Slime Merge — Player Guide
Buy slimes, merge them into better ones, hold three lanes against waves
that never stop. Everything here is how the current build actually works.
In development. Slime Merge is still being built, so
details below describe the game as it stands and may shift before release. The ideas
— one currency, your board carries over, deaths are never permanent — are the
game's foundations and are staying.
Your first ten minutes
The screen reads left to right: your base, the merge tray, a 3×3 line
of defenders, then open ground. Enemies come in from the right and walk left.
- Press BUY a few times. Each press drops a tier-1 slime into the
tray.
- Drag matching slimes onto each other to merge. Two of a tier
make one of the next — bigger, weirder, worth more.
- Drag the good ones onto the 3×3 line. One slime per tile, three
rows of three. The line is your wall; the tray is your workshop.
- Cover all three rows. An enemy walks down its own row until it
meets a living slime. If a row is empty, it walks straight through to your base
— the failure is never mysterious, you can see the hole.
- Press START WAVES. Fight, collect coins from kills, and when it
gets hairy press END WAVES to stop and go shopping. Nothing is lost by
stopping.
The core loop
Fight, earn, spend, go again. There is one currency:
coins. They drop from kills, they are yours the instant they drop, and nothing ever
takes them away — not ending the waves, not dying, not starting a new run. The same
pile buys new slimes and permanent upgrades.
Your board carries between runs too. When the waves stop, every slime
that died goes back to the tile it died on, at full health. What a bad run costs
you is the rest of that run — a dead tile stops shooting and the hole is
what the lane walks through — never your ladder of progress.
The systems that confuse new players
Range is measured in columns, and it is the whole positioning
game. Low tiers fight only what touches them; the crossbow and musket
tiers shoot over the two tiles in front of them. So a shooter in the back row is
working, and a melee slime in the back row is doing nothing. Tanky tiers go in
front, guns behind — that arrangement beats a board of "best slimes anywhere"
every time.
Only deaths come back. A slime you merged, moved or
sold left its tile because you chose it — the game will not undo your choices, only
repair wave damage. If you plugged a hole mid-fight, the slime you moved in owns
that tile now.
Armour and shields are opposites. Armoured enemies
subtract a flat amount from every hit — so many small hits do almost
nothing, and one big slow hitter beats them. Shielded enemies soak a flat pool that
ignores armour rules — so many small hits strip a shield just fine. If a wave is
walking through your damage, check which of the two you are shooting at.
Healers heal the lane in front of them. Kill the
healer first — with long range, or a power — or watch your damage be undone at
full rate.
Powers are charged by kills, not timers. Meteor hits
the worst lane hard, Frost slows everything, Rally heals your whole line — and
Rally is the cheapest on purpose, so you can always afford the unexciting button
that saves the run.
Merging happens between waves for a reason. Once the
waves are on you, your moves are the powers and the pause button. Set your line
before you press start.
Tips an experienced player would give you
- Never leave a row empty. Runners actively change lanes to find
the hole. A cheap tier-1 in a gap is worth more than a merge in the tray.
- Splash spills into the lanes either side — a splash tier in the
middle row touches all three lanes. It is the only thing on the board that can
help the row next door.
- Save burst for shields that regrow. Chip damage loses ground
against a regenerating shield; a charged Meteor does not.
- Sell the dead weight. The BIN prices a slime before you let go
of it. Two low tiers you will never merge are coins wearing a costume.
- Press SEND IT when you are comfortable — pulling the next wave
early pays you for the time you skip.
- Work toward AUTO MERGE. It is deliberately the most expensive
unlock in the shop, and it cascades your whole tray in one tap. The price is on
the button; save for it.
- Tap any slime or enemy to read it — what it is, what it
reaches, what it hits for. Most "why is this not working" moments are answered
by one tap.
Achievements
Thirty, each with locked and unlocked art. They cover:
- Building the board — merge counts, reaching higher tiers,
filling the whole line, auto-merge milestones.
- Combat — waves survived from the first boss up to wave 100,
lifetime kills, powers fired.
- Economy — coins banked and single-run earnings.
- Progress and skill — first run, first ascension, flawless
performances.
- Collection — reaching the rarer slime rarities.
FAQ
- I died on wave 40 — did I just lose everything?
- No. Your coins are untouched, and every slime the waves killed returns to its
tile at full health when the run ends. You lost the rest of that run, nothing
more.
- Why did my slime not come back?
- Only deaths return. If you merged it, moved it, sold it, or replaced it
mid-fight, that was your call and it stands.
- Is there a separate premium currency?
- No. One currency, coins, earned by killing things. The pile only ever goes up
between runs.
- What platform is this for?
- It is designed landscape-first for phones, built in Unity. It is not released
yet.
- Is this connected to Slime Wars?
- Same world, same studio, and the merge ladder inherits Slime Wars' unit
identities — the crossbow, the wizard, the tank. A Slime Universe account is
shared across the studio's slime games.