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Steam News7 June 202626d ago

Combo bonuses boost and nerf (w00t?), performance fixes

Combo Rework + Performance Update Combo has been reworked. The reason: combo bonuses were taking over every build by the end of a run. They were too strong when fully upgraded and too weak without.

In this update2

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Full Master of Chaos update

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What changed

0 fixes3 additions2 changes0 removals
  • Performance
changedCombo Rework + Performance UpdateCombo has been reworked.
addedCombo Rework + Performance UpdateThe reason: combo bonuses were taking over every build by the end of a run. They were too strong when fully upgraded and too weak without. Combos now have a higher base bonus, and the shop upgrades add +20% per upgrade, for a max of +100% on top of the base. Combo bonuses for all stats are now unlocked from the start, so you no longer need to buy an upgrade to get bonuses for things like move speed or elemental damage. It's all there from the start.
addedCombo Rework + Performance UpdateThis update is an attempt to push you toward making good choices when picking upgrades, instead of just maxing the combo tier and not caring what you pick. Combo bonuses should be a spice that adds some damage to your build, not something that replaces every build like it has until now.
changedCombo Rework + Performance UpdateI also hope this gives players without upgrades a fair shot at pushing the game to its limits, if the skill is there. Before, the starting bonuses were just too weak to make that reasonably possible.
addedPerformanceAt high fire rate, the projectile aura visual for Buckshot and Burstshot is now limited to the main projectile (the first shot in Burstshot, the middle one in Buckshot). High fire rate means 4 shots per second, where this kicks in (base fire rate is 1 shot per second). Before this, a fully upgraded shot could render up to 15 auras at once, which tanked performance and didn't actually add anything. At that fire rate you couldn't even see them. Burst and Buckshot combinations now show 4 auras per shot (1 burst aura, then 3 buckshot auras, one per burst). To be clear: all projectiles still deal damage as intended, this is purely a visual change to keep performance up when chaos hits hard.

Master of Chaos changes

changedCombo has been reworked.
addedThe reason: combo bonuses were taking over every build by the end of a run. They were too strong when fully upgraded and too weak without. Combos now have a higher base bonus, and the shop upgrades add +20% per upgrade, for a max of +100% on top of the base. Combo bonuses for all stats are now unlocked from the start, so you no longer need to buy an upgrade to get bonuses for things like move speed or elemental damage. It's all there from the start.
addedThis update is an attempt to push you toward making good choices when picking upgrades, instead of just maxing the combo tier and not caring what you pick. Combo bonuses should be a spice that adds some damage to your build, not something that replaces every build like it has until now.
changedI also hope this gives players without upgrades a fair shot at pushing the game to its limits, if the skill is there. Before, the starting bonuses were just too weak to make that reasonably possible.
addedAt high fire rate, the projectile aura visual for Buckshot and Burstshot is now limited to the main projectile (the first shot in Burstshot, the middle one in Buckshot). High fire rate means 4 shots per second, where this kicks in (base fire rate is 1 shot per second). Before this, a fully upgraded shot could render up to 15 auras at once, which tanked performance and didn't actually add anything. At that fire rate you couldn't even see them. Burst and Buckshot combinations now show 4 auras per shot (1 burst aura, then 3 buckshot auras, one per burst). To be clear: all projectiles still deal damage as intended, this is purely a visual change to keep performance up when chaos hits hard.

Combo Rework + Performance Update

Combo has been reworked.

The reason: combo bonuses were taking over every build by the end of a run. They were too strong when fully upgraded and too weak without. Combos now have a higher base bonus, and the shop upgrades add +20% per upgrade, for a max of +100% on top of the base. Combo bonuses for all stats are now unlocked from the start, so you no longer need to buy an upgrade to get bonuses for things like move speed or elemental damage. It's all there from the start.

This update is an attempt to push you toward making good choices when picking upgrades, instead of just maxing the combo tier and not caring what you pick. Combo bonuses should be a spice that adds some damage to your build, not something that replaces every build like it has until now.

I also hope this gives players without upgrades a fair shot at pushing the game to its limits, if the skill is there. Before, the starting bonuses were just too weak to make that reasonably possible.

Stat Before @10 After @10 Before @250 After @250 Attack Damage +0.25 +0.19 +6.25 +4.69 Fire Rate +0.5% +1.4% +13% +41% Move Speed 0 +0.06 0 +1.5 Shot Speed 0 +0.6 0 +15 Crit Rate 0 +0.6% 0 +15% Crit Damage 0 +0.04 0 +1.0 On-Hit Damage 0 +0.12 0 +3.0 Cooldown Red. 0 -0.015 s 0 -0.375 s Focus Regen 0 +0.0005 0 +0.0125

Performance

At high fire rate, the projectile aura visual for Buckshot and Burstshot is now limited to the main projectile (the first shot in Burstshot, the middle one in Buckshot). High fire rate means 4 shots per second, where this kicks in (base fire rate is 1 shot per second). Before this, a fully upgraded shot could render up to 15 auras at once, which tanked performance and didn't actually add anything. At that fire rate you couldn't even see them. Burst and Buckshot combinations now show 4 auras per shot (1 burst aura, then 3 buckshot auras, one per burst). To be clear: all projectiles still deal damage as intended, this is purely a visual change to keep performance up when chaos hits hard.

Source

Steam News / 7 June 2026

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