bugfix patch.


 * You can keep your save files for this update*

Changes:
 * Adjusted boom slime explosion timing to make it significantly less likely that several of them in an area explode simultaneously.
 * Add an option to completely disable gamepad/joystick input. This may prevent your camera from spinning if other solutions did not.
 * Increased the range of the mouse sensitivity slider.
 * Add a "Safe Mode"/"Low Graphics" mode to force the game to start up with the lowest graphics settings. Right click on the Steam library entry and select 'Safe Mode.'
 * Adjusted the position of the plort market slightly.
 * Splash effect now used when a puddle plort is destroyed on hitting a solid surface.
 * Made the key icon on the slime gate more clear.
 * Added some extra under construction signs in the world for clarity.

Bugfixes:
 * Fixed bug allowing Slimes and chickens to disappear in Grotto
 * Fixed bug where corrals and gardens on the ranch could sometimes be seen floating in space from far away.
 * Fixed bug with formatting of the garden crop countdown text.
 * Fixed bug where silos sometimes lost their contents on game load.
 * Fixed bug where special characters were allowed in game names, leading to problems saving the game later.
 * Fixed bug where shooting puddle plorts and slimes with water would cause them to disappear.
 * Fixed bug where the range exchange offers would sometimes carry over into a new game.
 * Fixed bug where footstep audio sometimes played during a jump.
 * Fixed bug where several sounds were ignoring the Sound Effects audio volume setting.
 * Fixed bug where the game time could be stuck in fast-forward mode.
 * Fixed bug where the Emergency Return confirmation was not properly closing on Esc.
 * Fixed bug where Phosphor slimes when on low graphics settings did not have wings.
 * Fixed bug where Boom Rock Largos would eat fruit to transform into Tarr.
 * Fixed some typos in slimepedia descriptions.
 * Reduced game stutter when loading the first Slimepedia popup.
 * Fixed bug where the slimepedia sometimes didn't properly unlock the initial vac and ranch pages.
 * Fixed bug where controlling the view with mouse or gamepad didn't work until a button was pressed.
 * Fixed bug where Tabby slimes and Tabby Largos would get stuck staring at food.
 * Fixed bug where crops in gardens sometimes ripened early on game reload.
 * Fixed bug where objects could end up inside the plort collector's collection box.

Version 0.2.4b
January 21, 2016

Bugfixes:
 * Fixed a bug that was causing plort collectors and auto-feeders to lose their contents on game load.

Version 0.2.3
January 12, 2016

Official Announcement

Changes:
 * Added the version number on the main menu
 * Added new tutorials for Largos and a general tutorial to let you know you've completed all the initial tutorials.
 * Added an invert view-y-axis option for both gamepad and mouse.
 * Make Tarrs in fresh water react as if hit by water.
 * Improved indication of selected item in various purchase and Slimepedia screens.
 * Moved game save file location (Was in a "SlimeRancher\SlimeRancher Prototype" directory, now in "Monomi Park\Slime Rancher"). Note: the game should automatically copy your files over so you should not need to do anything to get to old save files.
 * Added an indicator on the garden of how long the current crop will last before it needs replanting.
 * Adjusted the prices of several ranch features, upgrades, and expansions.
 * Decreased the number of slimes requested at one time on the Range Exchange.
 * Added some additional barriers to restrict access to the Ranch Expansions.
 * Added a (possibly temporary) "Emergency Return" option to allow players to knock themselves out and return to the Ranch if they're stuck. (With all the usual penalties for being knocked out)

Bugfixes:
 * Fixed bug where attempting to shoot a held largo or crate with a gamepad would fail. Note: You will likely need to set your gamepad options to re-set the trigger buttons for vac and shoot to enable this fix.
 * Fixed bug causing the Air Drive upgrade to be more powerful than intended.
 * Fixed bug where vaccing underwater did not collect water.
 * Fixed bug where an overcrowded Grotto or Overgrowth could still have disappearing slimes.
 * Fixed bug where expansion doors would trigger after they'd been unlocked*instead they properly pop up the Slimepedia page for their expansion.
 * Fixed bug where sometimes miniature fruits/veggies would be present in the world.
 * Fixed bug where Rock Tabby Largos sometimes had extra spikes.
 * Fixed bug where plort prices would stop updating.
 * Fixed bug preventing briar hens from spawning
 * Fixed bug where exiting the game from within the Grotto would leave the main menu scene incorrectly lit.

Version 0.2.3b
January 13, 2016

Changes:
 * Adjustmented the in-home background image.
 * Increased the time the explore tutorial stays on screen.

Bugfixes:
 * Fixed bug where nutrient soil was causing gardens to not grow as many fruit & veggies as they should.
 * Fixed bug where health, energy, and ammo upgrades would sometimes carry into new games.
 * Fixed bug that could sometimes cause lag related to watering.
 * Fixed bug where ponds were too easy to refill.

Version 0.2.2
December 30, 2015

Official Announcement

Changes:
 * Cleaned up the garden replanting process and added a tutorial.
 * Increased the cost of the Ranch Expansions
 * Added indicator on Gordos showing their Diet.
 * Slimes and plorts are a less bouncy when they hit a surface.

Bugfixes:
 * Fixed bug with alt-tab and multi-monitor setups locking up when losing game focus on Windows.
 * Fixed bug with gardens sometimes not growing crops.
 * Fixed bug with slimes disappearing off of parts of the Ranch, especially the expansions.
 * Fixed bug where upgrades would carry between games.
 * Fixed bug where starmail was lost on game reload.
 * Fixed bug where some quality settings were not being re-applied after game reload.
 * Fixed bug where reloading the game sometimes spawned some extra food.
 * Fixed bug causing scareslimes to be far more effective than intended.
 * Fixed bug where Ogden would give Slimes as rewards for his exchange offers.
 * Fixed bug where the starting tutorials sometimes didn't start immediately.
 * Fixed bug with some Chickens not transitioning to the right types.
 * Fixed various geometry issues (walking through walls, etc).
 * Fixed various typos.

Version 0.2.1
December 19, 2015

Official Announcement

Changes:
 * Fixed loading of game saves that contained garden scareslime upgrades
 * New art has been added to a lot of the ranch tech, it's pretty!
 * The slime filter on the vac has been removed
 * Fixed collision issues on the coral arch island
 * New info in the tutorial mentions being able to shoot through corral barriers
 * Slimepedia entry has been added to acquisition of a slime key
 * Various other bug fixes

Version 0.2.0
December 17, 2015

Official Announcement

Note: No official changelog was given for this update.

Changes:
 * Addition of a new zone - The Moss Blanket
 * Removal of the Indigo Quarry (until 0.3.0)
 * Honey Slimes now only spawn inside the Moss Blanket
 * Added Puddle Slimes
 * The Pit has been replaced with a new expansion, the Overgrowth
 * Redesign of the Ranch and the Grotto
 * The prototype Beach has been closed off
 * Added Gordo Slimes
 * Added Slime Keys
 * Added the Range Exchange
 * Added Briar Hens