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Steam News16 April 20251y ago

Update V26

Hello, We're not here to sell lily of the valley, so here are the major changes: new enemy behavior (let's say more realistic), new level design for some rooms in the first level (and a new enemy), new locations to visi

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Full Syndeo-Complex update

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Hello,

What changed

0 fixes1 addition1 change0 removals
  • Gameplay
  • Fixes
addedWe're not here to sell lily of the valley, so here are the major changes: new enemy behavior (let's say more realistic), new level design for some rooms in the first level (and a new enemy), new locations to visit in the third level, and a new progression mechanic on the surface. Some heavy stuff.
changedOverhaul of enemy behavior (increased rotation speed, no longer lock onto the player, no longer shoot while moving but only after reaching a pathnode) -General revision of pathnodes -Revision of damage notification effects (reduced shaking and color modification) -Revision of ammunition crate textures -PJS01: Minor visual revisions -PJS01: Room revisions on the third floor with the three enemies (second part) -PJS01: Major revision of the "Into Syndeo’s City" room -PJS01: Emphasis on certain colors to better differentiate enemies with the pistogun from those with the rifle -PJS01: The rocket launcher is now obtained on the fifth floor (second part), the crate in the blue card room now gives a rifle -PJS01: Overhaul of the fifth floor (second part), addition of a new enemy -PJS01: Revision of the blue card room (addition of a switch and optimization of enemy placement) -PJS01: Revision of drones (less damage per projectile but fire in bursts and reduced movement speed) -PJS02_2: Addition of an extra block on the elevator so the player can hide completely -PJS02_2: In the area with the aerial camera: reduction of block height, the player no longer needs to double jump to pass -PJS02_2: In the last room: reduction of the height of the platform where the Architecta is located, the player can no longer be hit while staying behind the "puppets" -PJS03: Revision of the underground part (level design and enemies) -PJS03: Enemies in this level are now faster -PJS03_2: Visual revisions (lighting, assets, decals) -PJS03_2: Revision of the outdoor level design (new buildings to visit) -PJS03_2: Addition of an ammunition crate near the Tesla tower -PJS03_2: New progression mechanic in the outdoor part (combat becomes objectives) -PJS03_2: Revision of enemy spawn rules -PJS04: Fix for a bug where the player could pass through the walls in the first dome

We're not here to sell lily of the valley, so here are the major changes: new enemy behavior (let's say more realistic), new level design for some rooms in the first level (and a new enemy), new locations to visit in the third level, and a new progression mechanic on the surface. Some heavy stuff.

-Overhaul of enemy behavior (increased rotation speed, no longer lock onto the player, no longer shoot while moving but only after reaching a pathnode) -General revision of pathnodes -Revision of damage notification effects (reduced shaking and color modification) -Revision of ammunition crate textures -PJS01: Minor visual revisions -PJS01: Room revisions on the third floor with the three enemies (second part) -PJS01: Major revision of the "Into Syndeo’s City" room -PJS01: Emphasis on certain colors to better differentiate enemies with the pistogun from those with the rifle -PJS01: The rocket launcher is now obtained on the fifth floor (second part), the crate in the blue card room now gives a rifle -PJS01: Overhaul of the fifth floor (second part), addition of a new enemy -PJS01: Revision of the blue card room (addition of a switch and optimization of enemy placement) -PJS01: Revision of drones (less damage per projectile but fire in bursts and reduced movement speed) -PJS02_2: Addition of an extra block on the elevator so the player can hide completely -PJS02_2: In the area with the aerial camera: reduction of block height, the player no longer needs to double jump to pass -PJS02_2: In the last room: reduction of the height of the platform where the Architecta is located, the player can no longer be hit while staying behind the "puppets" -PJS03: Revision of the underground part (level design and enemies) -PJS03: Enemies in this level are now faster -PJS03_2: Visual revisions (lighting, assets, decals) -PJS03_2: Revision of the outdoor level design (new buildings to visit) -PJS03_2: Addition of an ammunition crate near the Tesla tower -PJS03_2: New progression mechanic in the outdoor part (combat becomes objectives) -PJS03_2: Revision of enemy spawn rules -PJS04: Fix for a bug where the player could pass through the walls in the first dome

News: We are now extremely close to the final versions of the first three levels. More additions are still planned, such as [censored] to earn [censored]. That's all. Have fun until then.

Have a nice day, ddzev

Source

Steam News / 16 April 2025

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