Absorption and evolution

Absorption is the main way a Slotbound army gets stronger. The official store text is blunt: weaker units are sacrificed to feed the strong, and “branching class choices” change the run. This page stays with mechanics. Named promotion targets live on units and evolution.

What official sources confirm

How players describe the action (verify in 1.0)

A widely quoted Steam discussion from the demo period (July 2026) describes this procedure. Confirm it in the current build before you treat it as a tutorial:

  1. Turn Absorb Mode on (A key, and/or a cloak icon whose eyes glow when absorb is armed — [verify in-game]).
  2. Drag a source unit onto a target unit.
  3. A prompt appears. Players said you then choose whether to give the target the source unit’s skill, or to take a stronger absorb that contributes more to leveling / class progress. You can cancel if you grabbed the wrong pair.
  4. With Absorb Mode off, the same drag only repositions units.

That “skill versus more absorb XP” choice is [verify in-game] for 1.0. Do not assume every patch still offers the same two buttons.

Players also reported that you can sometimes start a wave with extra unabsorbed units still on the field, past the usual cap, and that hidden units sitting behind others can make the board look emptier than it is.

Practical rules that usually hold

These are play patterns, not patched patch notes:

Absorb LV, stars, and awakening

Absorb LV is an official numeric track on a unit. What it grants per point — raw stats, skill ranks, or promotion eligibility — is [verify in-game].

Awakening was added in official v0.4.0. Public demo guides often describe awakening cards at unit levels 30 / 60 / 100. We have not seen those numbers in an official news post, so they remain [verify in-game].

Common failure cases (including patched bugs)

Related pages: units, imprints, how to play.

Slotbound is a paid Steam game. This site does not host or sell it.