HomeGamesUpdatesPricingMethodology
Steam News20 March 20251y ago

Update V25

Hello, Here is a new update that refines the level design of the first map, adds a new room in the second part of the second level, and adds a shortcut at the beginning of the second part of the third level (you have to

Full notes

Full Syndeo-Complex update

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

Repeated intro

Hello, Here is a new update that refines the level design of the first map, adds a new room in the second part of the second level, and adds a shortcut at the beginning of the second part of the third level (you have to keep up). There are many visual revisions and balancing adjustments to continually improve the experience!

What changed

1 fix2 additions0 changes0 removals
  • Maps
  • Gameplay
  • UI and audio
addedHello, Here is a new update that refines the level design of the first map, adds a new room in the second part of the second level, and adds a shortcut at the beginning of the second part of the third level (you have to keep up). There are many visual revisions and balancing adjustments to continually improve the experience!
fixedRevision of some texts -Revision of the window texture -Update of the credits :) -Fix for the bug where pressing the N key after the level start cinematic caused the black initialization screen to appear -PJS01: Revision of lighting -PJS01: The player now obtains the Pistogun right from the start (beware of the enemy when exiting) -PJS01: Change in enemy spawn conditions on the street -PJS01: Overhaul of the room with two floors, with added indications on objectives (obtaining access cards) -PJS01: Additional enemy for the first wave when activating switches in the blue card room -PJS01: Overhaul of the generator room and addition of an enemy -PJS01: Overhaul of the room preceding the generator room, addition of an enemy and a healing station -PJS01: The speed of the black cubes is no longer fixed -PJS01: Addition of an extra enemy on the first floor leading to the green syringe -PJS01: Revision of the red card room -PJS01: Addition of bump mapping on the exterior walls -PJS01_2: Addition of bump mapping on the exterior walls -PJS02_2: Revision of lighting -PJS02_2: Addition of a new underground room -PJS02_2: Reduction of the speed of the puppets -PJS02_2: The time for a complete rotation of the central projector changes from 10 seconds to 12 seconds -PJS02_2: The switches in the room with the clock are deactivated until their reset -PJS02_2: Addition of floor markers to indicate the switches to activate in the clock room -PJS02_2: Reduction of the width of the laser hitboxes -PJS03: Revision of the train textures -PJS03: Revision of lighting -PJS03: Addition of new textures -PJS03: The ammunition shelf in the train has been replaced by a crate -PJS03_2: Revision of lighting -PJS03_2: Addition of new textures and models -PJS03_2: Addition of a shortcut at the beginning of the map -PJS03_2: Reduction of the explosion damage from the canister -PJS03_2: Addition of a walkway to indicate the passage to the submarine -PJS04: Reduction of damage in the acid with the suit (3 per second > 2) -PJS04: Reduction of blur in the acid -PJS04: Addition of a tube above the acid to indicate to the player that they can interact with it
addedNews : We are approaching the final versions of the first three levels. I will "soon" continue working on the sound design to enhance the game's atmosphere. Development of the fourth level should "soon" resume. I am finally considering adding different difficulty modes.

Syndeo-Complex changes

addedHello, Here is a new update that refines the level design of the first map, adds a new room in the second part of the second level, and adds a shortcut at the beginning of the second part of the third level (you have to keep up). There are many visual revisions and balancing adjustments to continually improve the experience!
fixedRevision of some texts -Revision of the window texture -Update of the credits :) -Fix for the bug where pressing the N key after the level start cinematic caused the black initialization screen to appear -PJS01: Revision of lighting -PJS01: The player now obtains the Pistogun right from the start (beware of the enemy when exiting) -PJS01: Change in enemy spawn conditions on the street -PJS01: Overhaul of the room with two floors, with added indications on objectives (obtaining access cards) -PJS01: Additional enemy for the first wave when activating switches in the blue card room -PJS01: Overhaul of the generator room and addition of an enemy -PJS01: Overhaul of the room preceding the generator room, addition of an enemy and a healing station -PJS01: The speed of the black cubes is no longer fixed -PJS01: Addition of an extra enemy on the first floor leading to the green syringe -PJS01: Revision of the red card room -PJS01: Addition of bump mapping on the exterior walls -PJS01_2: Addition of bump mapping on the exterior walls -PJS02_2: Revision of lighting -PJS02_2: Addition of a new underground room -PJS02_2: Reduction of the speed of the puppets -PJS02_2: The time for a complete rotation of the central projector changes from 10 seconds to 12 seconds -PJS02_2: The switches in the room with the clock are deactivated until their reset -PJS02_2: Addition of floor markers to indicate the switches to activate in the clock room -PJS02_2: Reduction of the width of the laser hitboxes -PJS03: Revision of the train textures -PJS03: Revision of lighting -PJS03: Addition of new textures -PJS03: The ammunition shelf in the train has been replaced by a crate -PJS03_2: Revision of lighting -PJS03_2: Addition of new textures and models -PJS03_2: Addition of a shortcut at the beginning of the map -PJS03_2: Reduction of the explosion damage from the canister -PJS03_2: Addition of a walkway to indicate the passage to the submarine -PJS04: Reduction of damage in the acid with the suit (3 per second > 2) -PJS04: Reduction of blur in the acid -PJS04: Addition of a tube above the acid to indicate to the player that they can interact with it
addedNews : We are approaching the final versions of the first three levels. I will "soon" continue working on the sound design to enhance the game's atmosphere. Development of the fourth level should "soon" resume. I am finally considering adding different difficulty modes.

-Revision of some texts -Revision of the window texture -Update of the credits :) -Fix for the bug where pressing the N key after the level start cinematic caused the black initialization screen to appear -PJS01: Revision of lighting -PJS01: The player now obtains the Pistogun right from the start (beware of the enemy when exiting) -PJS01: Change in enemy spawn conditions on the street -PJS01: Overhaul of the room with two floors, with added indications on objectives (obtaining access cards) -PJS01: Additional enemy for the first wave when activating switches in the blue card room -PJS01: Overhaul of the generator room and addition of an enemy -PJS01: Overhaul of the room preceding the generator room, addition of an enemy and a healing station -PJS01: The speed of the black cubes is no longer fixed -PJS01: Addition of an extra enemy on the first floor leading to the green syringe -PJS01: Revision of the red card room -PJS01: Addition of bump mapping on the exterior walls -PJS01_2: Addition of bump mapping on the exterior walls -PJS02_2: Revision of lighting -PJS02_2: Addition of a new underground room -PJS02_2: Reduction of the speed of the puppets -PJS02_2: The time for a complete rotation of the central projector changes from 10 seconds to 12 seconds -PJS02_2: The switches in the room with the clock are deactivated until their reset -PJS02_2: Addition of floor markers to indicate the switches to activate in the clock room -PJS02_2: Reduction of the width of the laser hitboxes -PJS03: Revision of the train textures -PJS03: Revision of lighting -PJS03: Addition of new textures -PJS03: The ammunition shelf in the train has been replaced by a crate -PJS03_2: Revision of lighting -PJS03_2: Addition of new textures and models -PJS03_2: Addition of a shortcut at the beginning of the map -PJS03_2: Reduction of the explosion damage from the canister -PJS03_2: Addition of a walkway to indicate the passage to the submarine -PJS04: Reduction of damage in the acid with the suit (3 per second > 2) -PJS04: Reduction of blur in the acid -PJS04: Addition of a tube above the acid to indicate to the player that they can interact with it

News : We are approaching the final versions of the first three levels. I will "soon" continue working on the sound design to enhance the game's atmosphere. Development of the fourth level should "soon" resume. I am finally considering adding different difficulty modes.

Have a nice day, ddzev

Source

Steam News / 20 March 2025

Open original post

Changelog.gg summarizes and formats this update. How we read updates.