Update 25 - INTEL

SYNTHETIK: Legion Rising

SYNTHETIK is an unforgiving tactical shooter rogue-lite where freedom and experimentation is key. Fight in a world overrun by the Machine Legion and their Gods. Experience the next level in gun-play and dive into unparalleled build options and Android upgrades. Can you defeat the Heart of Armageddon?

[img]{STEAM_CLAN_IMAGE}/31930404/2728087f9f28431b093e59f4064510e75ae298f8.png[/img] Hey everyone! Update 25 is here! Initially there was no update at this point planned until "Ultimate" but with the new influx of players we wanted to get something nice out in between the longer downtime. With new hype come a lot of extra changes and improvements so here we go: ------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------- [h2] [b]KEY FEATURES[/b]:[/h2] [h3]- Weapon Variant Cards & Rework - Fully explained weapon perks and variants - 1 Life Daily Random Run - Room improvements and some new rooms - Doomba & Riot Medic enemy - Non-host can leave without game ending - New starting item, new Legendary item - Weapon switching with hotkeys - Buffs for all weaker class modules - Armor Mechanic Rework and more! - We are hiring! [/h3] ------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------- [img]{STEAM_CLAN_IMAGE}/31930404/cf40d92e0e715c82d8fa8c486743debe65d0041a.png[/img] [b]Full Patchnotes:[/b] [h3][b]NEW [/b]- Weapon [b]Variant [/b]total overhaul![/h3] Weapons now have cool floppy disk style graphics and fully detailed tooltips! In addition many have been reworked or improved. [list][*][b]Cursed Variant:[/b] [*] Now shows a popup when the damage proccs, no longer damage each shot but 5% * curse chance, now also deals bleeding damage on proccing shot based on magsize and curse. Can be pretty powerful but also more damaging the more the curse [*] [b]Printing Variant:[/b] [*] No longer changes heat, firerate or recoil, so more variants feel like the normal gun [*] Now is like Standard with 20% longer reloading, 50% less ammo gain and ammo regen [*] [b]Lightweight Variant:[/b] [*] No longer increases recoil by 10%, and now performs like the Standard variant also [*] Still does increase movement and cooling speed [*] [b]Scavenger Variant:[/b] [*] No longer decreases firerate by 10%, now performs like the Standard variant [*] Magazine size reduction from 35% to 20%, now reduces reload speed by 20% [*] Now produces less heat to offset the magsize loss [*] Still does affect magsize and ammo gain [*] [b]Modular Variant:[/b] [*] No longer decreases firerate by 20%, now performs like the Standard variant [*] Now gains 20% less ammo instead, still grants double stat upgrades [*] [b]Military Spec:[/b] [*] Due to many positives and no negative, now reduces movement accuracy [*] No longer reduces recoil by 15%, now grants 30% First-shot recoil reduction [*] [b]Prototype:[/b] [*] Now grants 20% headshot damage and deals slightly more damage [*] Now increases jamming chance [*] [b]Overclocked:[/b] [*] Now grants more firerate per heat instead of flat 20% [*] Now grants 50% overheat firerate [*] [b]Taiga Hunter:[/b] [*] Damage from 30% to 25% [*] Now grants 25% headshot damage [*] [b]Relic Variant:[/b] [*] Now shows a popup when the heal proccs, heal improved [*] [b]NEW[/b] - Common Variant: [b]RE-ACTIVE[/b] [*] [b]NEW[/b] - Common Variant: [b]KAIDA-ELITE[/b] [*] [b]NEW[/b] - Common Variant: [b]CRIT-CHARGED[/b] And a bunch of low key changes in multiple variants [/list] [img]{STEAM_CLAN_IMAGE}/31930404/7c5e668e1606ba6fd100863844f5a539821443cd.gif[/img] [img]{STEAM_CLAN_IMAGE}/31930404/8bb46cb147c89b96f783c7851dcb4c06d456ed19.png[/img] [h3][b]NEW [/b]- Many weapon perks have enhanced or new synergies with stats! [b]NEW [/b]- All weapons perks now have a full tooltip with details![/h3] [quote=Shrike][i]Quote Shrike:[/i] The weapon perk descriptions were initially not implemented to have at least one larger element of mystery but that did not work out so well given everything else is explained and were asked for since launch. It was a larger localization effort but its finally here! I also took the opportunity to go over a lot of weapon perks and add some additional depth and stat synergies. In addition with the variant tooltips, it feels like a lot of extra depth has been added in my opinion. Not only that, but a good bunch of new weapon perks were added as well![/quote] [h3]New Weapon Perks:[/h3] [list][*] Enforcer carbine new perk [*] Damnation bloodbolt scales with terror level [*] Twin mill now has perfect movement accuracy [*] Apollon MG5 now has a new perk [*] Sour DMR new perk [*] Auto 945 new perk [*] Experimental new perk [*] Impaler new perk [*] Bren new Perk [*] Particle cannon new perk [*] M14T new perk [*] Scrap Cannon new perk [*] KSG new perk [*] Some of these perks may have been already live since last update to a degree [*] The weapon balance and armor rework notes are at the very bottom! [/list] [h3]Ammo Gain character stat[/h3] [list][*] The character ammo gain stat now affects ammo regen by half [*] The character ammo gain stat now affects various weapon procc effects [*] The character ammo gain stat now affects no-ammo-cost chances by 1/4th [*] No-ammo-cost chances are now affected by luck by 1/4th (previously by half) [/list] [img]{STEAM_CLAN_IMAGE}/31930404/1bd847faacc659984452365bae36a9b1f5cb68a4.png[/img] [img]{STEAM_CLAN_IMAGE}/31930404/80d9726144b63a2e52991f5d8d5c678a51571d3f.png[/img] [h3][b]NEW [/b]- 1 Life [b]daily random run![/b][/h3] We added a new challenge run, you can find it in the prestige shop as with the other modes! To unlock the prestige shop, you need to research it in the research menu. It is on top near the game logo when unlocked. The Daily random run gives a totally random loadout (yes even legendaries!) and 30% bonus experience but you only have one try per day! [h3]New Rooms & Room Alternative Layouts[/h3] Some new Rooms have been added, mostly for Green Electro floor (and some generic ones taken out) and a couple rooms have more alternative / rare layouts [h3]General:[/h3] [list][*] Recycling legendary items now grants 1250 credits [*] Fixed loop debuff resetting all extra max hp to 0 instead of setting total hp to 0.5x (buff in most cases) [*] Fixed that one room where the area could be closed [*] Boss chests should no longer be able to spawn on players [*] It should no longer be possible to be left behind in last defender room due to doors [*] New players (below class level 5) will only get 2 choices for perks and stat upgrades instead of 3, to overwhelm new players less [*] Module power bonus from random module is now 15% [*] Wood chests have a small chance for a legendary and epics now [*] Metal chests now have a 5% chance for a legendary [*] Alert chests now have 10% chance for a legendary [*] There is now a 2% chance to get a metal weapon chest on the first room and 2% higher onwards [*] There is now a 5% chance to get a metal item chest on the first room [*] Fixed a bug where item find chance was reduced by weapons found not items found [/list] [img]{STEAM_CLAN_IMAGE}/31930404/05e6a7a92275acb9767ba7e5ba5fb059a67fd276.png[/img] [img]{STEAM_CLAN_IMAGE}/31930404/f9963d6c7e9058662893b1366bebb7342c823193.png[/img][h3][b]NEW [/b]- Super Sexy [b]'Seth-Up' Suitcase Sentry[/b] Starter Item[/h3] [i]Not the best item in the world, just a tribute! A portable mini suitcase sentry with 2 charges, can be used as starter by all classes Deals very good damage but is vulnerable and should be protected Enter code /HEYHEY in chat to unlock without spending data[/i] [img]{STEAM_CLAN_IMAGE}/31930404/44670fa7f1e03b9b9767558618f4cf2b528982e7.png[/img][h3][b]NEW [/b]- Legendary Item: [b]High Command[/b] (this time maybe for real)[/h3] [i]This item is cursed IRL, slipped from drop tables at least 2 times Summons a Red Guard Striker Glider or a Mini Tank if you are lucky! Small chance for something even better..[/i] [img]{STEAM_CLAN_IMAGE}/31930404/de9ea773f40f510ac73e4d9cbc35fb8732ad8ee8.png[/img] [h3]Item Changes[/h3] [list][*] Beam item damage scaling increased across the board [*] Shotgun items damage increased [*] Neutrino bomb area range from 100 to 150, 3>4 explosions [*] Refractor crystal no longer scales in duration, duration 2.5 > 3 [*] Z1 Shuriken friendly fire 100% > 50% [*] Poisoned shuriken friendly fire 100% > 50%, damage increased, extra chance from 3 > 5 blades [*] Living bomb fixed self damage from second explosion [*] Cloak now gives less extreme dodge chance on recycling [*] Metal detector fixed - no longer increases damage taken when triggered [*] Hyperfeed now grants 100 > 90% chance of no ammo cost, [*] Hyperfeed CD 90 > 80, duration 2.5 > 2.75, now gives fixed 20% ammo gain on recycle [*] Face melter explosion now scales with upgrade power [*]M203 damage from 0.65 + 0.35 * power to 1 + 0.35 * power [*] Orb of iron stun duration from 0.75 to 1.25 [*] Upgradekits now grant 100 extra credits per charge when recycled [/list] [h3]Pets[/h3] [list][*] Guardian Pet Item now gains more health and damage per floor similar to turret items [*] Stinger Pet Item now gains more health and damage per floor [*] Missile drone now gains more health per floor [/list] [img]{STEAM_CLAN_IMAGE}/31930404/f40b03a5450f603e54419908eca3be053eb35f96.png[/img] [quote][i]Quote Shrike:[/i] Varied Class perks and modules have their armor values rebalanced The weaker class modules got some good buffs, which should make module builds much more competitive - the classes themselves are considered in good state[/quote] [list][*] Riotguard battlecry now deals 175% shield damage [*] Riotguard shield delay is now faster, hp regen slightly reduced [*] Riotguard insanity challenge battlecry bonus increased by 50% [*] Riotguard Riotshield ammo gain 35 > 40 [*] Guardian Module Wicked deals less damage when the stun doesn't proc [*] Guardian Module I-Frame now has 12 second cooldown, duration 1.2 > 2 [*] Guardian Module Recovery now lasts 4 > 5 seconds [*] Guardian Module Warmup increase from 4 > 3 seconds [*] Guardian Module Aegis MK5 Platinum shield delay reduction from 50 > 60% [*] Guardian Module Fortify Position max and starting ammo from 20 > 30% [*] Guardian Module Shield Overclock shield regeneration from 120 > 150 [*] Guardian Module Into Battle range decreased from 350 to 175, bonus from 10 > 15% [*] Guardian Module Enrage now lasts double as long when perfect active reloaded [*] Assassin base dodge chance from 20 > 15 [*] Assassin level 5 perk from 20 > 15 (was a bit extremely good) [*] Assassin now properly profits from the prestige stat bonus [*] Assassin Dagger no longer removes your shield [*] Assassin Dagger damage increased by 100 to push dagger use a bit more [*] Assassin lv15 credits not gaining will be fixed soon in a fix patch, was found too late [*] Rogue Module Keeping Distance fire rate increased 20 > 25% (armor rebalanced) [*] Rogue Module Power Tuning headshot damage from 30 > 35% [*] Rogue Module Freeze! Damage absorption from 50 > 60% [*] Rogue Module Keeping Cool shield boost from 100 to 250 [*] Rogue Module Die Hard elite damage from 25 > 30% [*] Rogue Module Against the odds max hp from 20 > 25% [*] Rogue Module Blood Borne lifesteal timeframe increased from 1 > 1.5 [*] Sniper laser exploit fixed [*] Raider Knife buffed slightly in varied areas, mostly damage related (also see armor changes) [*] Raider Knife minimum stacks now is 100 higher (we are keeping an eye on Blade performance) [*] Raider now starts with 5 extra dodge chance [*] Raider Prestige duration increased [*] Commando Deagle headshot damage bonus 40>50%, damage increased 10% [*] Commando ammo box now scales in ammo gained for LG2 and buff [*] Commando Plasma grenade damage scaling from 0.1 > 0.2 [*] Commando Module Specialized Ammo 25% > 35% crit dmg [*] Commando Module Drone mod fire rate 30>50 RPM [*] Commando Module Pack A Punch bonus damage 10>15% [*] Engineer laser heat reduction changed from 30>10 (better with new laser types) [*] (The new starting item is pretty cool on Engineer) [*] Demolisher ultra kills now also heal like the triple kills [*] Demolisher double kills no longer show the “X2” popup twice [*] Demolisher Resonator charge gain 15s > 12s [*] Demolisher Core now properly shows run stat upgrades in tooltip [*] Specialist Module Forged by fire now actually gives the 30% fire rate as intended [*] Specialist Module Status extender hp threshold fixed, effect increased from 30 > 35% [*] Specialist Module Chromatic Alloy armor rebalanced to 50 (buffed) [*] Specialist Module Multiply ammo regen duration from 15 > 20 [*] Specialist Module Overdrive item cooldown speed 20 > 35% [*] Specialist Module Elemental Power from 25 > 30% in effect duration [*] Specialist Module Calculated damage bonus from 15 > 25% [*] Specialist Module Sun Rising now also removes curse on max stack (only you and me know) [*] Specialist Module Force Unleashed powerup duration bonus from 3 > 4 [*] Sniper and Engi drone now only fire after being infight for 1 seconds instead of instantly [/list] [img]{STEAM_CLAN_IMAGE}/31930404/eb09dcf1722d2278335935542ef9f15bac21f113.png[/img] [h3]New Enemy: [b]Doomba[/b] New Enemy: [b]Riotshield Medic[/b][/h3] [list][*] Striker glider shield 2000 > 3000 [*] Railgun Glider hp 4000 > 6000 (just always dies instantly) [*] Shotgun Glider damage 0.5 > 0.65 (was affected too much by laser changes) [*] Incinerator Heavy Infantry damage reduced noticeably [*] Shield drone shield effect cooldown from 4 > 8s, shield gained from 300 > 500 [*] Jet Boss follow speed 276 > 264, 225 in tactical mode [*] Server hack fight maximum spawns from 14 to 18, now more difficult based on difficulty [*] Disco Room channel time in solo from 10 to 7, in tactical it is half the time [*] Disco Room channel time in coop from 10 to 14, tactical half the time [*] The room was too hard in solo and often a breeze in coop, and crazy in tactical [*] Tactical mode player damage increased by 20% (to default value) [*] Tactical mode Health damage taken decreased 10%, healing per room 700 > 1000 [*] Hyper adrenaline mode now increases damage taken by 2x instead of 3x, same as damage done [*] Health crates now give health back from Fragile difficulty when below 50 health was lost as well [/list] [img]{STEAM_CLAN_IMAGE}/31930404/21496d6d8f2af9feadf22f5538a97494bd8696e9.png[/img] [h3]Controller[/h3] [list][*] There is no longer a 10s window where you can enable the controller at launch with the message that pops up, now always works [*] Added a setting for controller dead zone adjustment for the sticks [/list] [h3]Online Coop[/h3] [list][*] The second player can now leave the game without it ending for the host! [*] Not directly for this update but in the last weeks: [*] Switched Server Provider with better Peering improving connectivity [*] Varied more servers have been added [/list] [h3]Other[/h3] [list][*] Fixed a lot of reported issues [*] Increased sound priority of the headshot sound + some small improvements [*] Some unlisted changes and improvements as always [*] Achievements are still planned for Ultimate as promised [*] Exp should no longer be able to be negative in any case but still looking into it [*] Double starting loadout bug is fixed for the moment, we think about how to bring the function back with better balancing [/list] [h3]Coop AI not attacking / Knife not hitting[/h3] [list][*] Due to a bug, the enemy teams were not properly set, this should all work now[/list] [h3]Performance[/h3] [list][*] Added forcing of Dedicaded graphics cards over integrated APUs [*] Changed / Fixed that enemy and environment hit particles always show above 400 damage and ignore the internal CD = better infight performance [*] The ring effects in crystal floor no longer draw as decal on low quality setting [*] Video-Ram footprint was reduced by around 150-250 MB [/list] [h3]Online Coop / Networking[/h3] [list][*] If a P2p connection is established, the relay connection will not be closed and used as backup to decrease chances of disconnects or disruptions [*] Added Australia relay server [*] (In the time between the Winter update and this update, many server improvements have been made, and better and more servers have been added) [/list] [h3]Arena[/h3] [list][*] NEW - When owning Legion Rising, arena weapons now can drop in variants! [*] Reduced requirement for core defense Arena mode to unlock the other modes [*] Hopefully improved the exp bug for player 2 situation[/list] [img]{STEAM_CLAN_IMAGE}/31930404/74465a4e53217034b16d8a2bee9beb3127c7a5a3.png[/img] [quote=Shrike][i]Quote Shrike:[/i] TLDR: Armor is a little more meaningful depending on damage types, mostly when the [b]"Deflect" difficulty modifier[/b] is enabled. You can scroll to weapon changes on bottom if you don't care about the details[/quote] [h3]Armor Rework & Technology Ruleset Iteration[/h3] [list][*] Armor will be updated to the Synthetik Universe v2 ruleset +- [*] Armor and Armor-Penetration now ranges from 0 > 100 [*] Armor now absorbs damage equal to the value, 75 armor = 75% less damage [*] Armor pen now negates armor, 75 armor - 25 ap = 50% damage done [*] Headshots have additional 15 armor pen [/list] [quote=Shrike][i]Quote Shrike:[/i] What does this accomplish? Previously, enemy armor became irrelevant at higher weapon damage (especially for shotguns) and very hard to judge. Headshots and criticals also just overshadowed armor totally. Now it will perform consistently throughout the game. While we want to keep the game feeling mostly the same, this will make for a bit stronger dynamics between the weapon and ammo types, with the end goal of having each ammo type have their own role and strength and not just have “assault rifles be the better smgs” This new system is also far easier to balance and can be easily scaled towards more hard core and soft core values, while the old was near impossible to balance (Tank with 300 armor would leave shotguns useless but snipers wouldnt care at all per example, so higher values than 150 were basically never used, it just didn't work well) [/quote] [list][*] Unarmored enemies are unchanged (most humanoids) [*] Enemy armor has been adjusted across the board [*] Some enemies are stronger now, Riotshield Enforcer most notably and Turrets [*] Non bullet abilities have 30 armor pen by default [*] Armor piercing ammo and things like Acid ammo are more desirable now[/list] [h3]New Armor Values::[/h3] [list][*] Turrets 45-65 Armor (Turrets are buffed, they were rather weak before) [*] Riotshields 50 Armor [*] Tanks & Mechanoid Enemies 40-50 Armor [*] Heavy Infantry 30 Armor [*] Bosses 30 Armor (Health reduced) [*] Lighter Gliders 25 Armor [*] All normal Humanoids 0 Armor [*] Drones 0 Armor [*] Most Shielded Enemies 0 Armor [*] All player armor stats and modules have been rebalanced [/list] [h3]Deflect Difficulty Modifier changed:[/h3] [list][*] Deflect now increases armor of all armored units by 15, making the damage types and proper counters more meaningful[/list] [h3]Item / General changes:[/h3] [list][*] Items and other things now properly behave within the ruleset [*] Example: Raider Plasma knife now deals 400 bonus damage per plating, has 100% armor pen but deals 25% damage to shields [*] Lightning items have 50 armor pen but half shield damage [*] Laser items deal 50% shield damage and more base damage, 15 armor pen [*] Some things already worked, like Battlecry having a shield damage bonus as being Fusion tech [*] Fire now deals 75% damage vs shields, lasts shorter vs armor [*] Explosions now have 15 AP, damage increased by 10% globally [/list] [h3]LONG STORY SHORT[/h3] [list][*]Shotguns, SMGs are better against unarmored targets, worse against armored targets [*] High caliber weapons are slightly worse against unarmored, but have more advantages now [*] Turrets are buffed as they were pretty weak most of the time, some weaker enemies were buffed [*] Abilities and other things are similar to before [*] Player armor is also changed [*] Overall the game should feel a little more consistent, a bit more realistic and also more defined in strengths and weaknesses but still very similar [/list] [quote=Shrike][i]Quote Shrike:[/i] Keep in mind that there can be some outliers that are not transferred over well so its important you tell us what you think. This will maybe cause a few issues in the short run but be much better in the long term, but after extensive beta test and a bit of reduction of armor impact it should feel very similar. This is largely an investment in the future. [/quote] [img]{STEAM_CLAN_IMAGE}/31930404/6ceeb6d49c83740d555d6fb2a1cc998119a57c20.png[/img] [h3]Damage Type balance due to armor changes:[/h3] [list][*] Small caliber ammo (pistols and smgs) damage increased by 10% (20% close range) [*] Fusion, Laser and small to medium ballistic ammo damage increased around 10% [*] Larger calibers armor piercing types base damage reduced by around 10% [*] Shotgun, coil and nail damage increased by 15% [*] Explosions now have 15 AP, damage increased by 10% globally [*] Fire weapon damage highly increased, Fire and bleeding duration are reduced by armor [*] Fire now deals 75% damage vs shields, lasts shorter vs armor [*] Acid and radiation is 100% armor piercing [/list] [h3]Weapon Balance:[/h3] [list][*] [*] Auto945 time between bursts is 10% faster [*] Kaida honorary model damage decreased by 2% [*] Tec9 deviation from 12 > 7, recoil from 7 > 7.5 [*] Fusion Classic 5-7 damage increased by 4% [*] K9800 improved firing sound, headshot bonus 35 > 50% [*] Last breath headshot bonus 15>20% [*] Tri bolt attachment damage decrease reduced [*] LG2 chargeup delay from 0.7 > 0.6, heat fire rate from 1.5x > 1.65x [*] Eraser DMG max spread reduced [*] Gladiator Gatling damage from 1.25 > 1.3, ammo reg delay from 2s to 1.5s [*] M75 Heavy support damage from 1.85 > 2 [*] Bleeding Hollow Point and Acid Ammo no longer have 5% reduced damage [*] Burning Laser ammo direct damage 92.5 > 95% of laser damage [*] Cold fusion ammo no longer has 5% reduced damage [*] Laser Pistol and Laser Sub firing sounds improved [*] RPG reload speed 3.5 > 3, damage from 3x to 3.25x, heat from 1.4 to 1.2x [*] Ballistic crossbow damage from 1.15 to 1.5, reload speed from 1.1 to 1.25s [*] Auto bolt caster damage increased by 15%, heat reduced [*] Ion Cannon damage from 1.2 > 1.3 due to plating fix [*] AEK special elite damage increased by 10%, recoil reworked, -ammo gain +max ammo [*] AEK special elite now deals 15% additional elite damage [*] Pressurized impaler damage from 1.8 to 2, recoil control 0.7 > 0.8, deviation from 10 to 7 [*] Spectre damage increased from 0.8 to 0.85 (armor change) [*] M75 damage increased from 2 > 2.2 [*] Fmg9 Medic damage from 0.725 to 0.75 [*] Coil pistol damage from 0.95 to 1 of coil dmg [*] X512 base damage increased, homing direction change speed from 100 > 120 [*] Nailgun bleeding nail ammo no longer has 5% reduced damage,Nail ammo no longer has default headshot values, now in line with scatter damage type [*] A5C Test version hidden teleport upgrade bug fixed [*] Scrap cannon damage from 1.8 to 2x [*] Double Barrel damage from 1.6 to 2, improved firing sound [*] Double Barrel no longer has 2 burst but can single fire, burstfire delay from 0.25 > 0.1 [*] Coop Weapon Attachment sync & weapon projectile proccs issues fixed [*] New set of sounds for the NEMESIS PROTOTYPE oh yeah, ammo gain 10>12 [*] Mag47 HMG movement inaccuracy 1.5 > 1.75, recoil reset 0.3 > 0.45 [*] Nailgun, Particle cannon, Ripjack not working with hyperfeed fixed [*] Fixed Ion shots removing more than one plating [*] Laser cannon now properly breaks stealth [*] Power tokens for weapons now also adds 5% damage[/list] [quote=Shrike][i]Quote Shrike:[/i] Again please remember that, the soft ballistic, shrapnel, laser, fusion and varied others have had their base damage increased with the armor change, so base damage may have increased PLUS additional increases for certain weapons as stated above (Example: Spectre got higher weapon damage but also the soft ballistic ammo deals more base damage to compensate being weak versus armor)[/quote] ----------------------------------------------------------------------------------------------- We also put the Arena DLC and the 2 Supporter packs in a bundle as it was very confusing to find through the store. All these 3 work for both the full game and the free arena standalone! [b][i](Click = Link)[/i][/b] [url=https://store.steampowered.com/bundle/10032/SYNTHETIK__All_the_things_Bundle/][img]{STEAM_CLAN_IMAGE}/31930404/8090d949d54a729a29d308f281220d4ca77a4b63.png[/img][/url] We are also hiring! - https://www.flowfiregames.com Game 2 is still on track (don't forget to be in the newsletter!) but we are now expanding the Synthetik team and great things are to come for the Synthetik universe! Next update on the roadmap is "ULTIMATE" as planned, coming with the console launch, some story elements, better ending, new music, achievements and more! Stay tuned. Ok thats it! We hope you enjoy. - Team Flow Fire Games [img]{STEAM_CLAN_IMAGE}/31930404/763e50a8d79f789f1e4993ee5cc911aaf211cfda.png[/img]