Mjölnir – Legendary Lightning Gun When the lightning fails to chain, it strikes the last target. The lightning gains +5% damage each time it strikes the same enemy. Supercell – Legendary Lightning Gun +50% Secondary lightning arc lifetime. +50% Secondary lightning arc range. Nexu
Mjölnir – Legendary Lightning Gun
When the lightning fails to chain, it strikes the last target.
The lightning gains +5% damage each time it strikes the same enemy.
Supercell – Legendary Lightning Gun
+50% Secondary lightning arc lifetime.
+50% Secondary lightning arc range.
Nexus – Legendary Lightning Gun
Chain lightning now prioritizes the player higher than breakables.
The lightning gains +10% damage each time it goes through the player.
When the lightning fails to chain from the player, it strikes the player again.
Napalm – Legendary Flamethrower
+100% Fire damage over time duration.
Wildfire – Legendary Flamethrower
When dying, burning enemies ignite surrounding enemies within 3m by instantly dealing 1s of flamethrower damage.
Reach – Legendary Shotgun, Flamethrower, and Lightning Gun
Grenades! New Active Ability: Grenade: Passes through enemies. Bounces from walls, breakables, and Boom Barrels. Explodes after a fixed time. Cooldown 9s, 3 use charges. Legendary Effects: Trinity : throw two additional grenades. Bouncer : the grenade bounces off the floor 3 time
Grenades!
New Active Ability: Grenade:
Passes through enemies.
Bounces from walls, breakables, and Boom Barrels.
Explodes after a fixed time.
Cooldown 9s, 3 use charges.
Legendary Effects:
Trinity: throw two additional grenades.
Bouncer: the grenade bounces off the floor 3 times, with each bounce generating an explosion and gaining +20% damage.
Explodes on contact with an enemy or a Boom Barrel.
Cooldown 9s, 3 use charges.
Legendary Effects:
Trinity: throw two additional grenades.
All Grenades come in Physical, Fire, and Shock variants (the latter two drop on Level 3 and higher).
Legendary effects can be improved via Crafting – you can increase the number of bounces or additional grenades.
New Challenges and Achievements
Detonator: Detonate 20 Boom Barrels using grenades.
Grenadier: Kill 300 enemies using grenades.
Early Game Changes
Contact Grenade is now the default Active Ability for new player profiles.
Developer comment: a contact grenade is more intuitive and immediately useful for new players, plus it helps against being swarmed by enemies, which is an important concern in early game. Gravity Vortex (the previous default active ability) is still the most versatile ability in the game, and it still has the highest damage potential – especially with the use charges buff – but it's learning curve was too steep for new players, so we're moving it from the default ability to an opt-in one.
Balance Changes
All Gravity abilities (Gravity Vortex, Gravity Pull, Gravity Push, Gravity Hook) now have 3 use charges.
Gravity Pull cooldown has been increased from 7 to 12s.
The damage of secondary lightning arcs has been reduced by 15%.
Wrecking Ball's slam attack now stuns enemies for 1.2s (up from 0.5s).
Items and Stats
The Periodic Damage Reduction stat has been replaced with XP Gain on all existing and future items.
Other Changes
Clarified Fire and Shock damage proc description in tooltips.
Spawn door sound effect has been made a bit less annoying.
Bug Fixes
Ability icon for Active Ability now shows a correct hotkey.
Fixed a bug that caused ability icons for Dash, Active Ability, and Ultimate Ability to be displayed in a random order.
Enemies Centipede movement speed ramp-up time increased from 0.8s to 1.5s. Enemy Spawn On level 1, Centipedes no longer spawn from eggs, only via prespawn. On levels 1 and 2, Shield Bots no longer spawn in dead ends. On levels 1 and 2, Centipedes and Shield Bots no longer spawn a
Enemies
Centipede movement speed ramp-up time increased from 0.8s to 1.5s.
Enemy Spawn
On level 1, Centipedes no longer spawn from eggs, only via prespawn.
On levels 1 and 2, Shield Bots no longer spawn in dead ends.
On levels 1 and 2, Centipedes and Shield Bots no longer spawn at the beginning of a mission.
Orbs
Higher chance of a health orb drop on early levels:
+50% on level 1,
+25% on level 2,
+0% on level 3 and higher.
Higher chance of a large orb drop (of all types) on early levels:
+50% on level 1,
+25% on level 2,
+0% on level 3 and higher.
Ultimate Ability Tutorial
If the player is being cornered by enemies, the game now turns on temporary invulnerability and prompts the player to use the Ultimate Ability.
The tutorial prompt only happens once per mission. After the tutorial is completed, it will not be shown again.
Shotgun Tutorial
If the player is being attacked by melee enemies and doesn't switch to Shotgun, the game now turns on temporary invulnerability and prompts the player to switch to Shotgun.
The tutorial prompt only happens once per mission. After the tutorial is completed, it will not be shown again.
Other Changes
The color of rim lightning on the player model in dark areas now matches the overall color of the environment lighting.
Spawn doors now blink and play a sound effect when spawning enemies.
New achievement: Ultikill: "Kill 100 enemies while your Ultimate Ability is active."
Bug Fixes
The Thermal Tyrant achievement is now being tracked correctly.
Wrecking Ball Changes Slam attack (from above): Now deals 2x more damage to regular enemies and 6x more damage to elites. Now has an inner and outer radius: In the inner radius (1.5m), the attack deals 1.5x damage and stuns the player and enemies for 1.0s. In the outer radius (3.
Wrecking Ball Changes
Slam attack (from above):
Now deals 2x more damage to regular enemies and 6x more damage to elites.
Now has an inner and outer radius:
In the inner radius (1.5m), the attack deals 1.5x damage and stuns the player and enemies for 1.0s.
In the outer radius (3.0m), the attack deals 0.7x damage and stuns enemies (but not the player) for 0.5s.
There's now a visual indicator telegraphing the inner and outer radius of the attack.
Charge attack (frontal):
Now stuns the player and enemies for 0.8s.
Now deals 4x more damage to regular enemies and 12x more damage to elites.
Balance Changes
Base Rocket Tank HP has been increased by 20%.
Blue Elite Rocket Tank HP multiplier has been reduced from x4 to x2.
Purple Elite Rocket Tank HP multiplier has been reduced from x8 to x4.
Other Changes
Improved the internal logic for determining nearby enemies.
Developer comment: before the change, the "nearby enemies" condition was calculated based on the distance between the center of the player and the center of an enemy. This made the condition harder to trigger against large enemies. After the change, the condition will be calculated based on a distance between the nearest points of the player's collider and the enemy's collider. As a result, all effects that rely on the "nearby enemies" condition will now trigger more reliably and consistently.
The Laser Damage Reduction stat has been renamed to Beam Damage Reduction to convey that it also applies to Plasma Turret beams.
The player model now has a slight rim lighting effect for better visibility in dark areas.
The player model now flashes red when taking damage.
Melee strikes against the player are now indicated with a red marker underneath the attacker.
Entrances to secret areas now have doors which open automatically when the player is nearby.
The flashlight now also activates when the player is looking at a dark area.
Bug Fixes
Fixed a bug where Boom Barrels wold block a mission entrance door, making the mission unplayable.
Fixed the map generation algorithm so that generated mission layouts don't contain resemblances to a certain undesirable historical symbol anymore.
Fixed a bug where the weapon status text 'Overheated' was displayed in the hub area.
Achievements Achievements are finally here! Combat Complex now includes 28 achievements. Achievements are linked to in-game Challenges – you earn an achievement when you complete its Challenge. Achievements are available in the full game only – playing the free demo doesn't grant
Achievements
Achievements are finally here! Combat Complex now includes 28 achievements.
Achievements are linked to in-game Challenges – you earn an achievement when you complete its Challenge.
Achievements are available in the full game only – playing the free demo doesn't grant achievements. However, since the demo and the full game use the same save files, you will get all the achievements you earned while playing the demo once your buy and launch the full game.
Grab Your Achievements!
If you completed any in-game challenges before this update, you'll get their achievements automatically when you load a saved game with the completed challenges – so go grab your achievements now!
New Challenges
This update introduces multiple new challenges:
Barrel Baron – Use Boom Barrels to kill 20 enemies.
Risk-Taker – Complete 5 red missions.
Tinkerer – Upgrade an item in Crafting.
Handyman – Spend 100 Materials in Crafting.
Engineer – Spend 100 Upgrade Parts in Crafting.
Randomizer – In Crafting, use Randomize Item Stats on a Starred item.
Finalizer – Finalize an item in Crafting.
Ballistic Boss – Kill 10,000 enemies with rifles or SMGs.
Shotgun Shogun – Kill 10,000 enemies with a shotgun.
Minigun Monarch – Kill 10,000 enemies with a minigun.
Kinetic King – Kill 10,000 enemies with a railgun.
Thermal Tyrant – Kill 10,000 enemies with a flamethrower.
Lightning Lord – Kill 10,000 enemies with a lightning gun.
Entropy Emperor – Kill 100,000 enemies.
Each of these challenges has a corresponding achievement.
These new challenges weren't tracked before this update, so you'll have to complete them from scratch.
Balance Changes
Increased the base drop rate of Upgrade Parts on all missions.
Upgrade Parts of higher rarities now drop more often on low-difficulty missions.
XP gain has been made significantly easier on higher levels.
Developer comment: The slow XP gain on higher levels was caused by a badly-balanced exponential term in our XP math. We've significantly toned down the exponential growth, so XP gain is faster now, and it slows down much less steeply when advancing to higher levels.
Other Changes
Shotgun Shogun challenge has been renamed to Point-Blank Powerhouse.
Added a slight beam shake effect to laser beams when their Laser Bots take damage – this helps visualize rifle and minigun hits to off-screen Laser Bots. The effect is purely visual and doesn't affect beam hitboxes.
Bug Fixes
Fixed a bug where the progress of a pinned challenge didn't update on screen after death and subsequent mission restart.
Better late than never, eh? Releasing the achievement taught us a lot – the main lesson learned is that it's better to release achievements with the initial release of the game, instead of postponing them for a couple of years as we did. We're really glad that they're out now – grab the update and enjoy!
New Skill Tree The new, reworked Skill Tree is now out: Movement branch – reworked, major changes. Attack branch – reworked, major changes. Close-Quarters Combat branch – reworked, minor changes. Defense branch – added. Luck branch – reworked, major changes. Fire & Shock bran
New Skill Tree
The new, reworked Skill Tree is now out:
Movement branch – reworked, major changes.
Attack branch – reworked, major changes.
Close-Quarters Combat branch – reworked, minor changes.
Defense branch – added.
Luck branch – reworked, major changes.
Fire & Shock branch – added.
Skill Point allocation has been reset, you will need to reallocate them.
Toggling skills is now instant.
Skills can now be toggled with left-click.
Free Instant Respec
Respec is now instant and free – Respec Points have been removed from the game.
Balance Changes
Weapons:
Railgun now can fire 5 shots instead of 3 before overheating.
Flamethrower's damage output has been increased by 30%.
Lightning Gun's damage output has been decreased by 20%.
Developer comment: the idea behind these changes is to balance the "productivity" of a build (i.e. its ability to clear missions quickly and safely) with the effort required for running the build. Before these changes, Lightning Gun builds were the most productive in the game while being the least mechanically-demanding.
Plasma Turret:
Hit points have been reduced by 33%.
Beam range has been reduced from 9m to 7.5m.
Developer comment: Plasma Turrets were too annoying to deal with for builds that don't rely on movement and point-blank shotgun damage, so we're toning them down.
Minigun Tank:
Damage decreased by 50%.
Hit Points decreased by 20%.
Attack duration has been decreased from 5s to 3s.
The attack now begins with a damage ramp-up from 25% to 100% damage for 1.5s.
Developer comment: Minigun Tank was one of the main causes of death for pure glass cannon builds, so we're giving players more opportunities to react after the attack started.
Other changes:
Ultimate Ability now charges 30% longer. Developer comment: this is to compensate for the newly-introduced Skills that affect Ultimate charge speed, and for Ultimate orbs.
The lifetime of secondary lightning arcs has been decreased from 3s to 2s.
Anti-Aliasing
The Options > Video settings screen now has an Anti-Aliasing option.
The option is turned on by default, with the default value being the TAA.
Load Game Screen
You can now delete unwanted game profiles in the Load Game menu screen.
You can now use the mouse wheel or a controller stick to scroll the list of game profiles.
The text on game profiles now correctly says "10 days ago" instead of "243 hours ago".
UI Changes
Mistake Mitigator HUD icon has been changed to be more prominent.
Passive Ability HUD icons are now hidden when the player is in the hub area.
The new Skill Tree marks a major milestone for us. We're really satisfied with how well it turned out, Grab the update, reassign the skill points (they have been reset), and give it a try! Let us know what you think.
Hi everyone! We usually release updates right before seasonal Steam sales, but this time we couldn't finish our work in time. As a result, the Skill Tree update will miss the Winter sale. The Skill Tree update is planned to contain all three missing branches – Fire / Shock, Defen
Hi everyone! We usually release updates right before seasonal Steam sales, but this time we couldn't finish our work in time. As a result, the Skill Tree update will miss the Winter sale.
The Skill Tree update is planned to contain all three missing branches – Fire / Shock, Defense, and Luck. The amount of work needed for implementing all this turned out to be much higher than we originally anticipated, especially considering the fact that I also wanted to release a bunch of new Power-Ups along with the Skill Tree (and fix the long-standing issue with missing legendary affixes on some weapons).
So, we're skipping the Winter sale with the Skill Tree update. Hopefully we'll be able to finish it in time for the next seasonal sale.
The goal of this update is to make earning Skill Points smoother and easier to understand by replacing Skill Stations with Experience Points (XP). Additionally, we're introducing multiple balance and gameplay improvements. Here's the full list of changes: Experience Points (XP) D
The goal of this update is to make earning Skill Points smoother and easier to understand by replacing Skill Stations with Experience Points (XP). Additionally, we're introducing multiple balance and gameplay improvements. Here's the full list of changes:
Experience Points (XP)
Developer comment:
Our original system for earning Skill Points via Skill Stations on missions was clunky, hard to understand, and, at times, confusing. We are replacing it with a more streamlined and familiar system: you earn XP by killing enemies and "doing quests" (i.e. completing challenges), and when you reach a skill level (a full XP bar), you get a Skill Point.
You now earn Experience Points (XP):
Experience is awarded for killing enemies on missions, and for completing Challenges.
During missions, Experience is awarded for any enemy death, regardless of what caused it – be it a direct attack, friendly fire damage by other enemies, or environmental damage.
Harder enemies award more XP, so playing higher-difficulty missions naturally yields more XP.
Enemies spawned by other enemies do not award any experience.
Skill Points and Respec Points:
A Skill Point is awarded when you reach a skill level – .e. a full XP bar.
A Respec Point is now awarded with every 3rd Skill Point.
UI changes:
XP is displayed as a bar at the bottom edge of the screen.
XP is also shown in the hub UI as a bar at the top of the Skills screen.
Other changes:
Skill Stations have been removed from the game.
Challenges
Challenges no longer award Skill and Respec Points – they now award XP instead.
Completion threshold for the Cautious Carrie challenge has been relaxed from 20% to 30%.
Completion threshold for the Rubbish Rampage challenge been relaxed from 50 до 30.
Balance
Rifles and Miniguns now deal 10% more damage.
Base hit points of Small Bugs and their eggs have been reduced by 12%.
Base hit points of Centipedes and their eggs have been reduced by 8%.
Base hit points of Breakables and Boom Barrels have been reduced by 20%.
Developer comment: We're introducing these changes to improve the flow of the early game, and to make rifles and miniguns more versatile and useful – for example, now you can more easily clear breakables or detonate Boom Barrels with a rifle. Additionally, this change makes dealing with bug swarms spawned by Maggots less annoying.
Gameplay
Fodder enemy spawns that occur behind the player on regular missions without the Backspawn modifier now always spawn a single enemy type (either bugs or bots, but not both), and the amount of enemies spawned from behind has been reduced.
The duration of the Rare Item Find buff from the purple orb has been increased from 60 to 120 seconds.
Dash now works while shooting.
Enemies
Jumping Bugs no longer deal area damage on landing, and do not attack the player within 0.5 seconds after landing.
Roundshield now has a 90% damage resistance to friendly fire damage from other enemies.
Bullets fired by Minigun Tank now have a chance to pierce multiple enemies. Additionally, the bullets trails have been made more visible.
Item Stats
The Area of Effect (WIP) item stat has been removed from the game. It will remain on existing items, but will not roll on new items or in Crafting.
A new stat has been added: Damage vs Breakables – it increases damage you deal to all breakables, including Boom Barrels. The stat will not appear on existing items, but it will roll on new items and in Crafting.
Crafting
Upgrade Parts of all rarities now drop on missions.
Audio
The audio playback system is no longer limited to 32 active voices – we've raised the voice limit to 256. This fixed a lot of audio hitches. In general, the game sounds much smoother now.
Jumping Bugs now play a sound effect when they land on the floor.
The Mistake Mitigator ability now plays a sound effect when it activates.
The shotgun sound has been slightly reduced in volume (by 2 dB). Additionally, we've added a little more bass to it and reduced the middle frequencies.
Bug Fixes
Plasma Turret now correctly plays its sound effect on activation.
Roundshield now correctly protects Rocket Tanks.
Mistake Mitigator now correctly displays its texts in bluish-white color, instead of red.
The Revive orb now correctly displays its texts in yellowish-white color, instead of red.
Other Changes
The game executable now has a correct custom icon.
With this update out, we'll be focusing our efforts on the Skill Tree. Meanwhile, grab the update and let us know what you think!
Crafting The Crafting bench is now available for all players, starting from Level 1. Crafting allows you to upgrade, add, modify, randomize, and remove item stats. Crafting uses materials that can be obtained on missions, or by salvaging unwanted loot. Crafting Blueprints Upgrade
Crafting
The Crafting bench is now available for all players, starting from Level 1.
Crafting allows you to upgrade, add, modify, randomize, and remove item stats.
Crafting uses materials that can be obtained on missions, or by salvaging unwanted loot.
Crafting Blueprints
Upgrade Item – upgrades item stats. Stats that got major upgrades become Starred.
Randomize Item Stats – randomizes all non-Starred item stats.
Reroll Stat Values – rerolls the numeric values of all non-Starred item stats.
Remove Random Stat – removes a random non-Starred item stat.
Add Random Stat – adds a random stat to an empty stat slot.
Increase Item Rarity – increases item rarity by adding a new random stat.
Duplicate Item – duplicates an item (useful for item backups before risky crafting).
Finalize Item – applies a major stat increase but locks the item from further modifications.
Upgrade Levels and Tiers
Each equippable item now has an Upgrade Level and an Upgrade Tier (indicated by the number of stars). They are displayed in the lower-right corner of the item tooltip.
Upgrade Level and Tier of an item can be increased via the Upgrade Item crafting blueprint.
Each Upgrade Level increases the value of each item stat by 5%.
When an item reaches an Upgrade Tier (awarded at Upgrade Levels 4, 8, 12, 16, and 20; shown as a star) one of its stats (chosen randomly) is increased by 20%, after which it becomes Starred – this means that the stat can no longer be modified, replaced, rerolled, or removed from the item via crafting blueprints. However, its numeric value can still be upgraded.
Loot Drop Changes
Loot items that drop from chests and enemies on missions can now have upgrades already in place. Higher-difficulty missions have a higher chance to drop upgraded loot.
Crafting materials now drop on missions. Higher-difficulty missions drop higher-rarity materials.
UI Changes
The Discard buttons in Inventory have been changed to Salvage buttons. They disassemble items into crafting materials, instead of simply discarding the items.
Balance Notes
Due to the fact that players can now upgrade item stats beyond their original ranges, and to the fact that items can now drop with such upgrades already in place, player power has been increased.
We did not make any changes in enemy hit points or damage to compensate for this increase.
As a result, players who craft their items or obtain upgraded items by playing on higher-difficulty missions will now have higher player power, on average. Early-game players will not see much changes balance-wise, because they haven't had the time to upgrade their gear or obtain upgraded gear on missions.
Crafting can provide a significant increase in player power – and you don't even have to actively use it because items can now drop in an already upgraded state. So grab the update, give it a try, and let us know what you think!
The goal of this update is to make the first mission more engaging, and to make the early game more engaging and smooth. We're also adressing one of the biggest flow-breakers of the game: red shields – the spawn chance of red (deflector) Shield Bots and Roundshields has been redu
The goal of this update is to make the first mission more engaging, and to make the early game more engaging and smooth. We're also adressing one of the biggest flow-breakers of the game: red shields – the spawn chance of red (deflector) Shield Bots and Roundshields has been reduced. Here's the full list of changes:
Gameplay
25% of regular soldier bugs now spawn as jumping bugs.
Fodder enemy spawns now have a 15% chance to occur behind the player.
The Mortar Mayhem mission modifier now causes regular (non-elite) grenade bots to fire in bursts of three grenades, similarly to the elites.
Balance
Reduced the spawn chance of deflector (red) Shield Bots and Roundshields depending on the mission difficulty:
On White missions - from 50% to 30%
On Yellow missions - from 50% to 32%
On Orange missions - from 50% to 34%
On Red missions - from 50% to 36%
// Developer comment: besides the direct effect, the above changes have an indirect effect of significantly lowering the chance of encountering a group of red Shield Bots.
Reduced the density of Grenade Bots on the second mission.
The Backspawn mission modifier now doesn't spawn extra biomass beyond budget. Previously, it spawned 100% biomass from the front and 30% from the back (130% in total). Now it spawns 70% of the biomass from the front and 30% from the back (100% in total). This should help with both the performance and the playability of Backspawn missions.
User Interface
To avoid accidental rerolls in the Power-Up Terminal, the mapping for reroll changed from Space to Enter on mouse / keyboard, and from RT to X on controllers.
Renamed Combat Roll to Dash in "Mapping - Controller" and "Mapping - Mouse / Keyboard" UI screens.
Bug Fixes
Minigun icons now reflect weapon stats more accurately.
Jumping soldier bugs now don't perform "idle jumps" in place.
Fixed a bug that caused aim assist to latch onto hidden turrets.
With this update out, we're done with the early game issues, so we're planning to shift our focus to bigger systems, such as crafting, achievements, and the skill tree. Meanwhile, grab the update and let us know what you think!
This update aims to increase the gameplay and build variety by introducing new enemies, weapons, abilities, and pickups; and to make the first introductory mission more engaging by introducing an early-game hazard, Plasma Turret, which demonstrates our signature Friendly Fire mec
This update aims to increase the gameplay and build variety by introducing new enemies, weapons, abilities, and pickups; and to make the first introductory mission more engaging by introducing an early-game hazard, Plasma Turret, which demonstrates our signature Friendly Fire mechanic (meaning that enemies can damage and kill other enemies) on the first mission. Here's the full list of changes:
New Enemy – Roundshield
A flying bot surrounded by six shields arranged in a large circle. The shields are separate – each shield takes damage and regenerates independently of the others.
It's gameplay purpose is to serve as a "bodyguard" for other enemies by covering them with its shields. Roundshield attempts to stand behind the enemy it has chosen to protect, thus making itself harder to hit due to bodyblocking.
Comes in two varieties – regular (blue shields) and deflector (red shields).
Available on Level 3 and higher.
New Enemy – Minigun Tank
A tank-like machine equipped with two laser-guided miniguns.
Gameplay-wise, its similar to a Laser Tank – it divides the battlefield by creating a line of fire that's dangerous to cross. However, unlike the Laser Tank, Minigun Tank can move during its firing phase, making findingh suitable cover more challenging for the player.
Available on Level 4 and higher.
New Hazard – Plasma Turret
A retractable floor-mounted turret that activates unexpectedly for the player and, when activated, sweeps the surronding area with a high-damage plasma beam that deals direct damage and ignites anything it hits, including the player and the enemies.
The gameplay purpose of the Plasma Turret is to make the first tutorial mission more engaging for new players, and to demonstrate our signature Friendly Fire mechanic (meaning that enemies can damage and kill other enemies) on the first introductory mission.
Available on Level 1 and higher, starting from the first tutorial mission.
New Weapon – Minigun
Miniguns provide high rate of fire, cooling, range, and utility at the cost of hindering player movement when fired.
When the player fires a minigun, their movement speed is reduced and Dash is disabled.
Miniguns can be equipped into a Primary Weapon slot.
New Weapon – SMG
SMGs provide high rate of fire and damage at the cost of significantly reduced range.
SMGs are best suited for close-proximity builds that rely on dealing damage to nearby enemies.
SMGs can be equipped into a Primary Weapon slot.
New Active Ability – Gravity Hook
Provides you with a grapling hook that quickly pulls you to a desired location – or to an enemy.
Useful for quickly repositioning in order to get out of danger or collect a disappearing pickup.
Can be used for quickly getting close to enemies (e.g. a Rocket Tank) for a shotgun blast.
Can be equipped into an Active Ability slot.
New Pickup – Ultimate Orb
An orange orb that drops from killed enemies (similarly to other orbs) that provides Ultimate Ability charge and resets Active Ability cooldown and weapon overheat.
The gameplpay purpose of the new orb is to enhance the flow of the game by increasing the uptime of player guns and abilities, and to make the Ultimate Ability faster to charge, so it can be used more frequently.
The Ultimate Orb comes in two varieties:
Small Ultimate Orb – grants 10% Ultimate charge, resets Active Ability cooldown, and instantly cools down all weapons.
Large Ultimate Orb – grants full Ultimate charge, resets Active Ability cooldown, and instantly cools down all weapons.
Other Changes
Weapon tooltips in Inventory now display the range and spread of the weapon.
Known Problems
Legendary effects on a legendary Gravity Hook do not work correctly.
Inventory icons for Miniguns sometimes do not reflect weapon stats.
We hope that these changes will enhance the gameplay and build variety, and make the early gameplay more engaging for new players. Grab the update, give it a try and let us know what you think!
This update addresses two of the major issues about Combat Complex – death being too punishing and the game being too harsh on new players. We're addressing these issues via multiple changes. First, we're making death less punishing by letting players keep collected loot on death
This update addresses two of the major issues about Combat Complex – death being too punishing and the game being too harsh on new players.
We're addressing these issues via multiple changes. First, we're making death less punishing by letting players keep collected loot on death. Second, we're introducing Ultimate Abilities that would let players deal with situations that could otherwise kill them. And third, we're increasing the base survivability of new players via a new default passive ability. Here's the full list of changes:
You Keep Loot after Death
When you die on a mission, you now keep the loot you've collected before dying.
Power-Ups are still lost on death, as before – no changes here.
If you restart a mission after dying, all loot you've collected before dying and restarting will be stored in your Inventory.
If you leave a mission via the Pause menu > Leave Mission, you'll lose all loot and all power-ups you've collected on this mission before leaving it. All loot and all power-ups that you had before starting the mission will remain intact.
Ultimate Abilities
Ultimate Abilities are very powerful abilities that let you deal with situations that could otherwise kill you. By default, the ultimate ability is activated by pressing Q on a keyboard or Y on a controller. Bindings can be changed in Options.
The Shredder ultimate summons two attack drones with the same weapons as yours, resulting in your firepower being tripled for 10 seconds.
The Salvation ultimate instantly heals you for half your HP, heals the rest over 10 seconds, and grants 10x drop chance of Health Orbs for 10 seconds.
The Stoneskin ultimate stuns enemies, pushes them away, and grants damage reduction for 10 seconds, helping you survive a difficult encounter or safely disengage.
Ultimate abilities are available as items that can be equipped into the new Ultimate Ability slot.
Ultimate abilities are fully charged and usable immediately after the mission start.
After use, ultimates must recharge, which takes 90 seconds of combat time by default.
Replayable Missions
All completed missions can now be replayed.
This enables gear farming which can be helpful when your current gear is not enough for pushing through harder levels.
Replayed missions have the same layout but enemies and loot are randomized for each replay.
To prevent replay-farming, loot chests at the end of missions are now fixed rarity that depends only on mission difficulty.
Loot chests were removed from Secret Areas to prevent replay-farming of missions with lucky secret chests.
New Survivability Passive – Safeguard
Originally we had Mistake Mitigator as a default Passive Ability. It's a good passive for experienced players, but it demands mechanical skill that new players don't yet have because they haven't yet learned how the game works.
To increase the survivability of new (and existing) players we're introducing a new default Passive – Safeguard. It grants 50% incoming damage reduction if player health is below 30%, and 80% damage reduction if it's below 10%.
As a result, player survivability is increased without demanding skills and game knowledge that new players haven't learned yet.
Boom Barrels on Regular Missions
Boom Barrels, which previously appeared only on missions with Explosives Everywhere modifier, can now spawn on regular missions.
Barrels now have an explosion range indicator visible at all times.
Barrels now flash white when taking damage.
Barrel explosions are now 50% less lethal and have a 50% damage falloff.
Barrels now cannot spawn in Secret Areas.
Barrels now cannot spawn closer than 8m to a door.
Other Changes
The Shield Bot enemy now has a delay before it can use its proximity attack. This gives players time to react when a Shield Bot spawns nearby.
The new game tutorial now indicates that breakable objects can be destroyed.
Exiting the tutorial area now restores Ultimate Ability charge, resets ability cooldowns, restores health to full, and cools down all weapons.
The hub area now shows a notification when you have new items in Inventory.
Bug Fixes
Fixed a bug that caused Boom Barrels to deal 2x the intended damage.
Fixed a bug that prevented damage falloff on Boom Barrels.
Fixed multiple bugs that could potentially occur on mission restart after death.
We're really satisfied with how all these changes have turned out – especially the Shredder ultimate, which feels great. Grab the update, give it a try and let us know what you think!
Power-Ups QoL Changes: Power-up icons are now shown in the Map screen of the hub UI. Power-up icons are now shown when interacting with Power-Up Terminal on a mission. Power-up icons are now shown in the pause menu. Hovering over power-up icons in Power-Up Terminal and pause menu
Power-Ups QoL Changes:
Power-up icons are now shown in the Map screen of the hub UI.
Power-up icons are now shown when interacting with Power-Up Terminal on a mission.
Power-up icons are now shown in the pause menu.
Hovering over power-up icons in Power-Up Terminal and pause menu now shows tooltips.
Bug Fixes:
Fixed a bug that caused Reroll tickets to accumulate during mission restarts.
Power-Ups This update introduces Power-Ups, the familiar "three power-ups, pick one, maybe reroll". Power-ups are issued by Power-Up Terminals that you encounter on missions. The terminal offers you three (or sometimes more!) power-ups to choose from. If you don't like the offere
Power-Ups
This update introduces Power-Ups, the familiar "three power-ups, pick one, maybe reroll".
Power-ups are issued by Power-Up Terminals that you encounter on missions.
The terminal offers you three (or sometimes more!) power-ups to choose from.
If you don't like the offered power-ups, you have a limited number of rerolls.
The selected power-up is effective immediately, right after you picked it.
Power-ups persist through missions, but you'll lose them if you die.
Power-ups are temporary: they last 4 missions (there will be upgrades to make them last longer).
Power-ups are infinitely stackable, and they stack with stats from gear and other sources.
We didn't reduce player power to compensate for power-ups, they are added on top!
Other Changes
Map Terminals have been converted into Power-Up Terminals.
Map updates and map abilities (e.g. Scan Surroundings) are now issued by regular terminals.
Secret Areas now contain more rewards, and reward placement is more convenient.
The intro segment of the first mission now includes a Power-Up Terminal and a Health Orb crystal.
Bug Fixes
Fixed a rare game-breaking bug where a Story Terminal is missing and thus the segment door cannot be opened.
Fixed a potential game-breaking bug where a floor spawn hatch could erase a Story Terminal, thus blocking the the segment door from opening.
Fixed a bug that sometimes muted gameplay sounds after starting a new game.
We're really satisfied with how power-ups have turned out. The game feels more engaging, exploration is more rewarding, and the stakes are higher – power-ups make you stronger but you lose them when you die. But what's especially encouraging is that the game hasn't lost its identity at all; it still plays as a mission-based ARPG, not as a roguelike – though power-ups definitely add some spicy roguelike sauce into the mix. So grab the update, give Power-Ups a go, and let us know what you think!
Legendary Effects: New legendary effect: "Crimson" – allows kinetic weapons to damage deflector shields and armored targets. Can occur on Rifles and Shotguns (and, in future updates, on SMGs.) The "Vector", "Angular", and "Raycast" legendary effects (+1 Primary / Secondary / Spec
Legendary Effects:
New legendary effect: "Crimson" – allows kinetic weapons to damage deflector shields and armored targets. Can occur on Rifles and Shotguns (and, in future updates, on SMGs.)
The "Vector", "Angular", and "Raycast" legendary effects (+1 Primary / Secondary / Special Weapon Ricochet) can now occur on Helmets.
New legendary effect: "Frenzy": Friendly-Fire kills affected by Gravity effects grant Frenzy. Can occur on Active Abilities.
New legendary effect: "Combo": Friendly-Fire kills affected by Gravity effects reduce Active Ability cooldown. Can occur on Active Abilities.
Visuals:
The Unity team has fixed the distortion bug, so the original visual effect for Gravity Vortex is back.
Mission Layout:
Missions now have slightly more open spaces / slightly less tight corridors.
Bug Fixes:
Tooltips for Active and Passive Abilities now show correct cooldown durations.
Balance changes: Increased the healing and Frenzy of Small Health Orb by 43%. Reduced damage over time from lasers by 50%. Level difficulty growth curve adjusted: Levels before 7 are now a bit easier, and levels above 7 are now harder. No Going Back mission modifier: Damage reduc
Balance changes:
Increased the healing and Frenzy of Small Health Orb by 43%.
Reduced damage over time from lasers by 50%.
Level difficulty growth curve adjusted: Levels before 7 are now a bit easier, and levels above 7 are now harder.
No Going Back mission modifier:
Damage reduced from 250 to 10 (applies no damage over time.)
Lasers are now thinner, to show that they deal less damage than normal lasers.
Laser activation time increased from 1s to 4s.
Idle laser sound effect now plays correctly (was missing.)
Laser damage effect now plays correctly (was missing.)
Removed the modifier from the list of possible main modifiers for a map sector.
Developer comment: The damage of the effect has been significantly reduced but lasers are perceived as high-damage, which makes them look far more threatening than they currently are. To resolve this conflict, the modifier will eventually be reworked into using some other damage dealing method than lasers.
Quality of Life (QoL) changes:
Removed breakables around segment and exit doors on the main mission path.
Urgent Update, October 5, 2024 – Addressing Player Feedback This update aims to address early player feedback, such as the exit door being closed with no clear explanation of what to do to open it, slow default movement speed, and low drop chance of health orbs. Here are the chan
Urgent Update, October 5, 2024 – Addressing Player Feedback
This update aims to address early player feedback, such as the exit door being closed with no clear explanation of what to do to open it, slow default movement speed, and low drop chance of health orbs. Here are the changes:
Improved the mission exit door UX:
The closed door now shows a text prompt explaining what you need to do to open it.
The final loot chest is now highlighted with a glowing floor decal.
The Skill Station is now highlighted with a glowing floor decal.
Increased the starting player speed:
Increased the base movement speed by 20%.
Reduced movement stat bonuses on gear:
Reduced the maximum for Movement Speed mod on gear from 10% to 6%.
Reduced the maximum for Movement Speed When Healthy mod on gear from 10% to 8%.
Reduced the maximum for Movement Speed After Dash mod on gear from 30% to 12%.
Reduced movement bonuses on Skill Tree skills:
Reduced the movement speed gain from the Swift Escape skill from 10% to 8%.
Increased orb drop rate:
The base drop rate of orbs (of all types and sizes) increased by ~50%.
After years of work, Combat Complex, our sci-fi ARPG with WASD / twin-stick controls, random loot, and procedurally-generated levels, is finally out on Steam in Early Access. Combat Complex is a fast-paced sci-fi ARPG with lasers, alien centipedes, WASD / twin-stick controls, ran
After years of work, Combat Complex, our sci-fi ARPG with WASD / twin-stick controls, random loot, and procedurally-generated levels, is finally out on Steam in Early Access.
Combat Complex is a fast-paced sci-fi ARPG with lasers, alien centipedes, WASD / twin-stick controls, random loot, and procedurally-generated levels. The key feature of our game is enemy self-damage. Enemies damage each other, so you can use their attacks against them – for example, you can lure, trick, or directly pull or push a group of enemies into a laser beam fired by another enemy, instantly killing the entire group.
This update inlcudes a preliminary version of the Skill Tree (with more skills planned for future updates), and fully-implemented Options for video, sound, controller, interface, and gameplay. This is the last update for Combat Complex before the Early Access release. Combat Comp
This update inlcudes a preliminary version of the Skill Tree (with more skills planned for future updates), and fully-implemented Options for video, sound, controller, interface, and gameplay. This is the last update for Combat Complex before the Early Access release.
Combat Complex is a fast, frenetic sci-fi action RPG (ARPG) with fluid combat, WASD / twin-stick controls, random loot, and procedurally-generated levels. The game is set for Early Access release on October 4, 2024, with the full 1.0 release planned for the next year.
Additions
Implemented the Skill Tree (partially done, more skills will be added in future updates).
MIssions now include Skill Stations that provide skill and respec points.
Added Options for video, sound, interface, gameplay, and controller.
Added visual improvements – Autoexposure, Film Grain, Chromatic Aberration.
Added sound for abilities going off cooldown.
Added notifications and red badges for Skills and Challenges.
Added sound to mission completion and death screens.
Added sound for environment lights turning on.
Added sound for player receiving laser damage.
Added sound for player visiting a secret area.
Added sound to the Objective Terminal to make it easier to locate.
Added sounds to map ability buttons in the Map screen.
Game sounds are now muted / muffled when the Pause menu is shown.
Changes
Removed small breakable objects from missions to make player movement more streamlined.
Increased the Meatshot challenge requirement from 5 to 10.
Decreased the Mine Mogul challenge requirement from 20 to 10.
Renamed the Combat Roll ability to Dash.
Imrpoved inventory tooltips for Legendary items.
Corrected multiple typos in the player stats area in Inventory.
Increased mouse wheel scrolling speed in the player stats area and the Challenges screen.
Rewrote the story into a less annoying email-like format (as opposed to chat-like format).
Bug Fixes
Selecting missions in the Map screen is no longer laggy after longer play sessions.
Chat channels in the Messages screen are now selectable on a controller.
Loot containers (previously Gold, Silver etc.) now have correct descriptions in Map legend.
Fixed bullets being occassionally stuck in narrow gaps in an infinite ricochet loop.
Multiple minor bug fixes.
Known Problems
The game currently uses a temporary visual effect for Gravity Vortex due to a Unity bug.
We're really satisfied with how the Skill Tree has turned out, even in its preliminary form. The full Movement-CQC hybrid build is TONS of fun, even OP at times. So grab the update, turn off that pesky screen shake, crank Film Grain and Chromatic Aberration up to eleven, get your new passives in the Skill Tree, and let us know what you think!
Here's our roadmap for Combat Complex, a fast, frenetic sci-fi action RPG (ARPG) with fluid combat, WASD / twin-stick controls, random loot, and procedurally-generated levels. The roadmap includes the features of the upcoming Early Access release on October 4, 2024, and our furth
Here's our roadmap for Combat Complex, a fast, frenetic sci-fi action RPG (ARPG) with fluid combat, WASD / twin-stick controls, random loot, and procedurally-generated levels. The roadmap includes the features of the upcoming Early Access release on October 4, 2024, and our further plans for the game, up to the full 1.0 release next year.
A permanent version of this roadmap is maintained as a pinned post in our Steam Discussions here: https://steamcommunity.com/app/1899300/discussions/0/4756452548787980214/
The last update before Early Access release (~September 25, 2024)
Additions:
Skill Tree (partially done, more skills will be added in future updates).
New Primary Weapon – Minigun (damages red shields but hinders player movement).
New Primary Weapon – SMG (higher damage and fire rate compared to Rifle but has a shorter range).