Ghostbusters: Slime City was part of the 2016 reboot-era push, but it was not just a tiny movie tie-in tossed onto phones. Activision and EightPixelsSquare framed it as a parallel story, with a new squad of recruits handling paranormal cleanup while the better-known Ghostbusters were busy elsewhere.

That setup let the game aim wider than some earlier mobile entries. It mixed team-building, headquarters upgrades, gear progression, and real-time combat into something that wanted to feel like an ongoing Ghostbusters operation.

Whether players loved that loop mostly came down to how much patience they had for 2016-style mobile systems. The ambition, though, was real.

Release, developer, and credits

  • Platforms: Android, iOS, Kindle devices
  • Release window: July 2016
  • Developer: EightPixelsSquare
  • Publisher: Activision

What the mobile loop looked like

According to Activision’s launch material, players collected ghosts, crafted proton packs from different component combinations, upgraded headquarters spaces, and took jobs around the city for weapons and rewards.

The game also pushed asynchronous co-op and PvP events, which tells you exactly what kind of phone game it wanted to be. Slime City was built to be checked repeatedly, not just finished once and forgotten.

Why Slime City stands out

  • it told a side-story set after the 2016 movie
  • it mixed squad combat with headquarters-building
  • it aimed for a live-service rhythm instead of a one-off campaign
  • it was more ambitious than many Ghostbusters mobile tie-ins

Ghostbusters: Slime City guide pages

Surviving reference links