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Steam News1 March 20264mo ago

v0.6.0 - Mass content update

Major Separate damage into different types: normal, fire, poison, frost, electric and soul Enemies got an animation on their health bar when taking damage Refactor weapon levels into Mastery Level, increase slowly but i

In this update3

Full notes

Full Colorless Odyssey update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes13 additions12 changes0 removals
  • Balance
  • Gameplay
  • UI and audio
changedMajorSeparate damage into different types: normal, fire, poison, frost, electric and soul
changedMajorEnemies got an animation on their health bar when taking damage
changedMajorRefactor weapon levels into Mastery Level , increase slowly but is saved between runs, max level 30
changedEnemies armorSome enemies have now an armor bar in addition with their life bar.
changedEnemies armorThe armor reduce elemental damage taken by 30% (all type except normal and soul damage) and the debuffs that aren't pure stat debuff have their chance to apply divided by 5
changedEnemies armorBleeding and Poison effect ignore armor

Colorless Odyssey changes

changedSeparate damage into different types: normal, fire, poison, frost, electric and soul
changedEnemies got an animation on their health bar when taking damage
changedRefactor weapon levels into Mastery Level , increase slowly but is saved between runs, max level 30
changedSome enemies have now an armor bar in addition with their life bar.
changedThe armor reduce elemental damage taken by 30% (all type except normal and soul damage) and the debuffs that aren't pure stat debuff have their chance to apply divided by 5

Major

  • Separate damage into different types: normal, fire, poison, frost, electric and soul

  • Enemies got an animation on their health bar when taking damage

  • Refactor weapon levels into Mastery Level, increase slowly but is saved between runs, max level 30

  • You can leave a game run and return to it later (save in a room clear of enemies), save everything

Enemies armor

  • Some enemies have now an armor bar in addition with their life bar.

  • The armor reduce elemental damage taken by 30% (all type except normal and soul damage) and the debuffs that aren't pure stat debuff have their chance to apply divided by 5

  • Bleeding and Poison effect ignore armor

Effects combo

  • Burn + Frost Burn has been changed toapply a **Thermal Explosion** effect (1.5s, reset time when reapply) when the two are present and a new one is applied, at expiration, trigger a **Thermal Explosion**, dealing damage based on the number of stacks x total effect time passed x 2% of the health lost during that time.
  • New Frost Burn + Poison: Poison will not expire and Frost Burn will increase his damage 50% faster

  • New Burn + Poison: Apply Acide, deals 0.01% of the max armor per stacks 4 times per second and increase damage done to health by 1% per stacks

  • New Short-Circuit + Burn: Increases the execution rate per short-circuit stack multiplied by movement speed by 0.5%, fire damage is inflicted twice as often (0.25s instead of 0.5s)

  • New Short-Circuit + Frost Burn: Weakens, increasing damage taken by 2.5% per stack of both effects

  • New Short-Circuit + Poison: While moving, deals additional poison damage per meter traveled equal to the number of poison stacks

Levels

  • Enemies and allies have now a level that determine their health and damage

  • Enemies have a random level around the average one

  • Allies earn experience when an enemy is killed to level up

  • Summon weapon give their level to summons, also no more projectiles for spawn, spawn on cursor position

Added

  • Total damage done in the run, with detailed per damage type in pause menu and at the end of a run

  • Max Summon stat, limit max summons (exclude weak summon like thunder spirit)

  • Added 21 new summon related relics and 17 other relics

  • Added a new type of weapon named Charged Weapons, they need to be charged instead of naturally recovering their cooldown, modifying a lot of weapons with this

  • Added to some charged weapon a way to shoot with a Perfect Timing if you release the attack key 0.15s before fully charge, enhancing the shoot by 100% damage, 50% speed and size

  • Added 13 new weapons

  • Added a way to test discovered relics in the hub, renaming the Weapon Synthetizer just the Synthetizer

Quality of life

  • Compact stats displayed in pause menu and improve it

  • In endless, enemies will drop 20% of color shards amount (instead of nothing)

  • Prevent weapon shoot when position is not viable, will now not trigger the weapon cooldown

  • Summons spawned by weapon will get their stats and color power

  • Loots drop with a bouncing animation from the same position and should not go in holes or walls now

  • Change how projectile turn around another object like soul swords to make it better

  • Prevents having two healing rooms in a row

  • Add animation when a gold/reroll/color shard/relic is pickup

  • Pickup all collectible when entering a door

  • Added an option (can be disabled) to follow the mouse with the camera

  • Give color shard at the end of the run based on your items (increase with low clear time and perfect rooms)

  • Able to scroll in interface while being hover weapons/relics

  • Improve DPS to show it on the last 5s

  • Disable particles and other effects for 1s if the game is under 15fps

  • Able to dash while falling to cancel it

  • Improve knockback system

  • Started to redraw old weapons

Balancing and fixs

  • Not fully tracked until early access (changelog texts are limited in characters)

Source

Steam News / 1 March 2026

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