The Synthetik 2 Game Logo
February 14, 2024

Electrify Mega Update

Major Features:

Huge Item Overhaul

Supply Hack Databases

Ragdolls & Decapitation

Map reworks

Center HUD

INTRO

Hey Synths!

We've got another massive update for you! Items, Ragdolls, decapitation, new Hud, new maps, tons of improvements across the board make Synthetik 2 feel like a new game (again).

No items found.

NEW 

Huge Item Overhaul

We added 20 new items and did a massive overhaul of the entire item pool. Items have a strong identity as part of a gameplay sandbox and matter more than ever.

Core Gameplay System
No items found.

NEW 

Supply Hack Databases

We brought back supply hack databases with all items, weapons, shop perks and all attachments! Collect them all and check out their details! Weapons got new stat tracking as well! Supply Hack Tokens also were added in their first iteration.

Expansion
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NEW 

Ragdolls & Decapitation

Destroying machines is more fun than ever. Enemies can be knocked around on kills, their heads detach on headshot or you can even blast the legs off!

Core Gameplay System
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NEW 

Map reworks

Around 10 maps have gotten a redesign or are new, with many others getting improved spawn points for better paced action.

Improvement
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NEW 

Center HUD

With the change to items and some cleanup, we can now bring back the classic HUD layout with a more focussed view on health and ammunition. A ton of quality of life improvements have been added all across the UI.

Improvement

// GENERAL

Update 14 started as a sort of "spring cleaning" update, adding a lot of fixes, tweaks and polish, however quickly grew very large. Many core elements have been polished up, especially around UI.

Destruction

We added ragdolls to humanoid enemies, making them fly around when killed and interactible by players for a time. Additionally for the previous 'explosion' system where enemies break into pieces, these pieces are now darkened and visors no longer show up as bright colors on the ground, reducing visual clutter.

NEW Unit Ragdolls
NEW Decapitation & Leg detachment

New Hud and Updated Menus

With the item overhaul and the changed item slots, we added a variation of the classic Synthetik UI layout which does span a bit wider across the bottom screen, but gives a very focused sight on the important gameplay elements, putting health and ammo at center. The new item layout also makes items appear more important and more appealing to use.

Ingame Heads-up display

With the item changes and some cleanup, we were able to bring back the classic layout, bringing a more focused view of health and ammunition, while making items more prominent.

New Centered HUD

Interface Improvements

We made a ton of quality of live improvements across the board with many smaller things adding up to the experience.

Items now show the upgrade count
Improved reload bar
Improved class & weapon menu
Improved healthbars
Improved experience bar
Improved buff bar

The buff bar now has a background, shows timers and a red circle on negative effects

Pings now show an indicator on screen border
Hotkeys are now faded out when the ability is on cool-down
Improved cool-down display of abilities and items
Tooltip improvements and also now shows rarity correctly
Varied sound improvements
Destruction pieces are now darkened for better visual clarity on the ground (not yet in effect for ragdolls)
Fixed glowing visors appearing on the ground for better clarity
Improved Button feedback in most menus
New font

Gameplay Cues

Varied gameplay cues have been improved, such as a very visible enemy spawn effect with sound, globally audible rare squad spawns and better damage taken feedback.

New Player turning around feet animations
New effect for spawning enemies
Added a particle effect when shields are downed
Taking health damage shows a bright indicator
Taking health damage sound is louder
Added an extra sound when losing 500 health

Databases

We added the first iteration of the supply hack databases. The databases can show all Weapons, Items, Variants, Shop Perks and Attachments! If you find one of them for the first time, they will appear in the respective database.

New Loot Compendiums!

Isn't it beautiful?

Supply Tokens (WIP)

You can "token" things in the database you unveiled with a supply hack token. This token will increase the chance of the object appearing and makes it slightly more powerful. Tokens are right now limited and will be expanded upon in the coming update, where you will be able to unlock tokens and maybe do more with them.

Campaign Loot Changes

The first 3 maps in the campaign now have multiple different types of loot progression instead of always a similar one. This is still being worked on and expanded onto the other areas soon.

No items found.

// ENVIRONMENTS

For the environments, we are still working on refining the spawn points for more engaging gameplay and high action moments. Multiple maps with too far spaced spawn points were improved, allthough more are upcoming. We also reworked the weakest maps of the game and gave them a stronger identity. Most notably, the Power Plant ("Electro") had some issues which now should be greatly improved.

2 New + 8 Redesigned Maps throughout varied environments
Improved spawnpoint placement on around 12 maps
Added ambient sounds to arctic, cooling and armageddon environments
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// CLASSES

Varied class tweaks have been done across the board, but were not a focus. Most notably for Breacher and Riotguard.

Breacher

Breach and Clear damage resistance  7.5 > 10, shield 250 > 300
Breach and Clear now gives 10% weapon damage per stack
Breacher no longer gains 15% bonus damage to health
Breach and Clear range 6 > 6.5
Breacher shield regen reduction from 50% to 35%
Blockade Breaker cooldown from 12 to 10
Breacher passive 3% movement speed
Breacher Preparation trigger condition made more generous

Machine Hunter

Snappy now has 16>20m detection range
Now has a different minimum firing range
Snappy is no longer affected by summon loop debuff
Now moves 10% > 15% faster when out of combat
Synergy AM weapon magsize from 1+10% to 1
HS-50 and Ripper deal more damage

Commando

Raider Kit perk reworked, now stuns on non dash blade as a defensive third option
Reverbing Blade base critical damage from 1.75 to 1.5 to reduce absurd criticals
Blade deflect no longer can miss as easily

Riotguard

Fixed damage taken to health being calculated half as strong as it should
Riotguard now takes 25>30% and 50 less flat health damage
This is greatly reducing the chip damage on deflections but also makes hard hitting weapons more felt
Allowing to learn better which types of enemies hurt and which do not, and to position the riotshield better
Painkillers now gain one stack on 22m range, and one bonus at 8m range or below
Painkillers healing reduced from 5+15 to 4+15, stack duration from 2 to 1.25
Bonus damage against stunned from Battlecry is now part of momentum
Cage grenade now has 2 charges baseline, applies a 1s stun on direct grenade hit
Shock Trophy System now recharges 2 charges at once
Riotguard Synergy perk max health stacking halved after 10 areas

Heavy Gunner

Popcorn box now adds 20% spare ammo cap
New Gunner evolution, Belt Feeding
Ammo Supply spider now also refreshes shields

Chrono Trooper

Chrono Trooper Telefrag max hp damage from 20 to 30%, cap from 2000 to 3000
Torpid telefrag from 10 / 1000 to 20 / 2000
Timed Chrono charge max hp damage cap 1000 > 2500
Chrono Energy Shot now triggers on weapon shots
Brothers in Arms cooldown 10 > 8s

Eliminator

Distractor Cluster cooldown 30>25, more health
Headhunter credits are now affected by currency gain
Eye Burner now adds +100 weakpoint damage
Refractor Sphere now works when stunned
Trident Laser cooldown 12>10s

Sniper

Targetlaser speed reduction now scales negatively, removing it on power gain
Targetlaser shield stacking no longer scales, this was abused as a easy way to become extremely tanky not intended
Fixed Mastery not giving shields, shield gain buffed from 500 to 1500
Mastery firerate removed for now as the third kit and passive have fire-rate already and it felt out of place
Keeping distance now properly checks for cooldown
Tractor Beam improved

Demolisher

Stun Missile burst cool-down decreased

// WEAPONS

Weapon Balancing

Weapons have not been a large focus for this update but we have some solid tweaks based on community requests. Overall weapons should be in a good state outside of some outliers.

Class Handgun Loadout now shows weapon technologies and tooltips
Increased weapon drops in the run
CR-18 damage from 0.925 to 1,
CR-18 now uses AM ammo to round out the class starting roster better
Grom perk charge gain now has a 5s cooldown
Industrial Laser Cutter damage 1.35x > 2x, now has perfect moving accuracy
Industrial Laser Cutter now is a legendary, gains an additional perk
Akita fusion ammo decreased
LM-89 Dusk recoil reset increment 0.5 > 5 (much faster reset when stopping)
Fixed Chopper spin to win being framerate dependent
Breaching cutter improved VFX and weapon performance
Battle Hymn Perk changed
RGL Symphatizer last shot perk damage increased by 100%, now reloads fully at once
Commando Micro Coil damage from 2.75x > 3x, deviation 3>2
Red Buzzards ammo cap and pickup increased
Fireball cannon reworked, now causes area burning air explosions
LS30 max ammo increased 20 > 30
Seigo damage 1 > 1.1x
Seigo Taser now has 2 charges, 10s recharge time
Squad 6 Compact Temporal ammo bonus 20% > 15%
X1000 Ion Rifle damage from 5.5 > 6.5, Perk scaling 0.25 > 0.5x
Maro perk duration increased, made more visible
ZB-26 Rex new Perk
Tokko Rubber Grenade Chance 7>8%
Micro Coil new Perk - Coil Chargeup
Raider Micro coil now has seeker ammo
RGL Symphatizer now reloads the full magazine, increased accuracy
Chopper is now legendary, damage 5.5 > 6.5, spin to win damage increased, perk added
Stoner new firing sound, perk reworked
C80 New Perk - Self Learning
Deathstick new perk - Homewrecker, now deals bonus damage in a massive area
Shotgun Revolvers stun chance 10>30%, cooldown 15>10s
Orion HVL Perk now applies to weapon damage which is more reliable
Twin Buzzards sound improved
Flak Cannon damage increased, now is an epic

Loot Pool Changes:

While we have a massive amount of weapons, some people felt like the early loot pools could be more diverse, so we shuffled some things around to make early loot more varied and get some little-used weapons more showcase.

Squad 9 Carbine added to uncommon pool and reworked (replaced by handgun specialization)
Timesplitters added to uncommon pool and buffed (replaced by Dual 9mm Storm)
CRX Explosive Crossbow added to common pool (replaced by Explosive Crossbow)

Starter Handguns:

Varied smaller tweaks and loadout changes have been done to handguns across the board.

Classes had their starter handguns reshuffled to have more variation
Classes menu now shows weapon technologies and better tooltips
P78 Fusion new Perk - Shield Battery
Acid Pistol new Perk - Life Drain
PPQ-H new Perk - Overcharged Cells

Attachments

There has been a pass on attachments with further refinements. Overall the state of attachments seems quite good outside of some outliers. With some further cleanup and plugging some holes, this should now be a really strong upgrade sandbox. Custom slot attachments will get a pass in the future also.

New Common Attachment: Ambrosia Printer
New Common Attachment: Skullbreaker Tips
New Legendary Attachment: Hellfire Cycler
Powershot no longer works on weapon switch,
Powershot now gives guaranteed crit and +100 damage, now works much more consistently
Chromatic Barrel alloy from 6% crit, 30% crit damage, to 5% crit, 50% crit damage
Last Straw now fires a wall piercing attack with new vfx
Barebone Allocator reworked, now grants shield damage and shield regain on hit
Dynamic reflector now deals more damage, more visible attack
Madness core now grants +10% damage
Titanium Tripod now grants +15% critical chance
Hard Reset now reloads 2 shots
Cold Steel Alloy now grants 40% Deviation and 10% Cooling
Lightweight Reciever movement accuracy increased
Recon Scope Weakpoint Damage 20>30%, flat 75 bonus removed
Bleeder Bleed chance 20 > 30%
Scrap compressor procc made more visible
Titanium rifling no longer reduces heat by 10%

Variants:

A good bunch of variants have been changed

Many variants have been improved or overhauled!

New Weapons

Resistance G11

Explosive Crossbow *

Time splitters *

HE Crossbow *

Simple HE Crossbow

DKH Snub Revolver

Dual 9mm Storm

Tec-9

SK-9

New Weapons

Some cool new weapons coming in!

Grom-12
Uncommon

Grom-12

Full-auto lightning shotgun Powerful burst damage Low ammunition

// ENEMIES

Bosses

Finally we had some time to improve the boss fights and do varied tweaks. Overall the Bosses should feel more polished and also more challenging.

Academy - Sawblade

Reworked Mini-Sawblades
Audio-Pass

Electro - Spider 808

Now also summons area-denial drones
Improved enrage phase
New close-range knockback ability dealing damage to drones
Audio Pass

Missile Silo - Raptor Jet

Reworked Missiles to fire in salvoes
Now spawns mini jet drones
Changed boss arena
Audio-Pass

Oil-Rig - Hovercraft

Reworked Discs to be in phases
Different Enemy spawns
Audio-Pass

Mainboard - Arena Masters

Riotshield now has a super-regeneration aura
Riotshield now has Statis Shield
Riotshield no longer has Shield Dome
Enforcer no longer has Ion-shield
Enforcer sprint tuned
Sniper now spawns Tractor Beams

Cooling Chambers - Prisma Turrets

Now spawn an attack wave on destruction
Attack waves are slightly weaker
Now each spawns an area-denial Pylon in an interval
Destroying one turret reduces pylon cool-downs of the other
Audio-Pass

Armageddon Chambers - Last Defender

Now grants a new divine loop perk choice

Enemies

Scaling

For the damage and health scaling throughout the run, we reduced damage scaling to allow a slightly slower pace in the lategame and increased health scaling to reduce the times where enemies get killed in 0.1 seconds in the lategame. This should be a tweak in the right direction, but let us know what you think.

Arctic and second floor damage scaling Removed
Arctic Health scaling increased

SAT Police Improvements

Testing: New Ballbot For early game
Testing: Certain units can now throw a reinforcement beacon
Secure Bots now go closer to attack
Snipers gain a area scan effect which marks targets
Shock Crowd Controller now has a lightning dash, can throw zapper gadets
Shock Mortar wheels now drop a zapper on destruction
Foam Wheel now explodes with a foam explosion, giving Reinforced Riot Foam to units around
Patrol Wheels now have a charged shotgun attack
Juggernaut now does a ranged smash ability
Heavy Gun Turret now can trigger a flare
Both lightning wheels have better accuracy
Heavy siege spider now has a triple mortar attack
Shield Carrier wheels now fire a homing missile on attack
Increased healing of healing tower
Sat Protector replaced with Engineer placing sentries

Purger needs work - also cryo beam for cryo car

Chrono Squad Improvements

The lategame Chrono Squad has seen varied improvements to make it more balanced, more difficult and less punishing.

Orbital Recons reworked
Orbital Strike Tower visually and gameplay upgraded
Time Controller knockback greatly reduced, VFX more visible, no longer stacks
Shield Giver unit replaced with Discus Glider, no longer can infinitely boost cooldowns
Pulsar Defender now properly uses his attack
Armored Defender now has a Battlecry ability
Chrono Enforcer now has a aiming indicator and fires a burst of 10 shots
New High Guardian Riotshield Unit with a Blockade Breaker ability and shot deflection
New Beholder Enemy

Enemy Sniper Aiming

We made all sniper style lock-on units a distinct and clearly visible lock-on effect to improve on the readability of the gameplay.

All sniper-type enemies now have a aiming sound, VFX and laser
Sniper Type enemies gain double Projectile speed

Mutator Enemies

The new Mutators add varied new enemies to the game.

Varied new enemies added though the new mutator system

Death Voice Lines

We added varied new voice lines, and especially added death voice lines for the first time.

NEW Death Voice lines
Increased enemy voice line count by around 15%

New Units

Reinforcements coming in!

NEW

Magnetic-Missile-turret

A lightly fortified missile turret with a slow and highly homing missile.

// ITEMS

Huge Item Overhaul

Items were still in their first iteration and lacking behind other elements of the game and could not compete with abilities. We did a huge overhaul, buffing all items from a little to a lot, to bring them on-par with abilities, while adding a lot of polishing and many new items. The item slots were reduced from 5 to 4 as the item inventory felt too much like a backpack to "stuff in the stuff you find" and less like a loadout of meaningful abilities which you need to manage. With the reduced slots and the new power, items feel way better now overall and have a clear role in the game.

Huge item balance overhaul
Items are much stronger and more meaningful
Items are designed as a synergistic gameplay sandbox
Many new items were added
More defensive, healing and support items
Item slots reduced from 5 to 4
Upgrade cost adjusted to ability upgrade cost

Gameplay Sandbox?

The item design has shifted from "random" power increases to more of a flexible gameplay sandbox. The very first original intent in Synthetik 1 was to add more depth by allowing more activatable items, where other games would only give you 1 single ability to press, however the design of the items mostly followed something that seemed cool or just randomly came to mind. Items are now designed more with a "gameplay sandbox" in mind, where each item has a dedicated usage in a net of roles and builds.

Pic: In-development overview of item roles

There are dedicated mobility items, utility, summon, crowd control, raw damage, melee and so on, but more importantly, the items enable more natural synergies by interacting with other items (or other things). Examples:

A shield dome can be a powerful defense for your team, or can keep a vulnerable sentry turret alive.
Explosive Shots can be fed to your riotguard to make him into a strong damage dealer, or placed next to your suitcase sentry to make it gain powerful shots over a long time. It can enable lower damage weapons to be more powerful.
Shovel causes stagger on the enemy, which makes enemies weaker, comboing with other stagger effects. Shovel naturally works great with other melee items or abilities, but now the shovel also reduces item cooldowns on hit, giving it multiple dimensions of combo potential.
Power array now charges on ability use, compared to power bolt which triggers on weapon usage, giving them different synergies.

Item Bonus Passives

Certain items now offer a secondary passive benefit, this is often the case for damage items especially as raw damage by nature offers low combo potential. Some Examples:

Maverick now increases damage of all attacks by 50, which synergizes well with shotguns or certain abiltiies such as fusion blast, or masterkey as example.
Unstable current now gives your items a chance to not consume their cooldown, enabling new builds.
Uranium greatly increases armor penetration but at a massive cost of fire-rate, adding a strong twist to your weapons

Many New Items

We added many new items (even more below in the lost & found pool) and together with the rework of many others, the entire roster feels very different.

New Item: SAT Handcuffs
New Item: High Command
New Item: Sticky Bomb AD/2
New Item: Uranium 234
New Item: Volley System
New Item: threat detector
New Item: Cryo Beam
New Item: Wheels
New Item: Last Stand
New Item: Titan Shield
New Item: High Density Neutrino Bomb (Doomba drop)
New item: X983-R Psyonic Catalyst
New Item: Shield Core
New Item: Pulsar Repeater

Item Changes & Reworks

Keep in mind that there were too many item changes to list them all here.

Tons of item changes, QOL and power increases
Excluded for now: Shoulder Mounted Cannon
Flare Gun - now triggers instantly not after 3 seconds, increased stats, improved tooltip
Twin Link increased stats
Disc of Justicia stun 2s > 3s, cooldown reduced
Concussive shot cd 12 > 9 (still in consideration)
Sapper Shovel cooldown 15 > 7, crit removed, now reduces item cooldowns by 3 on hit,
Sapper Shovel now can hit friendlies for a speed boost, scaling dmg 1 > 2
Heatsink reworked
Taser drones are now 3s invulneralbe, otherwise unchanged
Hyperfeed Cooldown 35 > 25s, now has a passive activation, scaling reduced
Gyroscope duration 34 > 6 sc, cd increased, damage from 75 to 125, now gives movement speed
Thunder Coils now target randomly around the nearest enemy, not randomly around itself
Thunder Coil calldown cooldown 5 > 3s, now also give double cast chance for items
Stim Pack stats 25>30%, CD 30>25s
Slicer Drone cooldown 30>25s, new passive
Ghost Spawner Unit health 1500>2200, cooldown 25>22
Plating Printer cooldown 25>16 can be manually activated, can give to friendlies
Sidewinder damage increased 2>4x, cooldown 15>9, now does area suppression
Maverick varied changes
Shield Dome Greatly improved, tick from 100>200, refreshes 4000 shields
Shield Dome bonus shield from 400+40% to 1000+20%, cd 30>25
DMR Sentry turret health 1400+1000 to 3400+1000, cooldown 40>25
Magic mag cooldown 15>13, new upgrades

Collect all items in the new databases!

Beacon fixed particle and added sound  FIX ME
Weapon jammer range 10>11m, CD 35>28, damage slightly increased
Ripjack CD 15>8s, glaive targeting range 10>15m, chance 65>75%
Fusion mines now has 2 charges, 20s > 15s cd
Unstable Lightning strike +1 bolt, cd 18 > 15
Judges Quickdraw cd 15 > 7, firerate 200% > 150%, duration 1.25 > 2, tiny speed bonus
Guardian cooldown 60s > 35s, duration 20s max, hpregen 60>30, now has 50 armor aura,
Guardian spawns infront of you, 3s invulnerable at spawn, rubber launcher
New Blue Item - Explosive Shots. Gives explosive damage bonus to friendlies in the range
Reworked core of daring
Roundhouse boots now refresh mobility cooldown
Masterkey damage increased, cooldown decreased
Power array now gains stacks from ability usages not kills, minor tweaks
Plasma grenade 20% max health damage, cs 25 > 22
Removed weapon summon upgrades from summons where it dosnt make sense
Destructor Grid now is placed infront of you, damage slightly increased
Destructor Grid now grants 35% critical chance to any friendly standing inside,
Heavy mortar barrage 12x 12x damage to 12x7x damage (yes a nerf)
Protectors Badge no longer gives 10 armor, now gives 500 healing on map change
Burning now resets if a stack is increased as intended, stacks up to 10 times, better shows the particle effect
Updated fire effect
And much more.

Lost & Found Chest and Loot

We brought back the lost & found chest, remade updated items for the loot pool. These are more of "bonus items" which are less core to the sandbox. This pool can also be used to add fun gimmicks or other things without disturbing the main game pool. The chest can also drop a random class starter with an upgraded variant.

New Drop: Lost & Found weapon (starter weapon with upgraded variant)
New Item: Stun Mines
New Item: Electric Net
New Item: Power Rations
New Item: Hit Counter
New Item: Brawndo
Updated: Fusion Mines

Unique Item Upgrades

Some couple items now have 1-4 unique item upgrades. While this is a cool concept, doing this for all items or abilities is a gigantuan task, as such this is an optional bonus, but maybe in the future some update can expand this to more items and abilities, and this function is now open for modding as well.

Added a total of 20 item-unique upgrades, scattered on some items

// OTHER

Hotkey changes

Some tuning has been done to the bindings. Keep in mind that RMB still works but the core ability now shows 2 on the UI, as this is the primary binding. At best check your keybindings.

Abilities and items now follow 1 2 3 4 5 6
Core ability still has RMB bound as secondary but shows 2 on the UI
Mouse extra Forward now is secondary bound to mobility
Mouse extra Backward is now secondary bound to weapon cycle
Healing is now bound to H (the alternative would have been 7 which is similarly far away)
Bindings have been reset
You can now Enable Controllers though a Button in Settings

Audio Ranges

We are doing some tweaks on audio ranges. Certain important sounds would previously not be heard. We are doing more tweaks in the near future, especially on the falloffs of player shots. Let us know if you feel like certain sounds need more range.

Rare squad alarm sounds can now be heard across the map
Coop Death sound can now be heard twice as far

Local Audio

Certain sounds are now only audible for yourself and not multiplied in coop. This makes coop far less noisy and cluttered in terms of audio.

Varied sounds are now only audible for yourself
Feedback action sounds from gained items (Divine excluded)
Boss feedback
Level start feedback
Shield beeps
Shield recharge
Weapon swap
Kill sounds

Savefiles

You now have seperate savefiles for test-branches and for the live branch
More savefile backup states have been added for increased backup safety

Other

Combat log should no longer show local and remote hits, looking like 2 seperate damage instances in coop
Pressing escape now clears the Fog which will fix the Black Screen issue as a workaround but looks a bit suboptimal right now

// UniversEdit

Action Lifetime

We added concept of Lifetime for Actions so that there is one consistent point for status durations. This can be set in the editor and replaces making paths with timer and delete self actions. Delete self action DELAY is removed as announced previous patch. If you used a delay this needs to be fixed or the action will delete itself instantly or faster than you wanted.

You can set an action lifetime on the left, which will automatically remove itself after the time
Delete Self Action [DELAY] phased out
Added Lifetime counter to buffbar

Operand Type Display

You can now see the type of operands in the action editor! Float, Int or Bool so there is no more confusion which matches with which. We chose a simplified rendition of float, int and bool as we expect people with programming knowledge to already know by the name of the operand and this will help unexperienced users understand the core principle of the types.

Iteration Speed

When creating a new check, the new operator will now be "AND" not "Equals"
Adding a new path now instantly selects the path
Action Editor refresh speed improvements and some refinement on left side
Faster scrollbar in action path editor
Search field (stats etc) is significantly faster
Tooltip now updates automatically every 2 sec

Particle Previewer

You can now preview particle effects in the editor when selecting a particle effect.

// CLOSING

▧ Upcoming

Next up we are working on the Outgame, Lore and Main Menu. We are trying to tie the resistance base into the menu and add more outgame progress while working on the story. Tokens will also get developed more. Also we are adding a reward for the last defender and likely other things as well as usual.

▧ That's it!

Let us know what you think on the Steam or on Discord!
We are looking towards your feedback - Have fun!

- Team Flow Fire Games
The Flow Fire Games Logo
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