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Hello slicers! ːPjudgeː
First of all, today marks 2 months since release! Thank you so much for all the support so far. ːPtongueː
To celebrate, I just released Community Items: ːPgunː
5 Trading Cards ːPpeakː
5 Badges ːPyandereː
9 Emojis ːorbieblushː
3 Backgrounds ːPfeetː
I know some of you really like community items, so enjoy! ːPthisː
P-lushie petition is now live!!!! Let's make this happen, bois!
We need at least 200 pledges to become real. Do it for her, please? 🥺
https://www.makeship.com/petitions/motorslice-p-lushie
By popular demand, I am partnering with Makeship to make a plushie of our favorite tomboy, Slicer P! Also, it's been almost a month since release, and I am really amazed by the reception! Thank you so much for over 4k reviews!
Hello slicers!
I've been working on this update non-stop since last patch. Thanks everyone who tried the beta version and helped me with this update, you guys are the best!
The most obvious tweaks are the wall running/climbing angle detection, air control, the ability to hang on ledges and motorslice swap improvements. Besides that, tons of tweaks and bug fixes.
If you had trouble with something in the game, I invite you to give it a try once again, and see if it improves the game feel... and if it does feel better, please consider updating your review!
And remember, you can always opt to play the previous version:
Go to your Steam library > right click > Properties > Game versions & Betas > Select "previousbuild"
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Is important to note that the focus was not to change anything, just tweak the gameplay a bit based on feedback from release. Don't expect any drastic changes.
The game always had a strong vision, to evoke a certain feel from oldschool parkour games. You are supposed to commit to your jumps, and plan your movements.
About the so called "fan service": they were made to be a tonal shift, often goofy, and was a deliberate choice to be a contrast with the world in which P find herself. If you pay attention to the lore and storytelling, there's more than meets the eyes through these casual talks, so embrace the premise and enjoy the game's nature!
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Anyways, here's the full patch note:
Removed the small force when walking off a ledge
MotorSlice angle detections adjustment
MotorSlice swap tweaks, and it is now faster
Reduce the slow motion on motorslice swap
Jump Arc tweak to make it feel less “floaty”
Increased jump forward momentum, and it also affected by your movement input
Jump has input dampening now
Increased air control a bit and tweaked values to feel less “clunky”
Tweaks on wall run angle detection
Reduced the rotation drag movement, to feel sharper
Reduced the magnetism strength and adjusted how magnetism works
Reduced drag when walking off a wall run
Tweaked wall run jump angle control
Tweaked crack jump values to reduce missinput
Added visual feedback on saw projectile
Slightly increases control when rolling/sliding
Removed holding jump (input buffering) while climbing
Added ‘hold restart’ prompt when falling to your death
Added missing tutorials on some specific spots
Speedup crack walking change direciton animations
Tons of tweaks across the game to feel better
Introducing:
Wall Grab when sliding or rolling - press up/jump to climb / crouch to fall / down+jump to jump backwards
Motorslice down when holding down while slicing vertical
Bugs fixed:
Bug where Rollers would sometimes fall through the floor
Walking on cracks in some rare situations got stuck
Lock-on on bosses sometimes failed
Enemies becoming “dead” and not pursuing P anymore
Boss 5 parry window bug
Softlocks and easy skips
Tweaks on levels (no level design changes)
Chapter 8 bugs, softlocks and skips
Orb drones with a strong flashlight on some occasions blinding the player
Fall damage on steep surface
boss 6 fall damage problem
Fall damage deactivated problem
Typos
Slicing bug where make you go inside wall
Orb drone achievement in case of save corruption or save transfer
Fixes on small issues across the game that is too specific to even mention
Now I can finally take a break! Phew! Edit (6/6/2026): Pushed a hotfix fixing some problems with wall grab, localization missing in some lines, and Retry only appearing once when falling to your death
Hello slicers! I've been working non-stop on tweaking the gameplay since the last patch.
I now have a version that's intended to deal with the main criticisms of the game in the negative feedback, and improve the game feel.
But before I turn this into the default version of the game, I want to know if I am on the right direction!
So I invite you, particularly those who had any trouble with something, and especially the ones who made a negative review, to try this beta version through this week (May 26 - June 1) and let me know what you think.
Do the changes improve your experience with the game? Does it feel better? I want to know all your thoughts, so please try and don't hold back.
To access this beta, do the following:
Go to your Steam library > right click > Properties > Game versions & Betas > Select "betatest"
The most obvious tweaks were wall running/climbing angle detection, air control, and motorslice swap improvements.
Please share your thoughts on this thread, or create a steam forum post, or join my Discord server!
You can check the pre-update patch notes with everything:
Removed the small force when walking off a ledge. You fall almost instantly now
MotorSlice angle adjust
MotorSlice swap tweaks, and it is now faster
Jump Arc tweak to make it feel less “floaty”
Increased jump forward momentum, and you can control the Forward jump momentum by holding movement input
Jump has input dampening now
Increased air control and tweak values to feel less “clunky”
Tweaks on wall run angle detection
Reduced the rotation drag movement, to feel sharper
Reduced the magnetism strength
Adjusted how magnetism works
Reduced drag when walking off a wall run
Tweaked wall run jump angle control
Tweaked crack jump values to reduce missinput
Added visual feedback on saw projectile
Jump distance is also determined by the movement input, not only holding jump and velocity
Increase control when rolling/sliding
Removed holding jump (input buffering) while climbing
Added ‘hold restart’ prompt when falling to your death
Added missing tutorials on some specific spots
Speedup crack walking change direciton animations
Overall tweaks to feel better
Introducing:
Wall Grab when sliding or rolling - press up/jump to climb / crouch to fall / down+jump to jump backwards
Motorslice down when holding down while slicing vertical
Hello everyone! First of all, thank you for 3k reviews! This is beyond amazing! Thanks to all of you, the game is a massive success! Anyway, this update was focused on bug fixes from the release. No changes was made on gameplay.
Next update it will be focused on tweaking gameplay from feedback! Stay with me, I am just a guy, but I'm doing my best!
Here's the full patch note:
Screenshot being stored in a weird folder
VR mode during IDLE animations
Missing Drone on Chapter select in Chapter 8 (on the great slice area)
Camera conflict on Operator G sequence and BootUp bug on Operator G sequence
FPS limit resetting when changing resolution
Some checkpoints makes you float briefly
Disabled camera bump while on vr mode
Disabled IDLE animations while holding the chainsaw
A bug preventing you from touching P during selfie mode in some specific locations
Collision problem in tutorial area on first motor dialogue
Prevent hitting orbie when physics object or motorslice was nearby
Slice getting stuck on framerates above 120fps
Fix getting stuck on some actions
Roller falling through the ground
No fall damage after boss 4
Avoid getting inside geometry on specific locations while platforming on a hack cube
Bug getting stuck rotation on pillars
Roller first appearance not respawning after dying
Bug making an arena border not count enemies properly
'ooooooi' bug when stepping on camera
Some occasions making you land, when you were supposed to die
Tentacles not cutting sometimes
Wall run getting stuck on small objects along the way, resulting in death
Some typos
Minor bugs while on chainsaw hold mode
Some softlocks across the game
Boss 08 not having the hack icon appear sometimes
Reduced the chance of killing the wrong enemy whilst doing charged attack
Bug making you teleport when charging attack
Small tweaks on levels (no changes on level design)
Sometimes landing on grinder doesn’t kill you
Increased the boundaries of chapter 5
Overall tweaks on boss parry
Slicing sometimes nullify your death
Blinking issue on parry tutorial
Tweaked hit box on dialogue choice buttons
An easy skip on boss 6
A very easy skip on chapter 7 entrance - it might be surprising, but i overlooked this one lol
Boss 4 event killing player (related to poor performance)
A bug when landing making P double land and jumping feels weird
Increased the parry window for the boss 3 drill
Cursor on slacking scenes resetting position every time
Getting stuck on some slice segments and checkpoint adjust on boss 7
A bug making you parry boss 7 at the wrong moment
Trash objects floating on potato mode
Orbie broken lens while in P’s POV during final cutscene
Adjusted condition for boss 8 getting back into the fight after a parry
A very rare case of wall running into nothing
3 checkpoints making you respawn on title screen
Orb drones not respawning after recovering from getting hit
Overall minor adjustments across the game
If you would like to play the previous version of the game - there are no gameplay changes in this update, but we still want to provide the option for you to do so - go to the Steam properties for the game, game versions & betas tab, and select the option called "previousbuild"
Hopefully this fixes the issues that some of you have been reporting! If you find some bugs or that things still do not work as intended, please post about it here or join the Discord to make a bug report!
After this, I will also think about future updates for the game... stay tuned on that and I will be sure to let you know what's coming...
Hello, in the past few days I've been working to fix the two major problems of the release, they should be fixed now.
A rare save corruption problem when force quitting during save or loading
A teleportation bug when going out of bounds, making you respawn on a completely different checkpoint
I also addressed a small issue for streamers with the display name ingame.
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The next patch will be focused on overall bug fixes, and after that, some gameplay tweaks from feedback.
And thanks again for all support! Stay slicing!
edit: Uploaded a hotfix for this update. Fixing the menu getting stuck
HELLO SLICERS!!!
1000 reviews in just over 3 days. And within just a few hours of launch the game recouped its investment! As a tiny team of 2, it was a huge success, and this is only because of all of YOU. The true gamers!
I have been reading your comments, reviews, discussion, feedback... I will do my best to fix the issues you are having, with priority starting with the major bugs.
I see that in some rare cases, it was possible to corrupt your save data and then the game would load you into a weird room, and also that respawning would sometimes teleport you all over the place at checkpoints. I have been working on these for the past few days and a fix should go live really soon. If you were unfortunate enough to get a corrupted save, check this thread:
https://steamcommunity.com/app/2830030/discussions/0/844005195821201602/
After that, I will look at bugs and improve the gameplay from feedback... and then maybe plans beyond that 👀 Who knows?
Btw, if you liked the game and want to show your support, then please consider making a review on Steam! It's the best thing you can do to help the game!
WE. MOTOR. SLICE. IT.
ENJOY!
And if you enjoy, be sure to leave a review! It helps us a lot! - A few words from the main dev, Luqui, while you wait the download: I can't believe... The day has finally come. I would be lying if I say I am not nervous! I put a bit over 3 years to this project, across development, marketing and community management, it took a lot from me... The game got a bit delayed because of all of this and the great enthusiasm, but it is finally out. And I can't believe it!
I hope you enjoy the game. It was made with so much love. For Prince of Persia fans that got tired of waiting for a new entry. For Mirror's Edge fans who wants a world with a striking atmosphere. For Shadow of the Colossus fans who have been wanting to scratch that itch for 20 years. For Nier fans who wants a hot girl killing robots... I really hope you enjoy!!!
If you have any problems during your playthrough, please report here on Steam or on my server... But please be patient, since I am just a guy doing my best to fix everything and make it a nice experience for everyone interested on P's daily job!
Thank you, really.
That's it, go play IMMEDIATELY!
IN JUST 4 DAYS, ON MAY 5TH - WE WILL BE SLICING ALL THE MOTORS! MotorSlice will launch at around the equivalent of 7am PDT / 10am EDT / 3pm BST / 4pm CEST / 10pm CST / 11pm JST - find your timezone!
If you enjoy the game once it's out, please consider leaving a review - that's how you can help the game!
Thank you all who followed me on this journey. All the attention I've got was beyond my wildest dreams. We are all ORBIE, goofying around and chilling, with some of you even taking these videos too serious. I had fun, and I hope you too!
I wanted to express my appreciation for you all, with one final devlog looking at the game.
For those of you who missed, the game will be $20usd and have regional pricing
See you on May 5th! Failure is forbidden.
Hello, it's finally time.
Motorslice will release May 5, 2026!
It's been a long journey, but the release date is finally here! If you want to help the game, please share this with all your friends! And for everybody around the world, don't worry, the game will have regional pricing!
Also, a demo update is available. There's no difference content-wise, just with all the polish and optimization improvements made from the past few months of work on the game! If you had any problem with something before, I strongly recommend checking this!
See you in 2 weeks!
Sup bros! This post is about 2 things:
MotorSlice will launch in May 2026
Second piece of information might not be that interesting for people here on Gabe temple, but the game is coming to PS5 & Xbox Series X|S day one.
Also a new trailer about all this stuff:
I've been wanting to reveal this one for a while now. Heh, it's happening isn't?
One last thing: IGN is doing a special coverage about the game, with a gameplay from Chapter 3 & Mecha Boss, narrated by Kira Buckland herself (P voice actress). If you don't want spoilers, you better stay away from this video lol.
Specific date will be revealed when we are closer to the release date, but we are not that far away!
Join Discord or play the demo again or something in the meantime.
YO!
It's been a while but DON'T WORRY. I've been working on the game every day, improving existing mechanics, fixing bugs, and... finishing the content. Heh. We are still working SUPER HARD, doing playtests, optimisation, squashing bugs that appear so you guys can all get the best experience you deserve on release. Thanks for being patient. It'll be worth it, TRUST THE PROCESS.
So you might be wondering how far has the work come and how finished is the content - well, it's come along far enough that now we have an idea of a window for when the game can release!
Nothing better to celebrate coming this far, and to spread the word about the timeframe where you can expect to see MotorSlice launch than with a new peek at the game. Enjoy the new trailer!
See you this spring. Failure is forbidden.
MotorSlice is one of the top 50 most played demo at the October Steam Next Fest! As a tiny indie, this is WILD.
Unbelievable! Thank you so much for everyone who made made this possible! UNLIMITED POWER
But with so many people playing with P, some weird bugs also appear, so I'm releasing a small patch, mostly bug fixes:
A bug making the CONTINUE button enabled when there’s no save created, making you start the game on a blank level. I was only aware of this 2 days ago, and I apologize anyone who got this problem. Really frustrating.
A bug preventing the combat arena wall to deactivate
Added lock-on on the boss
Jump distance is now by how long you hold the jump and by speed
You don't loose speed when motorslicing
Reduced some camera movements when you disable camera bob
Fix some minor bugs
Tweaks on the the gameplay magnetism
The demo will stay here, so don't worry. Also I don't plan on keep updating the demo from now on, and just focus on finishing the game! While I don't have a release window yet, the game is almost done!
STAY WITH ME
I READ EVERY SINGLE FEEDBACK SPREAD ON THE INTERNET.
First of all, THANK YOU for playing! Look how happy she is to see how many people played the demo:
ANYWAY, most issues seems related with auto input and lack of control, so I focused on improving game feel in the last few days!
Basically:
Balancing enemies and giving more options in combat
Giving more control on parkour
Speeding up gameplay
Added Lock-on system
Changed how Dash Roll works
Press zoom while in combat and it will lock-on the closest enemy
Use the camera axis while on lock-on mode to change target
You will dash roll when close to an enemy or in lock-on mode
Dash roll now works on the direction of the input, not right/left relative to the enemy position as before
QoL tweaks around the dash roll
Most frustration from combat seems related to the second encounter (After the ‘Easy Job’ Slacking Area) - So I made some adjustments on the level design in there. The experience should be smoother now and give more time for reaction.
Removed magnetism in combat
Changed the feedback for the parry window on the excavator enemy. The attack has a bigger window for reaction, and the icon appears at the beginning, not in the entirety of the attack as before. Also changed the icon color from white to black to be more noticeable
Removed dash frames teleportation while attacking
You can no longer spam slide attack
Red eyes feedback for when an enemy detects you is bigger
An indicator when an enemy is attacking you outside the camera view
Attacking while running kill less momentum
Enemies are a bit more aggressive and faster, but has more consistency on their attacks
Tweaks on the camera auto adjustment during combat
Directional wall jump. You have more control on what angle you can wall jump now.
You can side eject now, and can control the direction of the side eject jump
Camera auto rotating while doing a vertical wall jumping only happens when there’s a platform close by
P jump length is smaller depending on how long you’ve been holding input
Made some tweaks on the jump speed and curvature
Removed the animation of horizontal wall run and Increased the speed of vertical wall jump
Reduced input denial on start of a wall jump
Increased air control. It’s more noticeable now. You still have to be careful before jumping
Increased the speed on the parkour animations
You can always cancel a jump now
Wall run doesn’t trigger anymore when falling without jumping
Wall Run only start if you keep holding movement input
Wall run auto cancel if not holding input or if you press backward
Tweaks on the camera while wall running
Made some tweaks on the wall run angle detection
Starting motorslice keeps more momentum
Reduced the distance you can start motorslice
Tweaks on the motorslice mechanic
You can vertical motorslice down if you start the action holding input down. Requires precise input
Removed camera auto adjusting while walking
Reduced camera movement when parrying
Reduced some camera shake effects while in combat
Overall tweaks on gameplay camera movements
Rolling does not automatic enters on slide anymore (you need to keep holding crouch button now)
Removed auto jump when rolling/sliding when walking off a ledge
You can now gain a boost when roll landing - useful for those who want to sprint
Reduced the minimum amount of time P keeps sliding
Both air crouch and land roll are now relative to the input, not camera
Crouching while falling makes you fall faster instead of a small boost as before
Drastically reduced the time required to reach max speed (15s -> 5s) - and also improved the curve speed to be more noticeable
P is faster now
In detriment of the reduced time for running, I reduced the volume of her cute panting breaths.
Zoom while running reduced
Increased the fov while running a little bit
Removed black bars while running
Overall tweaks on the movement system
Changed the ‘retry’ button on the gamepad to the ‘view button’ (Special Left Button/Select) - Some people was accidentally pressing without realizing
A few changes on the level design
More checkpoints on some areas to make it less frustrating
You can get out of a pillar by pressing crouch now
Tweaked animation speed across the entire game
Truck-kun a bit more difficulty
Hint menu can go back and forth
When P gets covered in oil or dirt, it will remove by walking, not over time
End Demo video after quitting the game will only play once
Added the amount of Orbs available on the demo on the end screen
Added AA method: None
Added new graphic option: Resolution Scale
Completely removed motion blur
You can give the retry command while following to your death, but it will count as a death regardless
Orb Drones can be used as a sacrifice in combat, and P can shield an attack and don’t die instantly. They will reset their position, so keep this in mind!
Collected orbs resetting when pressing continue button
A condition where the camera would adjust for no reason while jumping
A condition that makes Orb Drones reset position when hit
Chainsaw keeping on the hands after doing a motorslice
P getting stuck when holding jump or jumping while motorslicing
Camera problems with low frame rate
Key rebind not saving
Glitching through wall while rolling
Getting stuck after making a choice on slacking areas
Getting stuck while walking on crack corners
FPS limit resetting after changing graphic option
Fell through the floor when parrying truck-kun
Parkour spam jump
Music getting out of sync
Chainsaw moving in the main menu
Start screen camera bug
A bug preventing maps to load properly
Dozens of bug fixes and several tweaks on the gameplay
I disabled attack variation on the small excavator enemy and forgot to enable :p
phew! That's a lot! You guys made me quite busy since the demo release. But enjoy!
Play through Chapter 01 'CITY' - (8 total in the full game)
Fight against an epic colossal boss fight - (8 total in the full game)
4 fully voiced story segments aka slacking areas - (+30 in the full game)
Full parkour movement system
Not all systems are available, such as the selfie mode and other interactions with Orbie
The beginning of the game (Chapter 0) is not available
Only one enemy type available
Estimated playtime: 30 minutes ~ 1 hour
Demo September 23
That's it. That's the news. See you next week.
Say hi to the Mecha Boss! A formidable foe you will face while playing MotorSlice!
Check the trailer premiered at the Mix Summer Game Showcase 2025, where I share a sneak peek of P climbing and slicing down this massive opponent!
If you haven't yet, check my Youtube Channel! I drop some peak game update from time to time in there! - Also, this sounds like a good opportunity to say that MotorSlice will not have a demo on the upcoming Steam Next Fest. I decided to hold back the demo to have a more polished game experience. Trust me, It will be worth it!
Until next game, hopefully with exciting news!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for MOTORSLICE, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main MOTORSLICE statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.