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 Synths!

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.

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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
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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
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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
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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
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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
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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
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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
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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.
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// ENVIRONMENTS

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// 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

Weapon Balancing

Weapons have not been a large focus for this update but we have some solid tweaks based on community requests. Overall weapons should be in a good state outside of some outliers.

Class Handgun Loadout now shows weapon technologies and tooltips
Increased weapon drops in the run
CR-18 damage from 0.925 to 1,
CR-18 now uses AM ammo to round out the class starting roster better
Grom perk charge gain now has a 5s cooldown
Industrial Laser Cutter damage 1.35x > 2x, now has perfect moving accuracy
Industrial Laser Cutter now is a legendary, gains an additional perk
Akita fusion ammo decreased
LM-89 Dusk recoil reset increment 0.5 > 5 (much faster reset when stopping)
Fixed Chopper spin to win being framerate dependent
Breaching cutter improved VFX and weapon performance
Battle Hymn Perk changed
RGL Symphatizer last shot perk damage increased by 100%, now reloads fully at once
Commando Micro Coil damage from 2.75x > 3x, deviation 3>2
Red Buzzards ammo cap and pickup increased
Fireball cannon reworked, now causes area burning air explosions
LS30 max ammo increased 20 > 30
Seigo damage 1 > 1.1x
Seigo Taser now has 2 charges, 10s recharge time
Squad 6 Compact Temporal ammo bonus 20% > 15%
X1000 Ion Rifle damage from 5.5 > 6.5, Perk scaling 0.25 > 0.5x
Maro perk duration increased, made more visible
ZB-26 Rex new Perk
Tokko Rubber Grenade Chance 7>8%
Micro Coil new Perk - Coil Chargeup
Raider Micro coil now has seeker ammo
RGL Symphatizer now reloads the full magazine, increased accuracy
Chopper is now legendary, damage 5.5 > 6.5, spin to win damage increased, perk added
Stoner new firing sound, perk reworked
C80 New Perk - Self Learning
Deathstick new perk - Homewrecker, now deals bonus damage in a massive area
Shotgun Revolvers stun chance 10>30%, cooldown 15>10s
Orion HVL Perk now applies to weapon damage which is more reliable
Twin Buzzards sound improved
Flak Cannon damage increased, now is an epic
Shorty & Shorty HE damage from 4.5 to 6x

Loot Pool Changes:

While we have a massive amount of weapons, some people felt like the early loot pools could be more diverse, so we shuffled some things around to make early loot more varied and get some little-used weapons more showcase.

Squad 9 Carbine added to uncommon pool and reworked (replaced by handgun specialization)
Timesplitters added to uncommon pool and buffed (replaced by Dual 9mm Storm)
CRX Explosive Crossbow added to common pool (replaced by Explosive Crossbow)

Starter Handguns:

Varied smaller tweaks and loadout changes have been done to handguns across the board.

Classes had their starter handguns reshuffled to have more variation
Classes menu now shows weapon technologies and better tooltips
P78 Fusion new Perk - Shield Battery
Acid Pistol new Perk - Life Drain
PPQ-H new Perk - Overcharged Cells

Attachments

There has been a pass on attachments with further refinements. Overall the state of attachments seems quite good outside of some outliers. With some further cleanup and plugging some holes, this should now be a really strong upgrade sandbox. Custom slot attachments will get a pass in the future also.

New Common Attachment: Ambrosia Printer
New Common Attachment: Skullbreaker Tips
New Legendary Attachment: Hellfire Cycler
Powershot no longer works on weapon switch,
Powershot now gives guaranteed crit and +100 damage, now works much more consistently
Chromatic Barrel alloy from 6% crit, 30% crit damage, to 5% crit, 50% crit damage
Last Straw now fires a wall piercing attack with new vfx
Barebone Allocator reworked, now grants shield damage and shield regain on hit
Dynamic reflector now deals more damage, more visible attack
Madness core now grants +10% damage
Titanium Tripod now grants +15% critical chance
Hard Reset now reloads 2 shots
Cold Steel Alloy now grants 40% Deviation and 10% Cooling
Lightweight Reciever movement accuracy increased
Recon Scope Weakpoint Damage 20>30%, flat 75 bonus removed
Bleeder Bleed chance 20 > 30%
Scrap compressor procc made more visible
Titanium rifling no longer reduces heat by 10%
Some over-performing Attachments had their stats slightly reduced

Variants:

A good bunch of variants have been changed

Many variants have been improved or overhauled!

New Weapons

Resistance G11

Explosive Crossbow *

Time splitters *

HE Crossbow *

Simple HE Crossbow

DKH Snub Revolver

Dual 9mm Storm

Tec-9

SK-9

New Weapons

Some cool new weapons coming in!

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// ENEMIES

Bosses

Finally we had some time to improve the boss fights and do varied tweaks. Overall the Bosses should feel more polished and also more challenging.

Academy - Sawblade

Reworked to have 2 Sawblades
Audio-Pass

Electro - Spider 808

Now also summons area-denial drones
Improved enrage phase
New close-range knockback ability dealing damage to drones
Audio Pass

Missile Silo - Raptor Jet

Reworked Missiles to fire in salvoes
Now spawns mini jet drones
Changed boss arena
Audio-Pass

Oil-Rig - Hovercraft

Reworked Discs to be in phases
Different Enemy spawns
Audio-Pass

Mainboard - Arena Masters

Riotshield now has a super-regeneration aura
Riotshield now has Statis Shield
Riotshield no longer has Shield Dome
Enforcer no longer has Ion-shield
Enforcer sprint tuned
Sniper now spawns Tractor Beams

Cooling Chambers - Prisma Turrets

Now spawn an attack wave on destruction
Attack waves are slightly weaker
Now each spawns an area-denial Pylon in an interval
Destroying one turret reduces pylon cool-downs of the other
Audio-Pass

Armageddon Chambers - Last Defender

Now grants a new divine loop perk choice

Enemies

Scaling

For the damage and health scaling throughout the run, we reduced damage scaling to allow a slightly slower pace in the lategame and increased health scaling to reduce the times where enemies get killed in 0.1 seconds in the lategame. This should be a tweak in the right direction, but let us know what you think.

Arctic and second floor damage scaling Removed
Arctic Health scaling increased

SAT Police Improvements

Testing: New Ballbot For early game
Testing: Certain units can now throw a reinforcement beacon
Secure Bots now go closer to attack
Snipers gain a area scan effect which marks targets
Shock Crowd Controller now has a lightning dash, can throw zapper gadets
Shock Mortar wheels now drop a zapper on destruction
Foam Wheel now explodes with a foam explosion, giving Reinforced Riot Foam to units around
Patrol Wheels now have a charged shotgun attack
Juggernaut now does a ranged smash ability
Heavy Gun Turret now can trigger a flare
Both lightning wheels have better accuracy
Heavy siege spider now has a triple mortar attack
Shield Carrier wheels now fire a homing missile on attack
Increased healing of healing tower
Sat Protector replaced with Engineer placing sentries

Chrono Squad Improvements

The lategame Chrono Squad has seen varied improvements to make it more balanced, more difficult and less punishing.

Orbital Recons reworked
Orbital Strike Tower visually and gameplay upgraded
Time Controller knockback greatly reduced, VFX more visible, no longer stacks
Shield Giver unit replaced with Discus Glider, no longer can infinitely boost cooldowns
Pulsar Defender now properly uses his attack
Armored Defender now has a Battlecry ability
Chrono Enforcer now has a aiming indicator and fires a burst of 10 shots
New High Guardian Riotshield Unit with a Blockade Breaker ability and shot deflection
New Beholder Enemy

Enemy Sniper Aiming

We made all sniper style lock-on units a distinct and clearly visible lock-on effect to improve on the readability of the gameplay.

All sniper-type enemies now have a aiming sound, VFX and laser
Sniper Type enemies gain double Projectile speed

New Directive Mutator Enemies

The new Directives add varied new enemies to the game!

Varied new enemies added though the new mutator system
Added enemies such as commandos, military units, vehicles and more!

Death Voice Lines

We added varied new voice lines, and especially added death voice lines for the first time.

NEW Death Voice lines
Increased enemy voice line count by around 15%

New Units

Reinforcements coming in!

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// 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
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Berlin, Lotosweg 31, 13467  - Geschäftsführer: Alexander Luck