
Ooze Keeper is a tactical roguelike that combines monster collecting and resource management. You'll harness the unique abilities of various slimes, construct efficient structures, and optimize resources to grow your farm and earn money with each turn. Beware - miss your rent, and it's game over.
Modeled estimate, not a reported figure. How we estimate →
About
Embark on a journey in Ooze Keeper, a tactical roguelike where your wits and strategy are the keys to success. Starting with a single island and a handful of slimes, your task is to cultivate, collect, and manage resources to build a thriving slime farm. Can you balance growth and survival to become the ultimate Ooze Keeper?
Starting from a lone island, your task is to revive and expand a once-thriving empire into a bustling slime sanctuary. Place and destroy structures to gather valuable drops and perform specific tasks. Structures are the backbone of your island, providing essential resources and boosting your farm's efficiency. Each structure you build can significantly impact your strategy, making careful planning and placement crucial to your success.

Discover the heart of "Ooze Keeper"—slimes! These captivating creatures come in a variety of types, each with unique traits and abilities. By breeding different slimes, you can create new, rare varieties, unlocking more ways of generating resources.


The resources you gather can be sold for gold coins. Use your earnings to pay the ever-looming rent and invest in further expansions. Your ultimate goal is to amass as much wealth as possible, because failing to pay rent will lead to the downfall of your precious empire.
Every few days, choose between a set of modifiers that can alter the gameplay in significant ways. Choose wisely, as these modifiers bring both opportunities and challenges.

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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Dutch, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America +1 more
Engagement
Reviews
I love these kind of games and Ooze Keeper has been an absolute blast for me and my toddlers. its a game i can play while my toddlers are playing next to me and the game runs really well even though its early access. only had one issue with it but i was doing some rather silly stuff so i was flooding the game with multiple processes at once and it caused me to be unable to get perks or access the market but by then i was several hours into a new game so it was time to start over anyway. love it. the developers are great too because they are actually updating this adorable game
so hours later and couple of updates later i am changing my review. while it was fun and interesting at the start the memory and loading times are actually quite bad taking as much if not more than final fantasy 16 on a brand new desktop. it's also very very repetitive and the amount of money required to go to the next day gets really big really fast. also you have to pay to refresh the only shop you get and it get really expensive for a refresh is terrible at the start. while rng is fine but the amount of times your just pressing next day waiting for a shop to have what you need is terrible as at times you need to wait a full 20 in game weeks to get just 1 item or not even get the item and rent cost's in the hundreds of millions and you lose the round. there isn't really much of a reason or end game to this other than getting the slimes and items but after that there isn't really much reason to play it after a while more so when you can get a guide for all slimes and then it's just a waiting game to get the items. if there was replay value it might be better but as all i can see is you trying to get as much money as you can or get all slimes and items in one playthrough then it there isn't really much of a reason to play it after a while. so to anyone reading this my advice is wait to buy till they do a couple of updates to increase the reply value and to sort out the memory problem as well as some simple gameplay tweeks. they are working on it a lot but it's just one person so it will take time. while it is a good game and they are a good person it's just a waiting game, obviously due to it being early access.
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Hours played at review time, across 33 reviews with recorded playtime.
Continuing the trend of very janky indies that I'm weirdly fond of, Oooze Keeper! Even though they are slimes. In all the game text, they're slimes. What are oozes. Someone help. Ooze Keeper is what I've been calling a Landlordlike, one of many roguelike deckbuilders based on making rent that has popped up in the wake of the genius Luck Be a Landlord and its child Balatro. I love this genre and I hope we continue to be flooded with them, which undoubtedly influenced my weird enjoyment of this very punishing and grindy game, so take that into consideration. In its current state, it is kind of tough to recommend Ooze Keeper. You'd have to love this subsubgenre, love weird janky indies, probably also find slimes as a creature type as cute and appealling as I do, and not mind grindfests. But I actually think the fixes to take this from "can't rec" to "solid entry in the genre" are pretty mild, and I would love to see the dev keep working, either on this or other games, which I why I went with the encouraing "rec" option instead of the don't rec one. In Ooze Keeper, you place, uh, slimes on islands. The slimes interact with each other and environments on nearby island, producing items which you can then sell to buy more islands and/or slimes. The goal is to make enough money to pay your periodic rent. Slimes can be bred to create new, rarer types of slimes, and the game encourages you to experiment to find them all. The issue with that last part is that trial-and-error-ing your way through slime breeding is impossible. Some review calculated something like 500,000 possible combinations. For me, this very quickly became frustrating, and I started using a guide. But... the guide made it fun again. Because just knowing what combos you needed didn't mean I suddenly had a setup that made that slime possible to get. The guide let me say, "Okay, on this run, I'll aim for X, next run I'll do Y," and I was actually able to strategize around what I needed to do. This was true for the plot elements as well -- knowing what to do next instead of trying to stumble into stuff randomly made it a lot more interesting. And I genuinely think that's the fix for this game: Tell the player what they need to do, and let figuring out how to do it be the challenge. Adding a "how to breed" into the encyclopedia and a journal with detailed quest notes, for me, would take this game from a "well I put 30 hours into 100%ing it but couldn't really rec it," to "if you like this genre this is a great entry." The other big change I'd make is I'd quarter or even halve the pay period. I found runs of this game to be insanely long, so long that it was taking me all day to get through just one run. IMO this is a big problem in this kind of game, because that meant that if I got late into a run and realized I wasn't set up well enough to accomplish the story thing I needed to, I'd wasted a huge amount of time, which was not a fun feeling. I honestly think the pay period could be cut without any rebalancing on rent or slime output -- there was just so much extra time. Even my self-guillotine runs in Landlord are nowhere near this long. I also think this fix would fix something else that I don't think is the actual problem -- the Crab Problem. People were pointing out that Crab Runs were the only viable ones, but this isn't true -- I actually didn't discover the crab runs until relatively late, getting by fine on other combos (especially Turnips). The reason so many people are using crabs (lol) is that it's a simple and reliable way to not waste 6 hours. The effect runs being so long is is that is discourages you from experimenting with different combos and such, because the opportunity cost of risk is just too high. If you're doing shorter runs, you may be losing more, but you're also seeing more of the game, and taking chances on weird combos is easier. I suspect the pay periods were made so long to make the game easier, but I think it paradoxically makes it more different, or at least less fun. I think these changes would take this from that "interesting indie that doesn't quite work" to possibly a general rec for me, as I think the bones and concept here are really good. It's a fun iteration of the formula and also slimes are cute and I love them. I do think it's worth checking out if you like interesting-but-not-necessarily-successful-indies, especially if you're also fond of this genre. But in its current state I think it would just end up confirming for someone who doesn't like these games why they don't like them. I hope the dev continues to work on this game, or at least continues to make games, because there's flashes of brilliance here, and I'd hate to see them give up.
It's like a roguelike factory creature collector, and I love it. It's very unique, and the gameplay loop is fun. The progression is not clear without the community guides, though.
Love the game! Reminds me of slime rancher but more managing than exploring. Wish there was more things to spend Stellers on though, once all the beginning slime slots are unlocked they kind of become useless. Maybe you can use Stellers to buy one time boosts for the game? Like start with a structure, or start with more gold. I'm not sure what the average player gets each run but I usually get around 8 stellers per game, so maybe scale the price around that? Either way, amazing game!!
very very good and nice. The sprites are amazing and it is sort of like stardew valley.
必须要增加一键收获和售卖 配合锁定功能就行 不然后期累的手疼 而且重复一个动作太乏味了!!开发者一定要看到并修改 挺喜欢这款游戏的 改好了再玩 改的什么玩意 背景晕的 我想吐
10 dakka da kaybediyorum sarmadı
I love breeding slimes.
Even in this state, the game is marvellous.
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