Pollito Slayer

Game
new_releases New — just published

Bossrush brawler: kick your way through 4 sea mammal bosses. Chain spins and parries to top the leaderboard.

Del Bueno Games updated 2d ago 70 MB engine 29
thumb_up 18 open_in_new View on sbox.game
AI disclosure: the base music track was made with generative AI and then reworked into a loop by a music producer. All art and sound effects were made by our team. 

Known Crash related to OBS happens even if you are on latest version of OBS
The crash is a known s&box + OBS issue, not the game: OBS installs a Vulkan capture layer that
breaks s&box at startup, even with OBS closed. Updating OBS usually fixes it. If it doesn't, set
the environment variable DISABLE_VULKAN_OBS_CAPTURE=1 and try again.

A little story...

 A long time ago, the land was ruled by the champion of champions: the T-Rex.
The mammals challenged it, lost, and were exiled to the sea in shame. For millions of years they trained beneath the waves, waiting for their chance.
That chance is now. The mammals are back. The T-Rex is not.
But its great-great-great-(…)-grandchild is. It's small, fluffy, and has boxing gloves tied to its feet.
The rematch begins. 

Features

4 Bosses 

  • Retriever Seal: the friendliest opponent you'll ever face. 
  • Queen Mermati: calm and graceful until the singing starts.
  • Officer Javier Miguel:  he's the law here, and you're under arrest. 
  • Orca Nostra: the boss of them all. She'll make you an offer you can't kick.

Tempo

Keep your tempo by hitting the boss constantly to maximize you damage and speed.
Tempo vid.mp4 11.65 MB

Risen Phase

Knock a boss down and it gets back up angrier. Every boss has a second phase.
Risen vid.mp4 14.58 MB

Score Multiplier

Your score depends on how well you fight. Land the 4th hit of your combo to send the chick into a spin kick, or pull off a parry, and your multiplier goes up.
combo vid.mp4 10.75 MB

Leaderboard

Chain spins and parries, stack your multiplier and climb the leaderboard.
leaderboard.jpg 23.33 KB

🐣 Extra Life

Knocked out isn't game over. Spin your mouse in the direction shown on screen to get back on your feet as many times as you can keep up.

Unlockables

Beat the game once to unlock two new visual modes: 
  • Primitive Mode: play with the primitive models we started the jam with.
  • Pastel Mode: the whole arena in soft pastel colors.

40,000+ Sardines

 A school of more than 40,000 sardines took advantage of the chaos and swims around the arena, watching every punch. 

🎨 Art & Sound 

  • Cute art style.
  • All animal sound effects recorded by us.


 Behind the scenes

  47.246 + sardines on screen with no frame drops, thanks to some black magic from our programmer. 
 Remember who you are. The T-Rex has tiny arms. That's why we fight with our feet.
tamañaos.png 36.99 KB
Size comparison: from a tiny chick to a very big problem. 
From concept to 3D (yes, the seashell bra was necessary)
 One of our first renders. From cute little chick to an angrier cute little chick
show_chart Player History
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48
Total Users
96
Total Sessions
18.0 hours
Total Playtime

Global Statistics

143.5M
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Positive Negative
info
How this works: This chart tracks all anonymous thumbs up/down votes, not just the written reviews below. Playtime is permanently recorded at the exact moment the user casts their vote. Data is exactly as returned by the Facepunch API.
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4.3h - 8.5h
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1
8.5h - 17.1h
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2
34.1h - 68.3h
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0 recorded entries
Rank Player Score Recorded
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Package ID: dbg.pollito_slayer
Created: 2026-09-25 03:33 UTC
Updated: 2026-09-28 03:24 UTC
Type: game
Public: Yes
Version: 398053
files: 510
Size: 70.5 MB
Engine Version: 29
Asset Version ID: 398053
Version Created: 2026-09-28 03:24 UTC
Hash: 1790565865
Manifest: Open manifest
Multiplayer: Unknown
Versus: Unknown
Co-op: Unknown

settings Engine & Multiplayer Configuration

Player Count: 1 Players
Tick Rate: 50 Hz
Network Type: Singleplayer
Startup Scene: scenes/main.scene
Map Select: Unrestricted
new_releases Latest Update Sep 28, 2026
0.4.1 – On Your Record
On Your Record Sep 28, 2026
Added
  • Hit banner - it used to tint the whole screen to say one word, and it covered the very thing you needed to watch. The word now sits up in the corner under the score, with its band and its underline. Same colours as before: gold for what you can block, blood for what you cannot.
Fixed
  • Achievements on your profile - the eight achievements were earned in the game and never reached your sbox.game profile. Last update said you could earn them, and you could - they just did not stick anywhere you could see them afterwards. Now each one you earn is registered on your record, with its score.
Known Issues
  • Parry - nothing tells you when to press yet. That is next.
Earned Sep 27, 2026
Improved
  • Hit stop - a hit now slows the world down instead of freezing it.
Fixed
  • Achievements - you can earn them now. Before, not a single one could be earned: the counters for bosses beaten stayed at zero no matter how many bosses you beat. All eight are earned by playing.
  • Boss achievements - Bad Dog, Siren's Call, Not On The List and Sleep With The Fishes, one for each boss you bring down.
  • Winning clean - Whole Chicken for winning without dying once, and Not A Scratch for winning without losing any health.
  • Falling - Remember Who You Are the first time the chicken falls, whether or not you get it back up, and Tis But A Scratch for falling four times in one game.
  • Sardines - no longer skate when they walk. Each little hop dragged the foot almost a whole body length; now it is a fifth of one.
Known Issues
  • Parry - nothing tells you when to press yet. That is next.
Starts Clean Sep 27, 2026
Improved
  • Boxing bell - 8 dB quieter, and now it sits under the music. It rings at the start of every round, when a boss gets back up, on every unlock and on the win, and a player's review said it was too loud. It was. Everything else is 2 dB quieter too, evenly.
  • Loading - the game no longer does all its warm-up work in one frame. Everything that has to be prepared before the first punch is now spread out, a little per frame, so the hitch you could feel while the title was up is gone. Nothing about the fight changed; it just gets there more smoothly.
Fixed
  • Startup crash on some machines - the game could fail to start, with nothing on screen and no message. Two systems were being created in whatever order the engine felt like, and one of them needed the other to already exist; when the order came out wrong, it took the whole startup down. It does not depend on order any more. If the game never opened for you, try it again.
Known Issues
  • OBS capture layer closes the game, even on the latest OBS - this is a known s&box + OBS issue, not a bug in the game, and it happens even if your OBS is up to date and closed. OBS installs a Vulkan capture layer on the system, and that layer loads into s&box whether you are recording or not; when it misbehaves, the game shuts down at startup. Updating OBS usually fixes it. If it doesn't, set the environment variable DISABLE_VULKAN_OBS_CAPTURE=1 and try again. If you want to check it yourself, the crash report s&box collects names graphics-hook64.dll, which is that layer's hook. It took down my own editor too, while OBS was updating in the background.
A parry is not a block Sep 26, 2026
Added
  • Dash - now speeds up with you. It ran at a fixed speed while your walk got faster with the score, so dodging was worth less and less exactly when the fight got quicker: five times faster than walking at the bottom of the ladder, three times at the top. It is five times faster at every tier now.
  • Dash cooldown - shortens as the fight speeds up. Half a second of waiting costs more and more as everything else accelerates, so the dash came out less often the faster you were going. It goes from 0.55s down to 0.23s at the top tier.
  • Risen mode - the dash is almost instant. Risen asks for a live combo, not a high score, and you enter the final round without one, so it gets its own rule instead of riding the score ladder.
  • Parry - the last entry listed it as a known issue and said it was the next thing we'd fix. It was. It shook the screen with the exact same numbers as an ordinary block; the shake is its own now, harder and shorter. A short hard knock reads as something you did; a long rumble reads as something that happened to you.
  • Parry - no longer pushes you back. A block absorbs and gives ground; a parry deflects and the chicken stays exactly where it was. Standing still is the chicken taking itself seriously.
  • Parry sparks - a parry throws its own sparks now. It never had any: it borrowed stand-in numbers that happened to be exactly the block's, so the two drew the same thing. A block is now a fan that opens, many small sparks scattering; a parry is a dry point, a few big fast ones in a tight cone, all at once.
Fixed
  • Orca Nostra's circle - the known issue from 0.3.0 is fixed: it no longer follows you while it charges. It was unblockable and it tracked you the whole way down, so moving didn't save you either: the only fight in the game with no answer at all. It now picks its spot when the wind-up starts and lands there. Measured: with the chicken walking three hundred units away during the wind-up, the hit used to land where the chicken ended, and now it lands where the chicken was. Aiming at you is still what Orca Nostra does. It just stopped chasing.
  • Between bosses - the sardine school's breather between one boss and the next now lasts until the camera comes back to you, instead of ending while it may still be looking elsewhere.
Known Issues
  • Parry - nothing tells you when to press yet. That is next.
They have names now Sep 26, 2026
Added
  • Names - meet the Retriever Seal, Queen Mermati, Officer Javier Miguel and Orca Nostra. For thirteen rounds their name tags read Foca, Manati, Lobo marino and Orca, which is what a zoo calls them, in Spanish.
  • Knockback - every enemy attack now pushes you. Before, most of them only hurt. Officer Javier Miguel's tackle has opinions about where you should be standing, and it is off the ring.
Improved
  • Combo - takes 20% less time from the first kick to the last spin.
  • Dash - covers twice the distance. It was a step; now it gets you out.
  • Charged punch - 65 to 81 damage. Once the combo got faster, mashing paid better than charging, and the charged punch is the big, still bet of someone who won't dance. It should pay like one.
  • Top speed - at the top of the score ladder the whole fight ran at triple speed. It is 2.4 now: still fast, but you can see what is hitting you.
  • Queen Mermati - now keeps you at more than twice the distance, 130 instead of 60. She plants herself far away and sings from there. Getting close to her is now the fight. Try it and tell us.
  • Queen Mermati - sings sooner and over a smaller area, and gets back up with more health. Less time to leave, less distance to cover.
  • Retriever Seal - its pounce reaches twice as far, starts from closer, and is now its favourite move by a wide margin. It is, after all, a retriever. It also slides twice as far when you hit it, and gets back up in half the time.
  • Orca Nostra - no longer gets knocked back when you hit her at all. Same update, same number, opposite ends: the seal skids and the orca is nailed to the floor. You will notice.
  • Thinking - Queen Mermati, Officer Javier Miguel and Orca Nostra decide what to do next a fifth to a quarter faster.
  • Big attacks - the bosses pick them about twice as often, and they come back sooner: the tackle, the breach, the torpedo and Queen Mermati's wave wait a third to a half less between uses.
  • Orca Nostra's torpedo - you used to see it coming from across the ring. It now comes twice as often, and it no longer needs the distance: it can start right on top of you. That is not a bug. It is Orca Nostra. The same goes for Officer Javier Miguel's tackle.
Known Issues
  • Parry - still dull. It shakes the screen exactly like an ordinary block and has no effect of its own. The game pays you double points for the hardest read it asks of you and then tells you about it like you did nothing. It is the next thing we fix.
  • Orca Nostra's circle - follows you while it charges, so moving doesn't save you. It is unblockable and now effectively undodgeable, and this update made it worse by making it come out more often. If it caught you in the final round, that was not you playing badly.
Heard, seen, dodged Sep 26, 2026
Added
  • Stagger - a staggered boss makes the ground shake under it for as long as the stagger lasts. That is your window to punish it, and now you can see it.
Improved
  • Parry sound - a short frying-pan hit. The parry on a red attack, the hardest read in the game, used to sound lower and duller than the one on a gold attack, and both cut off mid-ring. Now the red one is the hit as it is and the gold one sits three semitones lower, so the harder read sounds sharper. The tail stops at 0.22s so no metallic note is left hanging.
  • Sardine jump - you can dodge it now. From take-off to landing it took 0.41s; reacting takes about a quarter of a second and the dash needs 0.18 more to get you out, so it asked for 0.43. It now takes 0.46. The warning before the jump starts exactly where it did. The jump also flies slower, 217 units per second instead of 242, so you can actually see the arc.
  • Score and fight text - the score is bigger, and PARRY, HIT, the boss's name and its health read clearly over the sand and the sea.
Fixed
  • Returning bosses - bosses coming back from the sea no longer show up floating, a little higher every time.
  • Spin - in the last hit of the combo, only the glove that actually hits leaves a trail.
Known Issues
  • Parry - nothing tells you when to press yet. That is next.
The sea answers Sep 25, 2026
Added
  • Risen mode – the final round now offers it and you turn it on. Finish the game and it's yours for every round, with a key to toggle it
  • The stands empty out – the crowd leaves during the final round
  • Hand-animated punches – the hook, the straight, the charged punch and the combo are animated by hand now
  • Names – meet the Retriever Seal, Queen Mermati, Officer Javier Miguel and Orca Nostra. For thirteen rounds they were just Foca, Manati, Lobo marino and Orca
  • Knockback – every enemy attack now pushes you. Before, most of them only hurt
Improved
  • Framerate – the game ran at 36 FPS from round 5 onward, on every PC. The sea is now read once per frame instead of ~46,000 times: 29.3 ms per frame down to 18.6
  • Guarding – no longer freezes the game on every hit. Getting hit freezes half as long; the parry still freezes longest
  • Sardine jump – ring sardines leap to where you were standing and land there. They don't steer in the air, so moving makes them miss
  • Standing still – punching in place no longer swats every sardine mid-jump
  • Combo – takes 20% less time from the first kick to the last spin
  • Dash – covers twice the distance. It was a step; now it gets you out
  • Charged punch – 65 to 81 damage. The big, still bet should pay like one
  • Sardine school – opens with 164,500 instead of 282,000, since only bosses from the last lap add to it now
Fixed
  • Between bosses – the sardine school no longer bites in the gap between one boss dying and the next one landing
  • Rounds 9–12 – bosses that arrive already risen had 41% of a normal fight's health. They now come with all of it, fought in their aggressive phase
  • Queen Mermati – keeps you at more than twice the distance (60 to 130) and sings from there. Getting close to her is now the fight. Try it and tell us
  • Queen Mermati – sings sooner over a smaller area, and gets back up with more health
  • Retriever Seal – her pounce reaches twice as far and is now her favourite move. She also slides twice as far when hit and gets back up in half the time
  • Orca Nostra – no longer gets knocked back by your hits at all
  • Thinking – Queen Mermati, Officer Javier Miguel and Orca Nostra decide their next move a fifth to a quarter faster
  • Special attacks – bosses pick them about twice as often
  • Orca Nostra's torpedo – comes twice as often and can start right on top of you. Not a bug. It's Orca Nostra. Same goes for Officer Javier Miguel's tackle
  • Chicken under the school – the outline that shows the chicken when it's covered now lights up for sardines
  • Camera – no longer clips into a boss that falls close to it (the orca mostly just vanished)
  • Control hints – now show their keys. They never did, for anyone
Removed
  • Sardine counter – gone from the HUD
Known Issues
  • Parry - feels dull: it shakes the screen like a normal block and has no effect of its own. Next on the list
  • Risen entrance – a boss that arrives risen gets literally risen from the floor
Thirteen Rounds and One More Sep 24, 2026
Added
  • Full run – the game can be finished start to end: 13 rounds, four bosses that come back risen near the end, and a bonus round against the sardine school
  • Final round – the school stacks up and speeds up over time, the camera pulls out to show the whole ring, and a banner shows your progress
  • Risen mode – beat the game to unlock it: the chick runs much faster and takes double damage, and it lasts while your combo stays up
Improved
  • Repeat bosses – bosses that come back re-emerge, reset their pose and AI, and in rounds 9–12 spawn already risen
  • Sardine school – no longer bites or charges while a boss is entering or while you're reviving
Fixed
  • Bonus round – could never be won, the end banner never showed up
  • Round 1 – no longer crashes
  • Timer – the match no longer starts with the clock stopped
  • Fence – showed up as a pink and black checkerboard in the published game; it now uses its own wood texture
  • Revive arrow – the arrow around the mouse was missing in the published game, so players didn't know how to revive
  • Arena – the sand's roughness texture now ships with the game
Removed
  • Third-party packages – the game no longer depends on any external package
Known Issues
  • The sardine school can still hit you in the short gap between one boss dying and the next one landing
  • Bosses in rounds 9–12 have much less health than earlier fights, so the last rounds are the easiest
  • Risen mode only unlocks after finishing the game, so most first-time players never see it
  • Control hints (MOVE, STRIKE, GUARD, DODGE) show an empty box instead of the key
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