Slimeborn
You remember the day you have never seen. You have no hands. No name. Only a second chance.
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About Slimeborn
Slimeborn starts you as something small and unimportant in a world that has already moved on, and the central idea is absorption: you take the gifts of the creatures you meet and keep them. Change form and the same fight asks for a different answer.
It works because the forms are genuinely distinct rather than colour swaps. Each guardian you absorb gives you a new form with its own power — healing mist, rooting thorns, a ring of ember bolts, a freezing moon tide — and the next region opens behind it.
The borrowed world
There is a sanctuary to rebuild and a reason the world forgot you, and the game is in no hurry to explain either. The chronicle tracks what you have found; a gold trail points to the next memory, but not to what it means.
What you can do
An aether bolt for range, an elastic dash for gaps and for dodging, a form power that costs aether to use (mending mist, to begin with), absorb to take a form, and change form to use it. Five verbs is not many, and the game gets a surprising amount out of them.
Controls
Arrow keys or WASD to move, J or left click for the aether bolt, Space to dash, F for your current form’s power, hold E to absorb, Q to change form and R to interact. Tab opens the chronicle.
How to play Slimeborn
- Press Begin your second life on the title screen. You wake in the Mosswild as Dewkin, the only form you have at the start, beside the sanctuary marked with a house symbol on your map.
- Move with WASD or the arrow keys and fire aether bolts towards the mouse cursor with a left click (J also fires). Each bolt costs a little aether, which refills over time while you keep moving.
- Follow the gold trail to the region's three relics (memory seeds in the Mosswild) and press R beside each one to recover it.
- Weaken three wild creatures until they are at roughly a quarter of their vitality or less, then stand close and hold E until the absorb ring fills. Those are your three wild echoes.
- With three relics and three echoes collected, go to the eastern altar and press R to wake the guardian. The altar will not respond until both counts are complete.
- Beat the guardian, then hold E over what remains of it to take its form. That ends the chapter and opens the next region: the Cinder Scar, then the Moonmere.
Slimeborn tips and strategy
- F uses your current form's power, not just the mist. Dewkin's mending mist heals and pushes enemies back, Briarheart's thorn bloom roots and slows, Emberling's ember spiral throws eight bolts in a ring, and Moonveil's moon tide freezes nearby enemies, heals you and reaches furthest.
- Save 22 aether for emergencies. Every form power costs 22 aether and then needs about six seconds to recharge. If you spend your aether on bolts, you will not have it for a heal.
- Dash into an attack, not away from it. A dash gives you a brief moment of invulnerability, so dashing just as an amber warning circle lands is safer than trying to outrun the blast.
- Absorb in the middle of a fight. Each creature you absorb gives back some vitality and a good chunk of aether, so taking one in during a crowded fight works like a free potion.
- Spend evolution points early on Elastic soul. It shortens the dash cooldown, speeds up firing and absorbing, and raises your maximum aether, which helps with everything else you do. Deep vessel and Echo force are the plain vitality and damage options.
- Heal for free at the sanctuary. Pressing R at the sanctuary fully restores vitality and aether, so going back there before a guardian costs you nothing except the walk.
Rebuilding the sanctuary
Essence and memory fragments are what you spend on the sanctuary itself. Relics, echoes and guardians all pay out both, and the Chronicle (opened with Tab) has a page for restoring three buildings: the Moonwell for extra maximum vitality, the Echo garden for faster aether regeneration, and the Star beacon for extra bolt damage. Each building has three ranks, each rank costs one fragment plus a rising amount of essence, and you have to be standing at the sanctuary to build.
These bonuses stack with your evolution points, which you earn one per career level, so a fully restored hearth makes the later regions much easier. Keep some essence in hand as well, because falling in battle sends you back to the hearth and the sanctuary takes ten per cent of your unspent essence to rebuild your body. Your levels, forms and seeds are not lost.
When the Mirror Sovereign falls the story ends, but all three regions stay open. You can go back, switch between your four forms with Q, and finish the hearth.
Slimeborn rankings
Ranked on journey XP, with trophies for forms borrowed and relics recovered. Today resets at midnight IST, the week resets on Monday.
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Slimeborn — frequently asked questions
Is Slimeborn free?
Yes, free in the browser with no download and no sign-up. Your journey saves in the browser you play in, and can be exported.
What does absorbing do?
It takes a creature’s gift and lets you change into that form. Each form brings its own power, used with F, and you switch between the forms you have with Q.
Is it an open world?
It is three connected regions. Each one opens when you absorb the previous region’s guardian, and once opened you can travel back through the chronicle.
Can I move my save?
Yes — there is an export and import for the journey, so you can carry it to another browser or machine.
Is there online play?
Not on this site. What is here is the single-player adventure, and it is complete.
Does it work on a phone?
It runs, but precise dashing is much easier with a keyboard.
Why won't the guardian altar wake up?
The altar needs three relics and three absorbed echoes from the current region first. Check the objective panel for your counts, collect what is missing, then press R at the eastern altar again.
What happens when I lose all my vitality?
You wake at the sanctuary with your levels, forms and recovered relics intact. The only cost is ten per cent of the essence you were carrying.
How many forms are there?
Four: Dewkin, which you start as, then Briarheart, Emberling and Moonveil, one from each guardian. Once you have more than one, press Q to cycle through them.
Tell us what to fix
Found a bug, or think something should play differently? This goes straight to the developer — no account, no email address required.