
Welcome to Slime 3K, an unhinged roguelite bullet-heaven set in the Despot’s Game universe! Build a deck of crazy weapons, grow stronger and devour hordes of pink puny humans as a murderous jelly blob on a warpath of death, violence and pretzels.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
About
A blob of goo used to create artificial humans has become sentient and risen up against its creator — the Despot, an evil AI and (unfortunately) ruler of the world in the year 3000! Become this murderous jelly and pave your path with death, violence and pretzels in this action-packed roguelite from the creators of Despot's Game and Despotism 3K. We tried to blatantly clone games like Vampire Survivors, Halls of Torment, Brotato, Soulstone Survivors and 20 Minutes Till Dawn, but our crazy experiments went too far. By introducing a shop straight out of AutoChess and some TCG deckbuilding mechanics to the familiar formula, we created what we've dubbed our perfect abomination: Slime 3K.

Slime 3K adds strategic depth and more creative experimentation to the survivor-like formula by introducing a deep deckbuilding system. Unlock, upgrade, mix and match your cards to stock up an impressive arsenal of zany weapons and traits. Create the perfect bloodbath loadout for each run!
Your enemies get stronger every minute, and so should you! Explore tons of fun approaches to good ol' annihilation — electrocute everyone, throw acid on the floor, mow down puny humans with an AK-47, summon zombies, or throw explosive watermelons!
Get ready to take on every creation the mad Despot can come up with: knights, mutants, cyborg abominations, ballerinas, stilt acrobats, carnivorous tomatoes, and Despot knows what else. The tiny pink humans make such a satisfying pop when you crush them!

Genres
Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $1.24−75% | 1.7Kreviews | 80% | — | $41.4K |
| $4.99 | 253ratings | 76% | — | not modelled | |
Engagement
Reviews
Themes across 71 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's got the basic right, but after a couple of hours it just doesn't feel compelling. The difficulty gets a bit too much, unless you work out very specific builds to use for specific scenarios, and then it feels like you're just executing the same thing over and over. Meta-progression is slow and shallow. It feels like you're making barely any progress between runs.
while I'd love to pick apart all of the stuff this game did poorly, I'll instead tell you that three times while doing a run for "No Hands," the boss kill loot was spawned directly on top of me, negating my run. The boss kill loot, by the way, is totally useless--some level ups good for that run only, however mere moments after the boss death, you are yanked out of the game, yielding the reward fruitless. Noticing a flaw in your system ('we keep spawning drops in front of the player and they pick them up without time to react') and then making an achievement for avoiding that flaw isn't even a hack job, it's just proof the devs have poorer judgement than their players do.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Aug 6 → 0.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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, Japanese, Korean, Russian, Portuguese - Brazil
| $4.99 |
| 148ratings |
| 76% |
| — |
| not modelled |
| $1.99−60% | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 71 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Blueballed by a survivor-like The first few hours of the game are pretty decent. You see the amount of cards, the passive bonus system for building cards with specific tags, a handful of characters, edgy humor. Then you play a few more hours and you are facing imbalanced levels that either force you to grind meta-upgrades and play with an exact build, or letting you pass absolutely blindly. Unlockable cards are in an okayish state. but a big amount of them feel purely cosmetic. The tag system is great, making your card building process more complicated, but the amount of actually useful tags is critically small. Pickable activities are a good addition that make you roam around the map and not just stay in one place. The game had a lot of potential, but it did not deliver well.
Великолепный внешний вид и максимально весёлый игровой процесс. Поразжижать мозги в отпуске самое оно. Главное до состояния протагониста не разжижится.
Actually a "neutral". Level 3 already got difficult and I couldn't beat level 4. I did it after grinding points to spend on meta upgrades and unlocking better weapons. However my screen was full of projectiles, enemies and more. Total chaos. But anything less would not have dealt the damage to beat the level. Also my game started to lag. Now remember this was just level 4 of like 20. Balance feels off in this game. I'll probably not continue. The animation is slick however.
Le plus gros défaut de Slime 3K, ce n'est même pas qu'il soit bugué ou abandonné. C'est qu'il n'est tout simplement pas amusant. Le gameplay est répétitif, les combats manquent d'impact, la progression est lente et peu gratifiante, et après quelques parties on a l'impression d'avoir déjà tout vu. Un roguelite est censé donner envie de relancer une run immédiatement après la précédente. Ici, on cherche surtout une excuse pour quitter le jeu. Et comme si ça ne suffisait pas, l'expérience est plombée par des bugs, des ralentissements et une optimisation qui laisse franchement à désirer. Même les succès Steam semblent participer à la blague : certains se débloquent au petit bonheur la chance, d'autres semblent complètement cassés. Le développeur, lui, est aux abonnés absents. Les problèmes sont signalés depuis longtemps, mais rien ne bouge. À ce stade, on a plus de chances de voir un slime rédiger les notes de mise à jour qu'une véritable correction. Bref, même si tout fonctionnait parfaitement, je ne suis pas convaincu que j'aurais envie d'y rejouer. Les problèmes techniques ne font qu'aggraver un constat déjà bien installé : Slime 3K manque tout simplement de fun. Il existe tellement de meilleurs roguelites sur Steam qu'il est difficile de trouver une bonne raison de recommander celui-ci. Passez votre chemin.
Feels flat and repetitive.
just play vampire survivors
I was stuck on level 10 for quite some time. This is not a bad place to be -- it's the best level for farming DNA, and very good for XP -- every failure unlocked a card -- but the experience wasn't great: I could do the level itself fine, and then the green flowers that spawned with the boss would surround and murder me, and I couldn't do enough damage to make a real dent in them. I got through by seeing a video of someone playing the game in a completely different way: it seems a limited number of enemies can spawn at a time, so if you wait for the chainsaw enemies to spawn en masse, then flee to the opposite side of the map and kite them in a circle, much fewer enemies will spawn in front of you. If you repeat until the boss spawns, you get a wave of green enemies with the boss, then birds spawning for a while, then a wave of flowerpeople, and then eventually they stop spawning and you can kill the remnants and the boss. I found the rest of the levels far easier, including the "yes, this is possible" level 13, which I trounced with lasers. As more cards unlocked I saw more things I could have done -- the "Trash Throwing" card gives the laser 8x damage, which does 1200 damage, and together with the "shot" and "targeted" bonuses tears through the damage sponges. Having 5 level 3 darkness cards unlocks an upgrade that gives darkness cards +100% damage, which again is enough to tear through them. Still, all of these needed cards I didn't have unlocked when I first encountered the level. There are some controls I didn't see noted anywhere -- in the shop you can tap space to restock, or hold to upgrade, enter buys, the A and D keys navigate through the cards, and escape exits. F locks / unlocks. I liked the achievement variety and how it encouraged different playstyles. It would have been nice if Black Swordsmen showed up somewhere else than failing to kill the boss on level 6, but making a deck that can only kill extremely close enemies and running away from the boss was also interesting, though I did have to play the level a few times. I would have appreciated options to reduce the opacity of the attacks / enemies, as you see on other games like this. At the end it can get rather busy and hard to spot bonuses in the crowd.
it's really mid. it has all the parts to be something cool but it never pulls itself together. builds feel to limiting well also being tied behind a grind that frankly takes too long to unlock everything. so you end up playing a lot of the same thing. deep rock has sorta the same issue but it's got a lot of spining plates to get power. the game is totally locked around you visting shops to get money. since there's no fusions or bonus items it's all about getting the items you want and leveling them up. and since the more of the same type of item you get the better bonus you get FOR those items it's leads to you wanting to come in with a deck that's already set up for what you wanna do with no real reason to bring much else. and then you get the bonus just to find that a lot of them just suck and aren't powerful; enough for later levels. enmies are also fast, tanky and hit really hard. so you are forced even more into 1 play style
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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