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Steam News4 July 202618h ago

End of early access (update V33)

Hello, By convention, version 1.0 refers to a software version that is considered ready for release. Since I don't have a marketing department to encourage me to jump from 32 to 1, here is version 33.

In this update7

Full notes

Full Syndeo-Complex update

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

Repeated intro

Hello,

What changed

1 fix7 additions7 changes3 removals
  • Gameplay
  • UI and audio
  • Balance
  • Fixes
  • Maps
addedPathnoteAdded level 5 (pjs05)
addedPathnoteAdded two new achievements
addedPathnoteHub: Added a new KELI that welcomes the player
removedPathnoteHub: Removed the giant ring and the KELI talking about strawberries
addedPathnotePJS01: Added a Keli who talks about Prophet 60091
removedPathnotePJS02_3: Changed (again) the conditions for firing in the exo, it is no longer necessary to click repeatedly to fire, holding down the button is sufficient

Syndeo-Complex changes

addedAdded level 5 (pjs05)
addedAdded two new achievements
addedHub: Added a new KELI that welcomes the player
removedHub: Removed the giant ring and the KELI talking about strawberries
addedPJS01: Added a Keli who talks about Prophet 60091

By convention, version 1.0 refers to a software version that is considered ready for release. Since I don't have a marketing department to encourage me to jump from 32 to 1, here is version 33.0 of Syndeo-Complex.

Pathnote

  • Added level 5 (pjs05)

  • Added two new achievements

  • Revised the story (introduction, characters, Syndeopedia)

  • HubAdded a new KELI that welcomes the player
  • HubRemoved the giant ring and the KELI talking about strawberries
  • Hub: Opened the right corridor, however, the doors leading to the end of the game remain closed

  • PJS01Added a Keli who talks about Prophet 60091
  • PJS02_3Changed (again) the conditions for firing in the exo, it is no longer necessary to click repeatedly to fire, holding down the button is sufficient
  • PJS03_2Removed the blue container next to the bunker, it allowed access to an area that is normally inaccessible
  • PJS03_2Added a Keli that explains the function of the container that teleports the player back to the boss
  • PJS03_2The PROTO-BARON’s health points have been reduced (300x3 > 200x3 and 2500 > 2000)
  • PJS03_2Fixed a bug related to opening the hiding spot on Crap Master
  • PJS04_3Added Solus’s secret text

A final thoughts

Back in 2015, I said something like, “In two years, it’ll be over.” That’s my tagline.

So, what’s happened since I wrote the article about the ten-year milestone ? I built three levels in a year, not bad, huh ? One of them is technically the most advanced of them all, and I’m proud of it, but as I mentioned, it took a while. Let’s talk about the other two.

Stage 4

First, the end of Stage 4. I had planned a double boss battle in an arena that was supposed to open up to reveal a connection between the depths and the surface, where the stage began. It was going to be a wild scene. In the end, it’s very short, it’s just a rehash of the turn-based battle with the dispencer, and the boss is a recycled character.

Stage 5

Next, Stage 5 was supposed to be a short but intense level featuring a boss battle like the one in Shadow of the Colossus, a titanic robot that fired lasers from its eyes, which you had to climb to defeat. I thought about the constraints I’d set for myself from the start, that every level is different in every way, which means starting from scratch every single time. After a few weeks of going around in circles on the Moon, literally, since Stage 5 takes place on the Moon, I took five minutes to think it over. I don’t feel like doing this anymore, none of it interests me anymore. So let’s be pragmatic, let’s make something cool, something challenging, and something that will push the limits of UDK once again. Let’s forget what’s been planned for years and start a tower defense game. On the Moon. And let’s reuse a character again.

I'm happy with the result because the turret-activation mechanics are unique, and the game never gets boring. I love tower defense games, but they aren't very dynamic, you tend to be passive most of the time. Here, you have to move, aim, and shoot just like an FPS, but you still have a top-down view.

The pain !

Still, these last few months of development have been a struggle. Honestly, I thought I was immune to that “old-people” stuff, but carpal tunnel syndrome came along to torment me while I was navigating the UDK viewport. Since every problem has a solution, I started by wrapping my wrist with boxing tape. A few weeks. That was just enough time to accept reality. Now I play Doom with a vertical mouse. A few months later, eye pain forced me to look away from the screen. Problem. Solution. Now I wear glasses.

There are also “personal problems.” Another word for personal problem: life. Every living being has personal problems. A life without personal problems is like burrata without tomatoes and basil.

This might be my last post here, so I’m going all out.

Spin Cycle

I rewrote the script to simplify it and cut down on my workload. I didn't want to create any new characters (3D models, backstories, etc.) anymore, so I removed the references to Evangelion (including a character who specifically referenced it).

What about the sounds ? Like everything else, it’s ending up with recycled assets or even missing altogether. Oh well.

I’d mentioned several difficulty levels. Well, oh well.

Oh, I wanted to make a mini-game where you bet with the Keli in the bar in Stage 1. You would have bet health points for Intravecious drugs.

Come to think of it, I’ve spent the last few years not doing certain things in real life because I told myself I had to work on this virtual project. But now, what’s going to happen?

Conclusion

What have I learned from these thirteen years of making Syndeo-Complex ?

At first, you might wonder about the feasibility of such a project on your own, too ambitious, and decide to do nothing, like my friends (that’s a gift!). Or maybe you’re naturally naive and tell yourself that it’ll all be over in two years. It could have happened, but unfortunately I ran into a personal problem about ten years ago now. I got a job. Seriously, we never get what we would want, but we always end up doing what we want. We imagine that the idea is perfect, so incredible that we’ll never be able to make it a reality, so we might as well do nothing. I think that’s ridiculous, an idea that isn’t put into practice is worthless. You have to try, and above all, get others to try it too. The idea turns into attempts that lead to failures, and each one gives you experience. In the end, you’ll have something you like, and that’s what you want.

Being fussy or a “perfectionist” is pointless. Was half the development time spent tweaking the lighting ? I’m exaggerating. Maybe. I think perfectionism fades over time. You become more efficient and invest your time where it’s needed, in learning, for example. I tend to explore software first and read the documentation afterward. Did I discover at the end of development that all my 3D models were poorly lit because I hadn’t properly unwrapped the UVs for my textures ? If I don’t say anything, no one will notice… Getting better as development progresses is inevitable. Stage 1, for example, received a ton of updates to match the quality of the later levels. You’ll end up hating your first level.

In short: don’t overthink it, just go for it. If you get stuck, it means the idea isn’t right, don’t be afraid to scrap your work and start over from scratch. Finally, I think constraints are the most important factor in driving creativity. That’s where originality comes from, and a piece of work you’ll be proud of.

Thank you for reading.

ddzev

PS: and have a great day, okay ?

Source

Steam News / 4 July 2026

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