
Friend of a Slime is a horde survivor game in which your best weapon is your slime companion. Fight against hordes of enemies in short 10-minute dungeons, collect coins and fruits to unlock new weapons and purchase powerful artifacts for yourself and your slime companion.
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About
Travel through the portals of the Mystic Woods to defeat hordes of enemies threatening the Kingdom of the Holy Slime. But don’t worry—you won’t face these battles alone. Your cute, tiny, yet battle-ready companion will support you on your mission.
Jump into 10-minute sessions and fight for survival.

Choose from over 40 items to create the best possible build and keep the monster hordes at bay.

Unlock and choose from 13 companions throughout the game. Each one comes with a unique ability.

Travel the world solo or together. All you need is one keyboard—but gamepad support is also included.

More than 90 different enemies across 10 unique worlds.

Earn over 30 achievements that unlock both in-game and on Steam!

Yes, this game includes vampires.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Portuguese - Brazil**languages with full audio support
Engagement
Hours played at review time, across 22 reviews with recorded playtime.
Reviews
[b] Target Audience: [/b] [I] Survivor Like Players Who Want Something a Little Different[/i] [b] Summary: [/b] Friend of a Slime is the definition of a solid game: a game that understands the little details that make a Survivor type game successful, and the Slime mechanic does add a layer that makes things a little more interesting while still feeling familiar in the genre. The weapons here are what you'd expect with some more interesting iterations: such as the Ax/Boomerang and the Tornado Wind weapon. The combinations of weapons allow for movement patterns that are strategic, and the progression while a little bit up and down, does the job in terms of difficulty. Granted, I wish there were some more additional gameplay mechanics in the environment and the enemies, but I won't sit here and say that the price of the game really justifies that much extra mechanics. You'll get 10-20 hours out of the game at its default level, and it's the kind of game you can watch a Youtube video in the background with. The presentation is fine, but lacks the oompf of the top games in the genre. Don't get me wrong, there's some good art and animation on a lot of the work here, and it doesn't get in the way of the gameplay. With that said, the 2% of artwork/effects that stand out in a negative way will draw your attention in a bad way: such as the constant sounds of the sword or the weird zombies look will annoy you. The music and sound design aren't the strongest, but this is mostly about the gameplay: and if you like the genre: you'll be fine here. It's worth the price of admission. [b] Review Video: [/b]: https://youtu.be/hO5Y8UbrUx4 [u] Lists: [/u] [b]Positives:[/b] [list] [*] Solid movement/gameplay mechanic for the survivor like gameplay that has strong moments of fun and reward. [*] Some of the upgrades are really well designed (The Ax/Boomerang comes to mind) [*] Good progression of difficulty for the most part. [*] Has its own unique style that works to give you the information that you need while still being somewhat visually fun to look at it. [/list] [b]Negatives:[/b] [list] [*] Could use a mechanic or two to take the gameplay to the next level. [*] May rely on luck a little too much in the big picture. [*] Sound/Music design isn't anything to write home about [/list] [b] If you want more reviews/information regarding games I've reviewed, visit my curator. [url=https://store.steampowered.com/curator/6861768/]Dragnix Curator [/url][/b]
First of all, I like the game. I like survivor games and slimes so, this was meant to be a good match for me. The graphics are cute and the slime partner dynamic is a cool idea. However, I can't currently recommend because of a few issues, at least when playing on the hardest difficulty, so some points might be moot if you play on lower difficulty (which i couldn't test because you can't seem to change the difficulty after starting a game and i couldn't be bothered to start completely from scratch again): - The reward scaling for gold in a run is completely out of balance. You get extremely little money durin a run, and then a HUGE chunk if you manage to complete a run. I get that it is intentional because finishing a run sucessfully is meant to be the most rewarding, but it's so extreme here that you can hardly progress towards finishing a run by doing unsuccessful runs, at least for the very first stage. For later stages, you could go back and grind gold by finishing earlier/easier stages, in theory, but that also feels like kind of a waste because you always want to progress in the currently hardest stage for achievements/unlocks, instead of re-playing easier stages where you have no unlocks left after beating it. Suggestion: flatten the curve from in-run gold rewards to stage finish rewards a bit, so overall rewards stay about the same but you get a bit more for not being able to finish a run. Maybe slap a multiplier on that scales with time spent in a run so you get more if you get further in. - Chests. They are not only cool, but in my experience absolutely necessary to successfully finish a run, because you need the upgrades to stay ahead of the curve. The problem is, you enver know when a chest spawns or where it is. You accidentally stumble upon them when running away from mobs because they start outscaling you, and if that is the reason you find chests, it's already too late, you are not coming back from the power imbalance at that point, which means you have to be lucky to find them fast, which would not be a problem if your movement speed would not be so snail-inspired, which brings me to my next point: - Even outside of a run, your are SUPER. SLOW. There is NO reason to force the player to a crawl while getting yourself set up for the next run, which is insanely tedious with this system in the game. Before each run, you HAVE to walk to an area to get your weapon, then to another area to get a... trinket? And then to a whoooole ass other area to get into a level to start a run. Each. Time. I've had runs that were shorter than the time it needs to start a new one. This is what ultimately made me stop playing the game for good (for now). It's just so incredibly annoying having to go through all that again for each new run. Suggestions: Make the play a lot faster outside of a run or provide a sprint option. Give the player the option to keep his loadout after a run (or just remember loadout by default, if you want to change something you'd have to do it anyway). Also, option to restart the stage with the current loadout immediately. This one is a must. All that aside, the gameplay is fine and I hope the game will be improved so I can change the review to a thumbs up.
🟢 Friend of a Slime – Un Vampire Survivors-like accessible et bien rythmé Friend of a Slime propose une approche plus calme du genre Vampire Survivors-like, sans perdre l’intensité qui fait le sel de ces jeux. Le rythme monte progressivement, les vagues deviennent de plus en plus denses, et la pression s’installe petit à petit. Pas de synergies complexes ici, mais un système d’amélioration simple et lisible, qui permet de se concentrer sur le plaisir de l’action. Le tout dans une DA pixel art sobre, claire et agréable. 💚 Ce que j’ai apprécié : ✔️ Une montée en difficulté bien dosée ✔️ Un gameplay immédiat et sans surcharge ✔️ Une direction artistique minimaliste mais efficace ✔️ Un bon équilibre entre accessibilité et challenge 🎥 Ma preview express (90 sec) : (Voir commentaire) Une belle surprise pour les amateurs du genre qui cherchent une expérience plus claire, lisible et bien construite. Bravo à Chrio Games pour ce titre efficace 👏
cute little gem for a very fair price. played it in coop mode. you have to know that the slime player can only move and attack, only the main player can choose upgrades and collect money/xp. the slime can roam freely and doesnt get attacked. if you like survivor games give it a shot. a bit grindy but fun
Un juego que se ve cute pero es un RPG, Action Roguelike. Progresivo como otros y vas haciendo un build poco a poco. Mi video: https://youtu.be/0p4ukPjsoI0
Jogo extremamente divertido, ideal para quem gosta de um Action RPG. Jogo a la Vampire Survivors, só que somos um personagem fofinho com um slime igual fofinho nos ajudando a derrotar as criaturas, jogo relativamente relaxando, trilha sonora cativante e mecânica simples de compreender.
Bonjour , le jeux est juste incroyablement bien fait , que ce soit les armes , les outils , les Slime tout est vraiment top . Même les ennemies sont super et je trouve ça bien que ils y ais autant de ennemies différents , le nombre de maps est cool aussi , les succés sont superbe . Comme vous le voyer j'ai réellement aimer le jeux et je suis entrain de le finir a 100 % . j'éspere que il y aura un dlc avec de nouvelles maps et ennemies et même des succés supplémentaire . Où peu être un 2ieme jeux . Hello, the game is just incredibly well made, whether it's the weapons, the tools, the slimes, everything is really great. Even the enemies are great, and I think it's great that there are so many different enemies. The number of maps is cool too, and the achievements are very nice. As you can see, I really enjoyed the game and I'm in the process of finishing it 100%. I hope there will be a DLC with new maps and enemies, and even additional achievements. Or maybe a second game.
Friend of a Slime, developed and published by Chrio Games, is a compact yet surprisingly layered horde-survival roguelike that wraps fast-paced action in an endearing pixel-art presentation. At first glance, it appears to follow the familiar structure popularized by survivor-style games—short runs, escalating enemy waves, incremental upgrades—but it distinguishes itself through its central mechanic: you are never fighting alone. Your slime companion is not a cosmetic gimmick but an integral part of both combat and progression, turning what could have been a straightforward action game into something with personality and tactical nuance. Each run drops you into procedurally structured arenas where waves of enemies swarm from all directions. The core objective is simple—survive, gather resources, and grow stronger before the inevitable boss encounter or overwhelming mob ends your session. Combat emphasizes movement and positioning. You weave through enemy clusters, collect dropped currency and consumables, and rely on your slime to support you in battle. While the controls are accessible and immediately responsive, survival quickly becomes a matter of spatial awareness and smart decision-making rather than button mashing. The slime companion system is the game’s defining feature. Rather than functioning as a passive pet, your slime actively contributes to combat with unique abilities that vary depending on which companion you select. With multiple slime types available, each offering distinct attack patterns or buffs, players are encouraged to experiment with different synergies. Some builds focus on empowering the slime into a high-damage entity, while others treat it as a support unit that enhances the player’s own attacks. This dual-layered customization adds strategic depth that elevates the game beyond a purely reflex-based experience. Progression unfolds across short, roughly ten-minute runs that are designed to feel brisk and repeatable. Between sessions, players spend accumulated currency to unlock new items, weapons, and artifacts. These permanent upgrades gradually expand the available pool of options during subsequent runs. Over time, this creates a satisfying loop of experimentation—unlocking new equipment combinations, discovering effective synergies, and pushing deeper into later stages. While individual sessions are brief, the meta-progression ensures a steady sense of advancement. Visually, Friend of a Slime embraces colorful pixel art that balances clarity with charm. Enemies are distinct and readable even during chaotic moments when the screen fills with projectiles and monsters. The slime companions themselves are expressive and visually varied, reinforcing their role as more than mere tools. The environments, while not overly complex, are vibrant enough to maintain visual interest across repeated playthroughs. The overall presentation reflects the game’s tone: playful, approachable, and energetic. The pacing is one of its strongest qualities. By keeping runs concise, the game avoids the fatigue that can accompany longer survival titles. Each session feels purposeful, with escalation occurring quickly and consistently. This design makes it ideal for short bursts of play, yet it retains enough build diversity and difficulty scaling to reward extended sessions. Local co-op support further enhances replayability, allowing players to tackle waves together and experiment with combined slime strategies, adding an extra layer of coordination and unpredictability. However, the game’s simplicity may limit long-term appeal for players seeking deep narrative content or expansive world-building. Enemy types and stage structures, while varied, operate within the confines of the established survivor formula. Repetition is inherent to the genre, and sustained engagement depends largely on how much players enjoy refining builds and mastering mechanics. Those expecting dramatic structural innovation may find the core loop familiar, though polished. Ultimately, Friend of a Slime succeeds by refining rather than reinventing the horde-survival formula. Its companion-centric combat, accessible mechanics, and efficient pacing create a charming and addictive experience that works especially well in short sessions. While modest in scope, it offers enough variety and personality to stand out within its niche. For players who enjoy roguelike progression and cooperative action wrapped in colorful pixel aesthetics, it delivers a satisfying blend of strategy, reflexes, and companionship. Rating: 7/10
Had alot of fun with this game! you can see the developer put much work in it, feels smooth to play Soundtrack is good and fits the level perfectly You even can play Draven and catching these Axes.. Hope there coming some updates and different game modes maybe? In my opinion 9/10 game Cheers!
This review is going to provide two different stances: (1) for casual players, which is the principal intended audience, and (2) general rogue-like players. (1) As a casual game: For an incredibly casual-oriented rogue-like, this is sublime. The graphics are 'cute' and 'adorable', the music is simple, the base map and layout is incredibly easy to navigate and the game itself requires no explanation for any component of gameplay. The content and progression is absolutely fine for such an audience. - 8.5/10 - hard to improve without incoporating some points in the following section. (2) As a game for rogue-like enthusiasts: In contrast to the above, this is a rather terrible game for rogue-like enjoyers and gamers more generally. There is a serious lack of progression to work with through the game, the weapons are incredibly unbalanced (so much so that only 3 weapons are actually viable at the highest difficulty), similarly the 'item' slots are equally highly unbalanced. Moreover, the selection of skills within the game does not come with bans or re-rolls, meaning that one can very quickly be forced into taking a terrible weapon, or a terrible item - on the later maps this is a run killer. As noted elsewhere, the runtime between the base and 'starting' a run by entering a map portal is quite a tedious process of selecting your starting slime, weapon and armour + heading down to the portal locations. Lastly, the difficulty variants of the game (easy/medium/hard) are not explained to be separate in progression. Meaning that whatever you start on, if you want to go up a difficulty, you must fully reset your progress. -3/10- There is nothing wrong with the base of the game per se, but as a rogue-like among very high quality competition, this is only suitable for a casual audience. In which case, I rank it as above. TLDR: Very casual game, and thus will either be enjoyed or not depending on the basis of how you like your rogue-likes & the fundamentals within the gameplay. 8.5/10 as a casual rogue-like 3/10 as a rogue-like
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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