
Screenshots

Watch trailer on Steam ↗Slag
Black Robin Games · Published by Black Robin Games
Last updated 27 Sept 2026
You are tasked with servicing Terraformer Ai cores. To do this you will have to blast your way through the automated defense system. Turn the bots you come across into slag and get what "res" you can out of them as you will need it to load out your tank with different weapon and mods systems.
Action, Indie, Strategy · More free games
In Slag, pilot a tank through relentless automated defenses while turning bots into slag to gather resources. Master strategy and firepower to survive and thrive in this intense indie shooter.
About this game
Each Terraformer complex is split up into 5 levels. On the 5th you will find yourself against the pinnacle of the core’s defenses. After slagging that, and carrying out the most delicate of repair work, you will be granted full use of the leftover core. This can be used to run powerful upgrades for your tank to help overcome the next core’s defenses.
In Slag you can change your whole tank with 3 body types - Track, Mag Ball and Hover. Then you will need to decide if you want Laser, Ballistic or Missile as your main weapon system. But wait, that is not all! You can then pick from passive or active mods to put into the mod slots for your build. These modify almost everything from armour to damage, turn rate and more!
Once you have your loadout built you will be dropped into a Terraformer complex from a bird's eye view. A dynamic camera tracking will allow you to look beyond your center of view. Start shooting and keep moving as the defense systems will be on you in no time!
Each area has its own objective. These range from Destroy, Hack and Capture. Do these to navigate your way through the complex.
If the defense systems overwhelm you and your tank gets a bit broken, you can always get another, but make sure you save enough “res” for a rebuild!
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10
- Processor: 4 core @ 3+ GHz
- Memory: 16 GB RAM
- Graphics: GTX 980 or Greater
- DirectX: Version 11
- Storage: 4 GB available space
- Additional Notes: subject to change upon development of game
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 11
- Processor: 8 Core @ 4+ Ghz
- Memory: 16 GB RAM
- Graphics: GTX 980 or Greater (4GB of onboard memory)
- DirectX: Version 11
- Storage: 8 GB available space
- Additional Notes: subject to change upon development of game
Supported Languages
*languages with full audio support
Latest news
AnnouncementsOfficial
Achievements and Progression
Greetings fellow Slaggers, Today I bring you Update 0.8, This has had a huge push towards game play polish and replay-ability. For a while now I haven't liked not been able to make the levels or playthrough's feel like your making head way to the last core. So I reworked the Tec system in 0.7 to give this a better feel. In the new Tec system the player has more agency on what to unlock as each item has an upfront costs of slag to unlock it. This should let everyone be able to grind away at the tec tree so to speak to make runs easier the more you play. But you had no extra slag to spend on the new tec you unlocked in the previous run. This is where Achievements come in, for each one Achieved it will give you a starting bonus for the next run. This can be anything for extra starting Slag, Armor or even Damage resistance. They are added as a core module and you can see what each one does in the loadout. I am hopping this will make getting deeper into the Tera-formers easier and able to get those core points for the really strong upgrades. and yes you can earn starting core point with achievements!! Also the full sound track is now in the game and a huge Thankyou to xX_ZiiD_Xx for the outstanding work he has done on that! It should randomize the 3 game-play tracks. There are also 2 boss tracks and the main menu music. All of which we are very happy with! I hope you enjoy what they bring to slag as much as we do. A lot of bugs have been squashed and much more polish has been added as well. At this stage the game is due to release at the end of next month so all going well I should have it done ..... PANINC!!! Anyways Happy Slagging !!Read full article on Community Announcements (HypoConDreAct)Patch NotesOfficial
Demo & Music Update
Greetings Slaggers! This update brings the Demo up to speed with the beta with out cheats. It also brings music that is been in the works as well some changes. We will most likely tweak the fade in and fade out speeds so if you have opinions on it let us know on the discord! 3 tracks have been added so far with more in the works! Happy Slagging!Read full article on Community Announcements (HypoConDreAct)AnnouncementsOfficial
Power Drops
Greetings Fellow Slaggers! Today I bring Power up drops!! They come in 3 forms at this stage. - Green sphere (Gives 50 hp over 1 seconds) - Orange sphere (Rate of fire +25% for 10 seconds) - Blue sphere (Move speed +25% for 10 seconds) These are using the base stat of your tank so they do not multiply each other but they can stack, this means you can get a zoomy tank with mass rapid fire. It also make the fighting a little more interesting as you tend to want to get the drops so you go chasing them over best position. they have a 1 in 10 drop rate so they should be rather common but not over saturated, they also all have the same weight as far as dropping so if you happen to see a lot of one vs the other its just RNG been RNG (RNG isn't fair). There also are a load of fixes an tweaks, and more work has been happening on the next map set. In other news currently there is an Original sound track been made for Slag you can have a listen to one of the tracks on our discord its worth a check out as I am really happy with the work that is been done! List of most changes below (I may have forgotten to note some down) -Added logic for drop items. -Added test items for system. -Added logic for speed boost. -Added logic for ROF boost. -Added logic for heal. -Added mesh for drops. -Added effects for drop. -Changed Instance mesh to be build by demand (should improve performance and shadows) -Added sound to drops. -Tweaked force pulse on World Wreaks. -Fixed spending cost and fitting to block putting on parts if you don't have the slag. -Waring for errors in Load-out now show up in the center on the screen instead of at the mouse cursor. -Added dialog to core mods to ask if you want to install. -More work on Map set 2. -Added BP_StaticActor so color and a few other tweaks can be made to them. -Changed and tweaked the capture area texture and decal. -tweaked various effects to work with drops. -small map tweaks. -Fix EMP errors on mesh, Warning AOE for NPC use -Split EMP to Playe...Read full article on Community Announcements (HypoConDreAct)Patch NotesOfficial
Patch 0.46
Patch 0.46 Greeting Fellow Slaggers, First I would like to apologize for my lack of communication over the past few months, I should have been doing more updates to what's going on. I am still chugging along with the development and have made some nice changes, mainly that the game is fully playable from start to finish with Game-pads. For a bit more transparency I am currently developing this game solo, I also have a bad back condition meaning I can only put 3-5 hrs a day into the game (I still think about it while not at the desk tho). This doesn't excuse me for being bad with communication of development though, so I will try my best to do a monthly report on what's been worked on. Now for what's changed, As I said before a lot of work with Game-pads, there are still a few case problems I'm having with the quick forward and quick back but they only lose their held down timer for some reason after you do it once (becomes instant). Map work and flush out with the addition of decals that add lines, stane and a path to give you an idea where to go. Along with some major structures to give it more feel of a massive complex that you are navigating. I have been also working on Map set 2 but wont be available till release. Some small balance changes as well, Pulse laser got a damage buff as it was too weak compared to the other options. I also bumped rocket speed up a bit to make it a bit easier to aim. Going forward, more flush out with the maps and game play. I want to add random drops that can give you a free heal or damage boost etc just to mix up the carnage a bit. Logic is mostly there for this so should be in the next patch. Also going to fix the high scores and add a viewer for these too. List of most changes below (I may have forgotten to note some down) PATCH 0.46 LOG-Added core v3 mesh and mats-Added FanVent mesh and mats-Changed Pawns and some map assets to not receive decals-Added textures and mats for Decals-set up gantry's to spawn there own decals for flo...Read full article on Community Announcements (HypoConDreAct)AnnouncementsOfficial
The Pushy One
Greetings, For this patch we are introducing a more effective conservation of momentum. So what does this mean? Basically if you are bigger than the bot you hit you should push it with regards to speed and mass (Chassis and turrets have mass but its not exposed to the player) This was somewhat working ok but I went a bit further and stopped the bots from resisting the push if they should be pushed. This really means you don't stop dead when you run into a smaller bot than you now but you do still slow down. I also have gotten a lot of Gamepad work done. This includes being able to remap the bindings completely without need to use a keyboard or mouse. Better navigation for the UI and some other bug fixes related to gamepad. The fit save system has had a polish pass, now when you load a fit the name will be entered into the name field. Same names will be asked if you want to replace the fit now too. A few more fixes here and there as well. From here on I am mainly working on boss mechanics and new maps and assets to make those maps not feel empty so i hope to have something new out at the start of June (New maps won't be out till release) List of changes below. -Added in logic for movement bump for momentum conservation. -force player always be the bumper meaning it should push bots if it can. (acc is not taken into account at this stage) -Added in a way for the player to push bots, end up using a method of using last input + hit velocity clamped by max speed. this lets the player push small objects around but not the bigger ones a little janky but works well (need to test it on a slower machine though) -Added outline to heads-up Hud elements -Tweaked colors and vibrance of Heads Up elements -Remade Lock-on circle to be thinner and have blend in and out -Fixed issue with boss not waking up correctly -Added logic for push to not include units that don't move -fixed reload on rocket turret to show the reloaded ammo number at the end of the reload cycle. -Fixed an issue ...Read full article on Community Announcements (HypoConDreAct)






