In this update15
Full notes
Full Synchro update
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What changed
- Balance
- Gameplay
- Maps
- UI and audio
- Events
- Server
Synchro changes
Hello, resistance! Happy New Year!
While we're on our New Year's break, it's a good time to talk about the work we've done and our near-future plans.
List of Updates for the Spring Playtest
Since the summer playtest, we've implemented a huge variety of new mechanics and content. We've mainly focused on content and meta-progression elements.
New Content
Comics
We are completely redrawing our comic-style cutscenes. They are now in color, more vibrant, and do a better job of revealing Synchro's lore and character backstories. At launch, the game will feature a whole comic book with key story moments spanning ~50 pages.
New Hero: Sledge
This is a Tank with plenty of crowd control. He can pull enemies toward himself, and his ultimate ability grants him invulnerability and provides an impenetrable shield that can cover allies.
New Enemies: Cultists & Pikehead monster
We're gradually populating the dense forests, cemeteries, and fields of abandoned Chow district with not-so-friendly inhabitants: neo-pagan cultists and monsters. Below are some colored sketches of the cultists. We drew inspiration from various neo-pagan cults, the mythology of the Komi (lands we're from), and mixed it with a certain well-known misanthropic black ideology.
Global Map & Mission Generation
Synchro is a turn-based team roguelike with base management. We're brewing a potent mix with all sorts of ingredients. We've invented a fresh synchronous combat system and created a unique eastern european cyberpunk atmosphere with a truth vision mechanic (inspired by the movie They Live), but we're also using proven elements from the best titles in the genre.
Basic random location generation
The mission system and global map will feel familiar to fans of the genre's pioneers, like Darkest Dungeon I. In Synchro there is also a city map where you can choose from various randomly generated missions. For example, this short video shows a fully procedurally generated environment.
Basic implementation of 6 biomes
We've divided locations into biomes. Each city district will offer different biomes to rebel in, each with its own features. We won't have a district minimap on a mission, but you'll be able to choose a route and rewards, similar to classic roguelike games like Hades.
Two mission types: Recon & Propaganda
We're doing everything to make the randomly generated missions diverse. For now, we have basic Recon and Propaganda missions ready. In future iterations, we'll add more distinct and unusual missions like Riot and Aid Allies.
Aurora Base: The Resistance Hub
Reading books in the Library
In the game, you can read short fragments of world literary classics. After finishing a book, a hero gains a unique Personality Trait that affects their abilities in combat. We've implemented 20 unique Traits across 5 personalities, each altering a hero's fighting style.
Here are some Trait examples:
| 6. Bloodthirsty | After killing an enemy, increases the Hero's damage by 3/4/5% for the mission's duration. |
| 11. Cunning | If no enemies are nearby (10m) at the start of the turn, the Hero can shoot through adjacent (2/3/4m) obstacles. |
Upgrading hero Mentality in the Psychologist's Office
As their Mentality develops, heroes grow stronger. Their maximum Willpower cap increases, they gain access to more upgrades, and they can have more Personality Traits.
In-Mission Gameplay
Basic hacking system
Now, every supply item is made of Components. This mechanic allows our Heroes to extract the necessary Components from supplies and consumables to perform hacking. This lets you safely access the contents of capsules, ATMs, info hubs, cultist altars, anomalies, banners, etc. The Component system will also allow us to implement simple but satisfying item crafting at special workbenches in the future.
A prototype of the mechanic straight from the engine editor. We'll have a polished and convenient UI ready for the playtest.
Suspicious NPC civilians
The streets may now be populated by randomly generated people caught in tough situations. The catch is that beneath the projection of usual people, there could be enemy androids, bandits, or creepy mutants. Truth vision and a Special Symbol system will give hints about the inhabitants' true intentions.
Playtest in March-April 2026
You'll be able to try all these new mechanics and content in a few months! We're planning to reopen access to the game for all the dedicated players who signed up for the Playtest. Plus, simultaneously with the playtest, another not yet revealed but very significant event for Synchro will take place. Stay tuned!
We'll be happy to answer any questions here and on our Discord server.
See you in Solar-30!
Source
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