---
title: "Mash and Slash - s&box game"
description: "A frantic potato-arena survivor: auto-fire through veggie waves, MASH weapons into upgrades, and outlast the Garlic Titan."
canonical: "https://sbox.watch/games/offhand/mash_and_slash/"
generated_at: "2026-09-06T13:52:45.848Z"
---

# Mash and Slash

A frantic potato-arena survivor: auto-fire through veggie waves, MASH weapons into upgrades, and outlast the Garlic Titan.

- Type: game
- Ident: offhand.mash_and_slash
- Creator: GooG Studios
- Canonical: https://sbox.watch/games/offhand/mash_and_slash/
- Markdown: https://sbox.watch/games/offhand/mash_and_slash/index.md
- sbox.game: https://sbox.game/offhand/mash_and_slash/
- Generated: 2026-09-06T13:52:45.848Z

## Stats

- Playing now: 0
- 24h player peak: 0
- 24h momentum: +0
- Terry score: 59%
- Favorites: 11
- Upvotes: 16
- Downvotes: 5
- Total players: 58
- Total sessions: 113
- Cumulative playtime: 2.1 days
- Updated: Aug 27, 2026
- Created: Jun 8, 2026
- Size: 58.4 MB
- Files: 394
- Tags: action, arena, bullethell, horde, potato, roguelike, roguelite, shooter

## Description

Mash & Slash

One potato. Endless horde. No way out but through.

You're a single spud against an arena full of furious vegetables, and they just keep coming. Mash & Slash is a fast, chaotic Brotato-style survivor where every wave is bigger than the last — and every level-up is your chance to turn one humble potato into a walking arsenal.

Blast, slice, and burn through chasers, bombers, chargers, lava-hurling imps, and gun-toting fruit. Cash in your coins between rounds to stack weapons, chain game-changing upgrades, recruit auto-firing allies, and hunt the rare uniques that completely rewrite your run — then dash, dodge, and pray when the elites and bosses crash the party.

Drop an elite and it leaves a reward crate: grab a fresh weapon or a build-defining upgrade, or cash it in for coins. No two runs are the same. Push your build as far as it'll go, outlast the swarm, and climb for the crown.

Features
- Frantic wave-based arena survival — pure action, no breathing room
- 17 weapons, from pistols and shotguns to lasers, miniguns, and shurikens
- Dozens of stacking upgrades plus rare uniques that reshape your whole run
- Recruit allies — a loyal Tater Tot and rare, stackable auto-firing turrets to fight at your side
- Elite mini-bosses with telegraphed shockwaves — dash through their attacks, then crack open the crate they leave behind
- Nasty veggie enemies, summoning totems, and screen-filling bosses
- A between-wave shop, weapon combining, and an upgrade-ban system to sculpt your build
- Dash to dodge danger — and to shatter the totems before they bury you in imps
- Climb the leaderboard and earn your crown

How long can one potato last?If you want to keep track of development and have a real impact on the game visit my discord down below and put in a suggestion!


## Updates

### Garlic Titan Overhaul & Codex

Aug 27, 2026 · Version 0.73

Codex: a searchable Upgrades/Weapons reference, open from the title screen, so you can plan a build without meeting an item blind for the first time at wave 18.
**Added**

- Codex: a searchable Upgrades/Weapons reference, open from the title screen, so you can plan a build without meeting an item blind for the first time at wave 18.
- Favourite Build: star anything in the Codex and it's tagged WANTED when it rolls in the shop or an elite crate.
- Run Details: a new screen from the death screen showing your final loadout, every upgrade held (stacked, e.g. "Power Glove x3"), and a kills-per-wave graph for the run.
- Shop cards now show a green edge when you can afford them right now, dimming when you can't.
- A Controls panel in Options showing your current key bindings and where to change them.
- Two new Options toggles: Threat Markers and Low HP Alert, so those warnings can be turned off independently of Reduce Effects.
- The Garlic Titan boss has been rebuilt with new hand-drawn sprites for all three phases, each with its own full walk cycle.

**Improved**

- The Garlic Titan and every other boss now actually turn to face the player. This was wired for two of the three bosses but never connected to anything, so no boss has ever flipped direction until now.
- Phase transitions now explode outward from the boss instead of playing a morph animation, with the shockwave scaling up with each phase.
- The Garlic Titan now grows with each phase (phase 2 ~8% larger, phase 3 ~20% larger) instead of visually shrinking, which is what the old sheets did at a shared scale.

**Fixed**

- Fixed the Codex list compressing into an unreadable jumble instead of scrolling once the list grew past what fit on screen.
- Fixed the Options menu: mismatched control panel width, awkward mid-menu placement, and two toggle labels wrapping onto a second line.

**Removed**

- The hand-drawn morph transition sprites between boss phases (replaced by the new explosion effect and direct sheet swap).

**Known issues**

- The Garlic Titan's hitbox has not been resized to match its new, larger sprite — collision still matches the phase 1 size. Projectiles may visually pass through the outer edges of phases 2 and 3 without registering.
- Boss waves still have no time limit — a boss you can't out-damage will stall the run rather than ending it.

### Death FX, QoL & New Upgrades

Aug 21, 2026 · Version 0.72

Enemies now burst into four flying chunks of their own sprite when they die, spinning and arcing before fading, instead of just squashing flat.
**Added**

- Enemies now burst into four flying chunks of their own sprite when they die, spinning and arcing before fading, instead of just squashing flat.
- Two new HP upgrades with unique downsides. Scar Tissue: +45 Max HP, but all healing you receive (regen, lifesteal, Med Kit, Patch Up) is halved. Overstuffed: +65 Max HP, but touching an enemy hurts twice as much — projectiles, AoE and burns are untouched.
- Level-up cards now show exactly what the pick does to your build, e.g. "+10% Damage (145% -> 155%)", instead of a flat number with no context.
- A red pulse flashes from the screen edges the moment you're hit, so a hit in a busy fight is never missed.
- The wave timer turns red in its final six seconds as a warning to stop pushing and start surviving.
- The shop now shows your total loadout DPS next to your coin count, so you can see whether a purchase actually made you stronger.
- Escape now closes the shop stats panel, matching every other menu.

**Improved**

- Pickups now accelerate toward you instead of moving at a flat speed, so collecting a big pile of coins feels satisfying instead of mechanical.
- Cold Snap reworked: instead of -6% coins, it now gives enemies +3% HP alongside its -10% enemy speed, so the drawback is about the fight in front of you rather than your economy.
- Enemy HP, Contact Damage and Healing Received are now shown on the character stats panel.

**Fixed**

- Fixed a bug where a screen-edge "hurt" effect could have strobed continuously while standing in fire, poison, or bleed — damage-over-time now correctly does not trigger it.

**Known issues**

- Scar Tissue can be offered in the same shop as Med Kit or Field Medic despite actively working against them. Worth a look if it plays as a trap rather than a real choice.
- Boss waves still have no time limit — a boss you can't out-damage stalls the run rather than ending it.
- The shop economy rebalance from the last update is still light on real playtesting in a long run.

### Shop Overhaul & Game Feel

Jul 31, 2026 · Version 0.71

Shop cards now show real DPS calculated against your actual build, instead of raw base numbers. Damage, fire rate, crit, extra projectiles and melee bonuses are all folded in, so two cards can finally be compared at a…
**Added**

- Shop cards now show real DPS calculated against your actual build, instead of raw base numbers. Damage, fire rate, crit, extra projectiles and melee bonuses are all folded in, so two cards can finally be compared at a glance.
- OWNED x2 tag on shop cards, for both items and weapons, so you can see what you're already stacking and which weapon a second copy would MASH with.
- Kill pop: enemies now burst outward at full brightness before collapsing and darkening into a body, so every kill reads.
- Off-screen threat markers: a pulsing badge circles you pointing at any elite or boss too far away to see. Red for elites, purple for bosses.
- Wave clear flourish: a beat on the emptied arena showing the wave you survived and how many enemies you defeated, before the shop opens.
- Low health warning: a red glow breathes in from the arena edges below 35% health, beating faster the closer you get to death.
- Save and Quit is now available directly from the shop, where the field is always clear.
- One-time tips explain MASH, ban tokens and Engineering the first time each becomes relevant to your run.
- A plain-English explainer of what Danger tiers actually do now sits under the character select difficulty picker.

**Improved**

- Complete shop economy overhaul. Every price in the game now moves on a single curve, and coin value scales with the wave. Previously item costs compounded to roughly 27x by wave 30 while weapon prices never scaled at all and coin income never grew, which meant the only correct late-game play was to never buy an item and reroll endlessly for cheap Legendaries. A wave 30 upgrade now costs 114 instead of 429, a Legendary Pistol costs 228 instead of 32, and a reroll costs 21 instead of 7.
- Selling a weapon now pays half of what it would cost in the current wave's shop, so selling keeps pace with buying instead of decaying into pocket change.
- Ally, turret, knight and elite crate prices all scale with the wave for the first time.
- Health bars now ease between values instead of snapping.
- Damage numbers above 1000 are abbreviated, which also stops large hits flooding the texture cache during long runs.
- Corpses render far more cheaply and no longer use an expensive per-body filter.
- Crowd separation now has a hard work limit, so a tightly packed horde can no longer spike frame time.

**Fixed**

- Enemies were permanently turning white and greyscale after being hit. The hit flash was only ever applied, never cleared, so every enemy you had ever shot kept the effect forever, and kept paying its rendering cost. This was the main cause of the reported frame drops.
- The game stuttered every time a bullet connected. Hit stop was firing up to 7.7 times a second and freezing roughly 40% of every second, including your own movement input, while the frame counter stayed perfectly steady because only the simulation was frozen. The player is no longer part of the freeze, crits no longer trigger it at all, and it now fires at most twice a second.
- Bosses could stay permanently half transparent after a phase change if the transformation strobe happened to end on a dim frame.
- Two characters could appear selected at once on the character select screen.
- Burst weapons such as the Revolver now display their true fire rate. The Revolver was reading 0.64 per second when it actually fires at 1.7 per second.

**Removed**

- Save and Quit no longer requires full health. It now only requires a clear field, so you can stash a chipped run between waves.
- Critical hits no longer trigger hit stop.

**Known issues**

- The shop economy rebalance is large and largely untested in a long run. Prices and coin income may need another tuning pass.
- The Tater Tot's held weapon does not animate its swing or jab.
- Achievement idents still need registering on the sbox.game backend.
- Boss waves have no time limit, so a boss you cannot out-damage will stall the run indefinitely rather than ending it.

### Crowd Physics & Corpses

Jul 31, 2026 · Version 0.70

Enemies now push each other apart instead of stacking into a single point, so a horde reads as a crowd with real shape and depth.
**Added**

- Enemies now push each other apart instead of stacking into a single point, so a horde reads as a crowd with real shape and depth.
- Slain enemies leave a corpse behind, their own sprite squashing flat and fading out over the blood splat.
- Heavier foes shove lighter ones: a Swarmer bounces off a Brute rather than the other way round.
- Totems, Demons and Elite mini-bosses hold their ground in a crowd, pushing the horde around them without being herded themselves.

**Improved**

- Enemies now push each other apart instead of stacking into a single point, so a horde reads as a crowd with real shape and depth.
- Slain enemies leave a corpse behind, their own sprite squashing flat and fading out over the blood splat.
- Heavier foes shove lighter ones: a Swarmer bounces off a Brute rather than the other way round.
- Totems, Demons and Elite mini-bosses hold their ground in a crowd, pushing the horde around them without being herded themselves.

**Fixed**

- The Black Hole Bulb was paying out twice on every kill. Vortex kills granted double XP, double materials and double kill credit. They now pay once, so the Bulb's economy is roughly half what it was.
- Elite Axe Knight sprites were missing from the published asset list and could fail to load in published builds.
- Enemies killed mid-frame could briefly remain valid auto-aim targets.

**Known issues**

- Burst weapons such as the Revolver show their fire rate in the shop as bursts per second, so they read slower than they actually fire.
- The Tater Tot's held weapon does not animate its swing or jab.
- Achievement idents still need registering on the sbox.game backend.
- Reduced crowd density means fewer enemies can touch you at once, so late-wave contact damage and Thorns output are lower than in 0.6. Wave 20+ difficulty tuning may need revisiting.

### Danger & Reward

Jul 6, 2026 · Version 0.60

Danger Tiers — a whole new difficulty ladder. Pick your challenge from Danger 0 up to Danger 5 on the character screen; every step up makes enemies tougher, faster, hit harder, and swarm in greater numbers — and pays…
**Added**

- Danger Tiers — a whole new difficulty ladder. Pick your challenge from Danger 0 up to Danger 5 on the character screen; every step up makes enemies tougher, faster, hit harder, and swarm in greater numbers — and pays out more materials and Mastery XP to match.
- Clear wave 20 on your current tier to unlock the next one, and keep climbing toward the ultimate run.
- Every Danger tier now has its own leaderboard — flip between them right on the leaderboard screen — so a deep run on Danger 5 stands on its own, apart from Danger 0.
- Mastery ranks finally reward you: each rank you earn gives every future run a permanent head start, with bonus max HP, damage, and starting materials that grow the higher you climb.
- Eight new starting weapons unlock as Mastery milestones, one for each rank from Fighter up to Mythic — the Blade, Sniper, Grenade, Tesla, Minigun, Laser, Railgun, and Scythe.
- A brand-new blood-splatter effect bursts and settles into a pool wherever an enemy falls.
- Hit-stop — the action freezes for a split second on kills and crits, so every blow lands with real weight.
- Enemies now flash bright white the moment they take a hit.
- Every leaderboard entry shows that player's Mastery rank badge right next to their name.

**Improved**

- Choosing your starting weapon is now a tidy dropdown instead of a long row of chips stretched across the screen.
- Power Diverter, Riot Shield, and Cast-Iron Pan each have a distinct trade-off now, so they no longer feel like copies of other upgrades.
- Reduced Effects now also switches off the new blood splatter and hit-stop, alongside the screen shake, for a calmer, smoother run.
- The in-run weapon hotbar sits a little higher for a cleaner view of the arena.
- The Lemon Shotgunner's projectile is smaller and easier to read.

**Fixed**

- Cheated and flagged scores can now be properly cleaned off the leaderboards, so the boards stay honest.

**Removed**

- The Lemon Shotgunner's projectile no longer trails red behind it.

**Known issues**

- urst weapons like the Revolver still display their fire rate in the shop as bursts-per-second, so it reads slower than it actually fires.
- The Tater Tot's held weapon still doesn't animate its swing or jab (purely cosmetic).

### Climb & Continue

Jun 27, 2026 · Version 0.59

Mastery Ranks — a brand-new account-wide progression: every run earns Mastery XP and climbs you through nine ranks, from Recruit all the way up to Mythic, each with its own potato-warrior badge.
**Added**

- Mastery Ranks — a brand-new account-wide progression: every run earns Mastery XP and climbs you through nine ranks, from Recruit all the way up to Mythic, each with its own potato-warrior badge.
- Your rank, level and XP bar now sit right on the title screen, with a new Mastery screen (tap your rank) that shows the ranks you've earned.
- The next rank stays a mystery until you reach it, so every new badge is a surprise.
- Save & Quit — you can now stash a run into one of three save slots and step away.
- Continue — pick a saved run from the main menu and drop straight back into it, right where you left off, after a quick 3-second countdown.
- Leaving a run to the main menu now asks you to confirm first, so you don't lose progress by accident.
- Deleting a save asks you to confirm too.

**Improved**

- The Select Character screen is bigger, with larger text that's much easier to read.
- Your armor now protects you during boss dodge phases — it works at half strength instead of being ignored completely.
- The end-of-run screen now shows the Mastery XP you earned, with a LEVEL UP / RANK UP banner when you climb a tier.

**Fixed**

- The Demonic Lord now turns to face you as it stalks around, instead of always staring one direction.
- Pop-up prompts and panels no longer show through the menus sitting behind them.

**Known issues**

- Burst weapons like the Revolver still display their fire rate in the shop as bursts-per-second, so it reads slower than it actually fires.
- The Tater Tot's held weapon still doesn't animate its swing or jab (purely cosmetic)

### Spears & Six-Shooters

Jun 23, 2026 · Version 0.58

New weapon — the Spear: a melee weapon that jabs straight ahead and pierces a whole line of enemies instead of swinging.
**Added**

- New weapon — the Spear: a melee weapon that jabs straight ahead and pierces a whole line of enemies instead of swinging.
- New weapon — the Revolver: a burst-fire pistol that cracks off three quick shots, then pauses to reload.

**Improved**

- The Scavenger now starts each run with the Revolver instead of the Pistol.
- The Soul Reaper now looks bigger and meaner in hand.
- Cleaned up a few weapon sizes when held.

**Fixed**

- Menu panels no longer drift or jump when you flip between pages on the stats and leaderboard screens.
- The shop no longer shifts around when you select a weapon — the sell button now holds its place.
- The shop no longer jumps when the Tater Tot joins your run or gets armed.
- Leaderboard pages with crowns (the top 3) no longer make the list shift between pages.
- The Spear now reliably hits enemies in front of it instead of occasionally passing through.

**Known issues**

- Burst weapons like the Revolver display their fire rate in the shop as bursts-per-second, so it reads slower than it actually fires.
- The Tater Tot's held weapon doesn't yet animate its swing or jab (purely cosmetic).

### Ghosts, Grit & New Faces

Jun 23, 2026 · Version 0.57

New character — Brawler: a tanky melee bruiser (+35% HP, +40% melee, knockback & regen; −25% projectile damage, −10% move speed)
**Added**

- New character — Brawler: a tanky melee bruiser (+35% HP, +40% melee, knockback & regen; −25% projectile damage, −10% move speed)
- New character — Gunner: a glass-cannon gunslinger (+25% damage, +20% fire rate, +1 pierce; −20% HP, takes +15% damage)
- New character — Scavenger: an economy snowball (+50% coins, +25% XP, huge pickup range; −15% damage)
- New character — Berserker: hits hardest near death (+15% crit, faster, ramping damage as HP drops; half HP, takes +25% damage)
- New weapon — Giant Spatula: a slow melee sweep with huge reach and heavy knockback that flings the horde back
- New unique upgrade — Soul Harvest: your ghost allies have a 25% chance to raise a new ghost from enemies they kill
- New unique upgrade — Whispering Turret: your turrets have a 75% chance to raise a ghost from enemies they kill
- New melee upgrade — Meat Tenderizer: +45% melee damage & knockback, but −8% crit chance
- New melee upgrade — Butcher's Cleaver: +55% melee damage, but −15% overall damage
- New melee upgrade — Cast-Iron Pan: +35% melee damage & big knockback, but −20% crit damage
- New achievements — unlock each character: Knuckle Up (Brawler), Locked & Loaded (Gunner), Dumpster Diver (Scavenger), Off the Rails (Berserker), and Full Roster for the whole squad
- New option — Damage Numbers frequency slider in the pause menu: show a number on every hit, every Nth hit (up to 1-in-20), or turn them off entirely

**Improved**

- Soul Reaper — the ghost it raises now scales with the scythe's rarity: weak at Common, terrifying at Legendary (and the held scythe is bigger and easier to read)
- Laser — now stuns enemies on hit, with stun length scaling by rarity
- Smarter ghosts — a raised ghost now keeps the behaviour of whatever it came from: ranged enemies shoot, bombers kamikaze, chargers dash, watermelons slam — and their projectiles are now spectral black-and-white
- Ghost ally damage rebalanced — ghosts now gain half of your ally-damage (Engineering) bonus
- Melee reach — +Range upgrades now extend melee weapons too (at half rate), and the swing visibly reaches further from your body
- Cold Snap — now slows enemies by 10% (was 3%)
- Scrap Cannons — its +15% ally damage now costs −10% crit damage (was +10% enemy speed)
- Achievements menu — cleaner, smaller, better-organised tiles

**Fixed**

- ater Tot now actually lands its melee hits — it closes the distance instead of hovering at gun range and whiffing
- Melee weapons no longer miss at high attack speed (fast re-fires were cancelling the swing before it could connect)
- Added a cap on simultaneous ghosts so the new ghost-chains can't cause slowdowns

**Removed**

- The old Damage Numbers on/off toggle (replaced by the new frequency slider)
- The "Getting Started" achievement category ("Finish your first run" moved into Survival)

**Known issues**

- Soul Harvest's chain doesn't trigger from Bomber or Watermelon ghost kills yet (their explosive kills don't carry the chain) — planned for a later patch

### The Onion Sorcerer

Jun 22, 2026 · Version 0.56

Onion Sorcerer — a new elite caster that blinks around the arena and lobs homing magic bulbs at you. The bulb's tip points your way so you can read the threat and dash clear. Elite waves now spawn a random mix of the…
**Added**

- Onion Sorcerer — a new elite caster that blinks around the arena and lobs homing magic bulbs at you. The bulb's tip points your way so you can read the threat and dash clear. Elite waves now spawn a random mix of the Axe Knight and the Sorcerer.
- Five new achievements: Spud Squad (field all three allies at once), Axe to Grind (face three Elite Axe Knights at once), One-Spud Army (defeat 1,000 enemies), Crate Expectations (claim rewards from 10 crates), and Deep Pockets (hold 1,000 coins) — under a new "Spoils" category.
- A chest-opening sound when you crack open an elite reward crate.

**Improved**

- Rebalanced late-game shop prices — item costs past wave 25 now climb far more slowly (+5% per wave instead of +20%), so the late game stays affordable instead of pricing you out of everything.
- Lots of other rebalancing

### Garlic Knight Update

Jun 20, 2026 · Version 0.55

Garlic Knight — a new melee ally bruiser. Recruit him from the shop and he charges into the fray, cleaving whole packs of enemies with his sword. Scales with Engineering like your other allies, completing the ranged /…
**Added**

- Garlic Knight — a new melee ally bruiser. Recruit him from the shop and he charges into the fray, cleaving whole packs of enemies with his sword. Scales with Engineering like your other allies, completing the ranged / turret / melee trio.
- Three new achievements: Knight Hunter (slay 10 Elite Axe Knights), Cleanup Crew (defeat 150 enemies), and Extermination (defeat 500 enemies).
- New sound effects for buying and selling in the shop, blocked actions you can't afford yet, and unlocking achievements.

**Improved**

- The follow/hunt toggle now controls ALL allies (renamed to "ALLIES"). In Hunt mode your Tater Tot and Garlic Knight now split up and target different enemies instead of swarming the same one.
- The achievements menu is now sorted into categories (Combat, Bosses, Survival, Arsenal, Getting Started) with tidier tiles.
- The calm coin-pickup flash is now smaller and more subtle.
- Tidied the options menu — the speed slider now sits alongside the SFX and music sliders.

_10 older updates omitted._



## More by GooG Studios

| Package | Ident | Players | Favorites | Upvotes | Score | Markdown |
| --- | --- | --- | --- | --- | --- | --- |
| Industry² | offhand.industry2 | 0 | 15 | 13 | 32% | https://sbox.watch/games/offhand/industry2/index.md |
| Spark&Surge | offhand.spark_surge | 0 | 2 | 3 | 13% | https://sbox.watch/games/offhand/spark_surge/index.md |
