The Synthetik 2 Game Logo
August 31, 2023

Evolution Mega Update

Major Features:

New Commando Class (Raider)
Online Coop Launch!
Class Evolution System
New Loop (Preview)
Ability Upgrade rework
Improved Loot Rolling
Shop Complete Redesign
Localization
INTRO

Hey Androids!

Hey everyone! We know you have been waiting for a while for this update, but it was worth it.

CO-OP is finally out, the Commando (Raider) is back and so many things have been improved, its basically like an expansion, but let's have a look.

No items found.

NEW 

New Commando Class (Raider)

The Raider is back with a vengeance! Using a swift plasma blade with high mobility, the Commando is a nimble fighter capable of dealing high damage in the fraction of a second.

Classes
No items found.

NEW 

Online Coop Launch!

Online coop is finally live! High quality full dedicated servers and even a new matchmaking system! We highly recommend 2-3 players but we allow 4 players as well.

Other
No items found.

NEW 

Class Evolution System

The new class evolution system is here! You now get unique class based super upgrades on boss kills, offering fun new expansions to each class!

Core Gameplay System
No items found.

NEW 

New Loop (Preview)

We added a first version of the loop! Once you beat the last boss, the game restarts on a much more challenging alternative reality, giving you a real test for your build. This is a first draft and work in progress, let us know what you think!

Core Gameplay System
No items found.

NEW 

Ability Upgrade rework

Ability and Item upgrades from the compositor workbench have been overhauled. You'll have to make really hard choices about which item or ability to upgrade!

Improvement
No items found.

NEW 

Improved Loot Rolling

Dropped weapons and items will now be memorized even when leaving the level or even game, preventing the finding the same objects in succession. Class-based droprates have been adjusted, and higher rarity chances have been increased.

Improvement
No items found.

NEW 

Shop Complete Redesign

The Medical, Gambling, Black Market and Tinkerer shops have been completely redesigned and are brand new. They now offer different paths to develop certain builds and specialize in different directions, such as summons, melee combat and more.

Core Gameplay System
No items found.

NEW 

Localization

We added the first version of localization support. Keep in mind that this will be improved over time and we will add ways for community feedback on the translations. German, Spanish, French, Chinese, Russian, English are supported, more upcoming.

Other

// GENERAL

Online Coop is out!

Finally out of the testing branch, our dedicated server based system is now live! We strongly recommend 2-3 players but allow up to 4 players right now. Balancing had been gradually refined in the test branch but will see some more tuning, especially around 3-4 players and in loop.

Features:

2-4 Player support (2 or 3 players recommended)
Reviving other players is now possible
New automatic Matchmaking feature
Also supports a server browser
Using scalable, full dedicated servers
Greatly improved routing quality compared to S1 (being able to connect to the server)
Greatly improved stability compared to S1
Greatly improved connection quality compared to S1
Can scale to any future requirement
Not yet supported: Mods, Custom Naming of lobbies

Keep in mind that this is the first public release and some bugs and further improvements are to be expected.

New Medical, Tinkerer, Black Market & Gambler Terminals

The current shops have been completely reworked. We wanted to add more build paths and synergies between the different components of the game, and the new shops now offer more options to plan and build around. Each of the shops has an array of completely new options, so this is a big amount of content.

It took quite some iterations to find the right role of the shops but we think the current one finally hits the right balance. Their spawn positions are still almost the same as previously, now with the improved options we will likely present them more often in the next update.

New Medical Terminals
New Tinkerer Terminals
New Black Market
New Gambler Terminals

Overhauled Item/Ability Upgrades

Item and ability upgrades have been overhauled and gotten a lot of improvements, reworks, replacements and more. It is much more viable now to experiment with upgrading different type of items and abilities and see what kind of builds result from that.

Overhauled upgrades for most categories of items
Reworked Upgrade Menu
Tooltips now show power increases seperately

New Loop

The first version of the new Loop is out! This will need feedback and a new balance for loot drops, as such this is just the first iteration. When you beat the last Boss, the game starts from fresh with much more lethal opposition.

Each stage will have an alternative style in loop (later floors will get updated soon). Loop is the very first iteration and will need your feedback. The next update will do further tuning to loop.

Gameplay Balancing:

Escalations

Escalation 0, as well as 2 and 3 are now noticeably more forgiving
Escalation 0 now grants +35% regeneration
Escalation 0 now makes you take 20% less health damage
Escalation 0 healing gain from +50 to +35%
Escalation 2 enemy shield bonus removed (25%)
Escalation 2 enemy bonus damage 15 > 10%
Escalation 2 now gives 15% enemy ability cooldowns as written
Escalation 3 enemy bonus damage 20 > 10%
Global reload time from 1.6s to 1.5s
Escalation 3 now reduces reload speed by 10%

Level Scaling

Enemy health and damage bonus in first map 0% > -10%
Enemy health and damage bonus in second map 10% > -0%
Enemy health and damage bonus in third map 20% > 10%

Terror Level

Now requires 64 > 90 kills to trigger
Health scaling from 5.5% by terror level to 3%
Movement speed scaling from 1% to 2%

Healing

Headhunters now drop a 500 health medpack & ammo pack
Healing vial now starts with 2 charges on escalation 0 and 1
Healing vial 350>400 healing
Healing rations now regen faster so you can pick up the second charge faster if solo
Healing rations clarified that it gives 2x 2 charges on refresh, no longer has a 3 cap

Second Chance Mechanics

Previously only the low difficulty had "instant death" protection, now we added a similar instakill protection in other difficulty modes.

If you take health damage when below 500 health, you gain 1s invulnerability frames, this can happen limited times per run.
In Synthetik 1 we had similar mechanics and these are generally hidden mechanics in games which however make things feel more fair and more as they should be.

Loot

Loot is now memorized outgame, this means you will get much better variety over time
Higher chances for rare items / weapons in the early-midgame
Common weapon shop epic chance from 1% to 5%
Uncommon weapon shop epic chance from 5% to 20%
Uncommon legendary chance from 1% to 5%
Uncommon epic prices increased by 200
Second Stage (after Boss) no longer can spawn wood chests

Difficulty Improvements

Varied improvements to the difficulty mutators and escalation have been done. More work in that area is upcoming.
No items found.

// ENVIRONMENTS

Level Changes

No items found.

// CLASSES

Class Evolution Upgrades

Every class has received a set of powerful class evolution upgrades which you can obtain on boss kills!

Evolution upgrades are very powerful and last for the rest of the run. Evolutions are an amazing system because it allows doing some really powerful and "out there" things which are completely unique and not shared (unlike items, weapons and perks). Riotguard can get a special dash, summon attack bikes, do a lightning punch and much more. Gunner can choose between a metal storm turret, ammo supply spider, fire aura, popcorn box and other cool things. Make sure to give us feedback if you feel some options do not work as well as they should. Evolutions are also moddable, so for the first time its possible to extend the base classes without making a new class.

Known issue: Due to a technicality, you can get the same perks again if unlucky. This will be fixed in the next patch.

New Commando Class

The Raider is finally back! Commando benefits from the peak of our skillset and has gotten a lot of good stuff. His first weapon kit adds him 2 new melee attacks for people wanting to go all-in on close range, but he also has mobility and raider-esque options. With the raider kit, you can get a random class starting weapon as example.

We also experimented with a blade reflect ability where you can reflect shots, and gave him a combination of the classic stim pack and the shaker. To spice things up, he also has 2 different types of dashes now, one is a rapid double dash which is quite fun and synergizes well with the dash blade attacks from the experimental blade kit. Resonance so far has been very good and we think you are really going to love the new Commando!

New Chrono Interceptor

We were split about making both chrono classes into two seperate classes or one big class. After varied testing, it seemed like virtually all components from both could be combined without losing anything critical. The Interceptor now always has Telefrag but uses 2 charges on a short cool-down, same as the classic teleport, however only consumes shields if you actually do a Telefrag attack. Fusion blast stays as the core with its two activation types.

Slowmo is now the default specialization ability and as such remains as well. Interceptor also has a new mechanic, Time Rift, in which a rift appears at fixed intervals at a random position around you. Entering the rift grants 4 seconds of improved temporal ammo, regains shields and has potential bonus effects with other abilities. Rift is also a great foundation for future expansion as it has fun core components which allow for rich interactions. All in all, Chrono Trooper got more depth and choices, while Striker basically remained (although a less game breaking). Let us know what you think!

Chrono Trooper and Chrono Striker have been merged together into Chrono Interceptor
Interceptor combines all the good things from both previous subclasses and adds new features as well.

Class Changes

All the classes have seen varied areas of improvement and polishing.

Breacher

Breaching Charge now grants 50% damage resistance for 0.5s
Added Blockade Breaker as specialization ability
Nitro methadone lifesteal increased
Switched Explosive Breaching Kit with Experimental Stimulus Kit

Recon Sniper

Sniper targetlaser can now be toggled again
Improved Skull Scatterer perk
Sniper targetlaser no longer pulses when active, reduced red effect when pressed
Sniper targetlaser main stats now have 1>0.5x scaling, shield stacking 0x > 1x scaling
Flash grenade now again deals 20% max health damage (up to 2000) same as in S1
Flash grenade now applies stagger instead of flashed, to combo with other classes
Tractor Beam now can follow enemies slowly, varied improvements
Striker drone now moves very slow
Guillotine no longer has 3% hidden movement speed bonus
Fixed Guillotine stacks counting for the Recon kit critical bonus every time

Heavy Gunner

New Ability - Dragon's Masterkey
Machine Gunner kit reworked, now upgrades suppressive assault
Resistance Armorer kit reworked, now grants a reflect shield when losing shields
Onslaught system no longer increases firing slowdown
Hard Light cover works again as intended

Demolisher

Rocketeer Kit reworked, now allows chain rocket boosting and varied interactions
Reworked Multi-kill tracker and now also works with seismic resonator and summons
Missile burst now fires stunning missiles
Resonator explosion now knocks back players

Machine Hunter

Reworked both first weapon kits
Frequency Hijacker is now a specialization ability
Ambush now refreshes all 3 main abilities
Abilities adjusted to have 1 charge
More improvements are upcoming

Eliminator

Hitman custom kit now refreshes eraser on ability usage
Infiltrator kit got reworked, now has stacking weakpoint damage which is lost if an enemy is near, which also grants infiltration
Headhunter stacks now also count from summon kills
X2000 Drone health increased
Seth up Suitcase aiming time 1.2 > 0.4s, now is 3s invulnerable
Refractor Orb damage taken reduced by 50%
Now gains double the stacks for Headhunter in 3-4 Player coop
Red Buzzards magazine 7>8, pickup 42>40, max ammo 42>52

Riotguard

Riot Control Kit reworked, now has a cool shield bash combo
Crisis Medical Kit reworked, now has an acid shot
The Healing launcher has been way too strong and is now limited to 3 uses then supposed to be thrown away.
Cryo Turret replaced with Shock Trophy System
Judge Kit Honorary Revolver firing sound improved
Judge Kit now grants a chance to not consume the impact charge
Bulwark is now an alternative core ability, the default is now Shield Bash, which works similar but wields the shield automatically
Both Shield Bash abilities now give momentum properly
Painkillers regeneration component now only partially stacks since it would get quite extreme if you get a lot of kills in succession or in coop
Varied minor improvements to Cage Grenade
We noticed that healing gain also affected regeneration and had to change some things, we will keep an eye on current healing balance

General

Class loot weightings have been reduced. This was sometimes too extreme and reduced weapon variation.

Average class weapon droprate bonus from +50% to +30%

// WEAPONS

Misc

Criticals, Backstabs and weakpoint damage are now added together instead of multiplied and reduced, as they were previously. This makes especially critical weakpoint hits less crazy scaling.

Fire Technology Weakpoint damage from 1.75 > 1.5

Weapon Render Improvements

We touched up many of the weapons from a little to a large amount for this update. Some examples are here:

Seigo (Replaces Akita)
Super-90
LR-300
Judgement
Two-Z
Rayon
X1500 Ion Rail Accelerator

New Weapons

Some cool new weapons coming in!

No items found.

// ENEMIES

New Navigation System

The pathfinding system has been fully replaced. Many of the bug reports from U11 have been about the navigation / pathfinding system. This rework allows us to make better vehicle pathing in the future but also fixes many issues with isolated areas, units blocked in objects and many other issues such as falling from ledges.

New navigation system, fixing a ton of navigation issues, blocking issues, dropping item / weapon issues, being stuck issues

Balancing

Varied enemies have been tweaked.

Missile wheel now deals 50% less damage if you are within 5m to reduce the heavy in-your-face damage
Taser rank 3 now has 40% reduced fire-rate
Increased health of all military spider units significantly
Sawblade Boss mini sawblades are now slowed by 50% for 1 second when spawning
Hovercraft health 70000 > 60000, Disc fire-rate reduced from 1 to 1.5 seconds cooldown
Melee Pacifier speed slightly increased 3.5 > 3.7
Increased health of Patrol Bikes from 1400>1800

Enemy Speed

This change should make typical ranged enemies less capable of catching up with everything you do and more flankable. The speed was previously quite high (actually they have similar speed than in S1, however the S1 enemies do stand still a lot in between movements, making them much slower) so it was harder to flank and circle enemies.

Typical ranged enemies movement speed 7.5 > 6.75
Typical ranged enemies firing movement speed from 75% to 50%

Rotations

Many ranged enemies can now better track the player when the player is strafing

Rare Squads

Spawns for Rare Squads are no longer guaranteed and less predictable

New Doomba Rare Squad

Watch out, watch out, watch out!

New Units

Reinforcements coming in!

No items found.

// ITEMS

// OTHER

Localization

We have setup nearly the entire game for Localization with Update 12. This was a lot of the work of this update and an important step towards the completion of the game.

Initial Languages support:

English
German
Spanish
Chinese
Russian
French
More languages are upcoming!

UI Improvements

Many things have changed in the UI and menus across the board. Its best to have a look for yourself ingame!

The weapon menu also has seen some changes, most importantly, we added a text display of the weapon perks, making them much more easily digestible and giving them much more impact than before. All tooltips for all perks had to be remade but it was worth it.

New Weapon Perk Display
New Player Stat bars
New Settings Menu
New Lobby Menu
New Mission Menu
New Difficulty Mutator Menu

Varied fixes on stat displays stat bars, tooltips and more.

Big Controller Improvements

We did many improvements for controller support. You now have a visible selection in the main menu and in the ingame menus which makes things very easy to see now. Many smaller bugs were fixed. However this is still work in progress. Up next we try to fix the remaining button issues and add aim assist.

Global Chat

The chat has gotten many improvements, making it more usable. It no longer fades away completely after 20 seconds which was a big bummer. There are many small improvements around it.

New Font

The new font is "DDT" and in testing. It has a condensed (low width) style which allows showing a lot of information on tight space, but still has very bold and impactful bold styles for a sci-fi look, similar to the classic Eurostyle.

Finding the perfect font has been insanely hard and we tested many dozens. Finding a combination of cyrillic + western support, condensed, a fitting sci-fi style and multiple weights is finding a needle in a haystack.

The new font also has the advantage of displaying virtually any languages outside of Asian, Indian or Arabic signs, which has benefits for the Global chat, where you will see much less empty letters.

Music Playlist Rework

We have thrown out the remains of a third party solution on the music playlists as well. This allows solving some issues which were not findable before. Now the only remainder of third party audio middleware is on some menu button sounds.

Projectile Particle Improvements

Nearly All techs got improved bullet trails and look higher quality now

Engine Upgrade

We updated to the brand new Unity 2022 LTS (LTS standing for Long Term Support, the supposedly most stable version), so we will not have to update anymore anytime soon, as this actually supports direct X12 now. We are still on directX 11 at the moment however.
As a cause you might want to update your graphics drivers as this is very new. This also might fix some older issues you might had (or cause some new ones) but overall it seems quite stable at this point and fixed varied things for us.

Varied Code Refactors

Many code and systems improvements have been made under the hood and a ton of issues have been fixed.

// UniversEdit

Persistent Variables

We are adding a first version of saveable variables, which can be saved as result and checked in actions as condition. Int, float etc. These are uniquely saved outgame and persistent. This means you can make persistent systems with actions, such as (some random ideas)

  • Custom "Currency", where you ask and reward with a persistent thing
  • Check if you had 3 curses last run and then give a special event on your special shop curse
  • Custom class level system for a perk, or a weapon perk which unlocks additional effects on a certain amount of lifetime kills
  • Check a state of progress in a large multi-run quest thing
  • Make a statistics counter and unlock the charges of a perk if you have 500 lifetime weakpoints
  • Give you 3 runs to fulfill a action requirement, and then permanently unlock some effect, otherwise reset it

And other things we haven't thought off.

You save them like "Save variable = int 3 un result"And check for them like "If saved variable myCustomLevels equals 10" > do stuff.

Usability Improvements

The editor got some UI improvements.

The key configurations have been cleaned up a bit to be easier to read and understand

  • Weapons
  • Ammo
  • Actions
  • Entities
  • Classes

Damage graphs of unused technologies have been fixed (Psy, Curse, Vortex)

Categories Rework

Categories no longer have a main category and then subcategories. Categories are now one component which can be parented to another. This means you can make new categories and add them to our existing ones.

This means you can now extend categories such as ammo types, or weapon archetypes with your own. If you have been hard-blocked by a category somewhere, this should now be usable. (One exception are attachment slot types, which have special requirements.)

F3 Debug Menu Update

The F3 Debug menu in tutorial has been refreshed a bit, mostly on the entity side, things are much cleaner now.

Entities also now have icons for easy finding. Scaling on different resolutions is also improved across all editor tools. Known issue: The button to save a class is hard to click, you have to click the left hand side of the button.

Some new sounds and icons have been added

Varied new icons and sounds have been added for usage, same as VFX

Editor Documentation

Sadly due to the localization change and the old editor localization being set-up incorrectly, we lost all editor tooltips. We see to port these over when we have time in the near future but it is quite an effort. We'll think about the best course of action here.

// CLOSING

▧ Upcoming

We are now pushing towards the 1.0 launch version and putting full focus on iteration and quality. We will follow up with a fast update with more improvements, and will also now spend time on the outgame progression elements. We also want to iterate on where and when the shops and chests spawn now that they are reworked. We also have new weapons upcoming, a pass on items and attachments and much more which will further increase quality of the game. More work on bosses and environments is also upcoming. We'll keep you updated.

Commando Artwork by Vireyn

▧ That's it!

Let us know what you think on the Steam or on Discord!
We are looking towards your feedback - Have fun!

- Team Flow Fire Games
The Flow Fire Games Logo
Flow Fire Games UG (haftungsbeschränkt) HRB 167558 B
Berlin, Lotosweg 31, 13467  - Geschäftsführer: Alexander Luck