The Synthetik 2 Game Logo
June 26, 2025

Grand Operations Mega Update

Major Features:

Major Gameplay & Cover overhaul
New Directives System
Phantom One
Menu Construction
Meta Progression
Quests and new run events
Major Graphics Upgrade
Networking Overhaul
Major Project Optimizations
Hundreds of gameplay changes
INTRO

Hey Synths!

The long-awaited Update 15 “Grand Operations” is finally here.

Update 15 isn’t really a update as we do them normally but rather the big push of bringing Synthetik 2 finally close to the launch state and a massive complete overhaul, bringing many things to a new level.

This is not the final state of S2 yet, and some things will still be ironed out, but we’ve now hit all the major beats we wanted to hit with Synthetik 2, will now focus on fixing and your feedback, and are going towards launch. This really has been a massive amount of work, we hope you enjoy!

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NEW 

Major Gameplay & Cover overhaul

We overhauled many maps which greatly improved gameplay. Cover and enemy encounters across the game have been improved, for better and fairer combat.

Improvement
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NEW 

New Directives System

The difficulty system got overhauled and instead of just stats, now offers challenging new Directives with entirely new enemies and strong gameplay changes. Directives can be found after missions!

Core Gameplay System
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Phantom One

Phantom One is the new base of operations and comes with varied new menus and features. It is fully walkable but can be used through a menu as well. It adds visual meta-progression and shows the human resistance.

Expansion
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NEW 

Menu Construction

Collect Blueprints and unlock new menus and game features! Discover new features such as the radio station, tech center and more. The base visually grows and gears-up with your progression!

Expansion
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Meta Progression

Many asked for deeper meta-progression, so we’ve designed new elements with a wide mix of quality of life, new gimmicks, new features and a touch of survivability, for the new higher difficulties without breaking the balance.

Expansion
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NEW 

Quests and new run events

A new quest system now unlocks the android classes and additionally adds new gameplay elements, such as the signal ping terminal or the heavy alarm wave pole.

Core Gameplay System
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NEW 

Major Graphics Upgrade

We massively iterated our graphics and art pipelines to be much higher quality, much less maintenance, greatly reduced memory and build size, reduced shading costs and are way faster to make.

Graphics
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Networking Overhaul

We did a ton of work on networking and lobbies, you can now quickly replay, use matchmaking and have more stable and higher performing gameplay!

Improvement
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NEW 

Major Project Optimizations

We did enormous amounts of work on cleaning up the project, fixing bugs, refactoring code, reducing the project size, improving pipe-lines and making Synthetik 2 faster, easier to maintain, mod, debug and expand.

Quality of Life
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NEW 

Hundreds of gameplay changes

Basically everything in the game got a major overhaul. Items, weapon balance, variants, weapon perks, attachments, shops... We added new weapons, new shops, new enemies, enemy abilities, new items, new perks, new class abilities and so much more.

Improvement

// GENERAL

New Directives System

The new  Directive System overhauls the old Difficulty Modifier system and adds many new gameplay difficulty mutators. The new ones can be obtained at random at the end of a run, and are consumed on usage. As example, Orbital Attack Zone will attack you with strafing orbital lasers, while Machine Military Presence will add new Military Soldiers and APC vehicles.

Directives are dropped if a run went further than the first boss. Directives can be pooled from the team, so it is extra efficient to use them in co-op.

New Directives

There are many directives and they add real gameplay changes, not just stats or slight perks to enemies. Many new enemies and effects were added.

Double Down - Elites are twice as durable
Heavily Armored Sector - Increased armor and new armored vehicles
High Alert Area - Alarm wheels appear and increased enemy detection
Machine Military Presence - Military soldiers, snipers and light tanks
Orbital Attack Perimeter - Orbital strikes with increasing cadence
Bionic Suppressor - Enemy medics and reduced healing
Commando Squads - Enemy assassins and commando units
Blast Zone - Enemies can throw grenades
Daily Run - Increased exp, luck
Extra Equipment - Start with a random extra weapon or item

You can have up to 3 Directives at a time, for a truly insane challenge but this is not recommended.
Unlocking the Escalation tower unlocks the Directives system. Additionally the Escalation levels got a major UI cleanup and slight rework.

Loop Divine Blessings

The Last Defender now grants a new type of loot which are the new Divine Blessings. They have certain strong benefits which makes going into loop more interesting than before.

New Endboss Loot - Divine Blessings

Terminals

Added new weapon upgrade workbench which offers 3 special choices affecting all weapons, can appear with a chance in later areas, and the Kernel Shrine, which can also rarely appear.

New Rare Greater Weapon Upgrade Workbench
New Rare Kernel Shrine
Tons of terminal perk improvements!

Variant Override / Unstable Randomization

We brought back the variant override and unstable randomization! These will appear in the Tinkerer Shop, so you can now replace Weapon Variants and even have 2 Variants at once!

New Tinkerer Shop Option: Replace Variant
New Tinkerer Shop Option: Double Variant

Loot Changes

We split the ability / item upgrade compositor into two shops again, the combined shop now only spawns in loop, This is because it was not only overwhelming with choices and clunky to operate, but also lead to way too predictable and repeated behavior in terms of upgrades, where people kept upgrading the same things every run, and also often neglected items over abilities. We keep monitoring this change. We also increased the amount of weapon drops in general.

Item / Ability Upgrade Shops are now 2 seperate shops which appear 50:50
A weapon upgrade chest can no longer spawn in the first map (now a weapon chest)
You will find more weapon chests in the run, especially in coop
Doubled the chance for metal chests in the first floor area (10 > 20%)
Varied other improvements

More Loot

We have tuned the loot better and you will now get more items and weapons overall, especially in co-op sessions.

Increased Item and Weapon loot
Improved Co-op loot

Base of Operations

The big highlight of the Update, apart of all the gameplay improvements, is the new Base of Operations, Phantom One. It replaces the Main Menu.

Phantom one is a military base of the human resistance, and introduces their distinct art style and even some of their faction vehicles, such as the Buggy, HSTV-L Tank and Anti-Air tank.

The base has multiple voice acted characters and a much higher production value than our previous content, as such it marks a big new step for us as a team.

A new Meta Progression throughout the Game
The Base grows with your progress!

Construction

You now unlock new menus with the construction building. Boss kills grant Blueprints, which in turn allow unlocking new menu features, like the radio station.

Unlock Buildings with new Menus through gameplay!
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Meta Upgrades

You can now unlock certain upgrades which give permanent unlocks for your future runs. These elements should be obtained to play on the highest difficulties, however will not make the game easier than it was before. The strongest effects are obtained very early and then later upgrades focus more on refinement of skill, so we are not breaking balance or adding unneccessary power creep.

New Permanent Upgrades at: Medical Tent, Shield Generator, Barracks

PEARL Super Computer Quests

In response to the Machine Legion's arms race, the Asian Pan-American Defiance (APA) is constructing a supercomputer concealed near the Legion's sphere of influence along the Vietnamese coast. The construction introduces a minor questline which unlocks new gameplay elements and is now the key to accessing new android classes.

New PEARL Quests
New Gameplay Elements / Terminals

The nice thing about the quests is that they not only give you new class unlocks, but they also introduce permanent upgrades to your run, by adding new elements you can optionally use, like the alarm pole.

...Radio Station, Tech Center, Mail and more!

Discover new music at the Radio station, get daily data at the mail, check out technology stats at the tech center and more! Have a look for yourself!

Many more new things await!
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// ENVIRONMENTS

Cover Gameplay Overhaul

Virtually every map in the game had it's cover placement checked to provide more cover and allows enemies to swarm and split up more, leading to better gameplay overall. We continue monitoring this aspect but the changes have greatly improved the game so far.

Better Cover flow & gameplay across most maps

Map Changes

Varied maps in the mentioned environments got overhauled, especially in the Police Academy level for better gameplay and visual clarity.

Clarity and gameplay improvements on many maps
Overhaul of various less optimal areas in varied maps

Next Gen Graphics Upgrades

Majority of the environment assets have recieved a graphics and performance upgrade, now using our new shaders, and some of them recieving a major cleanup in amount of different materials and general complexity, making the environments have more consistent quality, performance and are more maintainable.

New Next Gen Baked Shader Shaders
New Next Gen Vertex Shader Pipeline
New Terrain Shader
Improved Ground Shader
Improved Lighting and Global illumination
Improved performance in many areas

The graphics upgrades not only make the assets look a lot better, but they also require less texture samples which means better rendering performance and the overall V-RAM requirement is noticeably reduced. The rendering performance might be felt mostly on the low end however.

More details in the Other section!

We've got many details about the optimizations at the end of the patchnotes.

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// CLASSES

All Classes

Classes have gotten varied improvements, however Class changes have not been a priority for this update and more class updates are to follow with the next update.

We are feeling that the baseline inaccuracy in the game is a little bit too hard-core and larger than in Synthetik 1, so we are making it a little bit more forgiving. We are keeping an eye on this however.

Baseline movement inaccuracy 10° > 8°
Baseline recoil 17.5° > 15° per second

Riotguard

Riotguard has been broken in the last update once you reached the synergy perk, this has been fixed, so he will no longer be almost indestructible and in line with the prior update. Overall, all specialization abilities of Riotguard have been improved in varied ways, making his kit more diverse. We'll keep a close eye on his performance, especially on co-op and make some adjustments after the patch.

Fixed bug with synergy, starting Omega Exo at max stacks
All Specialization Abilities Improved
Omega Exo maximum stacks 500>400
Hot shot no longer channels, 5x > 2 projectiles at 3x
Hot shot can now autocast on combat start
Shock Trophy System health increased
Shock Trophy is now placed closer for better control
Shock Trophy now has a special melee combo
Shock Trophy area of effect 6>7m
Battlecry removed 5% crit chance, now deals 200>400% shield damage
Support Dispatch now spawn 10-20m behind, instead of 40m range randomly
Blockade breaker improvements (see Breacher)
Cage grenade now grants a speed bonus when thrown
Cage grenade tick rate from 1s to 0.85s
Cage grenade Improved VFX and sound
Methadone scaling changed, 0.5x Damage Taken / 0.5x Health Regen, to 0.25x / 1x

Machine Hunter

Machine Hunter has gotten the Striker drone ability as it is sort of a "pet class" and the drone does heavy armor piercing damage, making it very fitting for the play-style.

New Ability - Striker Drone (previously Recon)
AntiTank Mine now deals 20% max hp damage to targets within 5m
Frequency Hijacker shield gain 40>60
Snappy now slows down less when close to the player

Recon

Recon has got some changes in his perks and will get more improvements with the coming update. After many complaints about the drone it has been removed for now. Machine Hunter retains the drone as optional ability. We'll see about brining back a different drone in the near future.

No longer spawns a Striker Drone
New Synergy Perk
New Mastery Perk
New sniper specialization ability - Surgical Laser
New Handgun - Patrol Snub Revolver
Tractor beam now stuns the most centered unit
Warning poles now automatically place one at combat start
LS30 max ammo cap 20>30
Frequency Hijacker shield gain 40>60

Breacher

Breacher has seen a lot of improvements across the board, with new sounds, VFX and a lot of quality of life improvements, putting Breacher into a proper Synthetik 2 version without changing his core.
Most noticeably, the faster dash and the improved shields are a huge boost to his power.

Shoulder dash cooldown from 4.5 to 3.5
Breacher shield bonus 250 > 400
Breacher shield regeneration delay improved by 53%
Breaching charges now stun for 0.5s and have new VFX and SFX
Breaching charges now have an world-space UI indicator
Breaching charges are now thrown further while dashing
Breach and Clear max stacks set to 5 due to the new low dash cool-down
Fusion Stun Grenade now deals slight damage and around 1200 shield damage.
Blockade breaker now has 2 charges, can multi cast properly. Cooldown 10>12
Blockade breaker now has 200 base damage, hp scaling max damage cap from 2000 to 3000
Blockade breaker now properly adds stacks to stagger if stagger existed already
Blockade breaker now grants 2 stacks for Explosive Breaching Kit
Door Breaching Kick now has improved VFX and SFX
Door Breaching kick hitbox is more forgiving. Now applies stagger.
Shoulder dash now only shows visuals when hitting an enemy
Shoulder dash is faster but shorter duration (overall similar)

Heavy Gunner

Gunner has gotten varied quality improvements as well, and the speed increase dosn't sound very large but makes a really big difference. His specialization abilities also have seen improvements across the board, with a focus on offering Gunner a defensive choice, so make sure to try all Specialization abilities again.

Base Movement speed from -15% to -7.5%
Reworked First Line of Defense into Ramping-Up
Onslaught System now provides life-steal while active instead
Suppressive assault firing slowdown reduction 50>75%
Armorer kit now grants 50% damage resistance over 50 armor
Phosphor grenade now grants a fire shield with 40% damage reduction for 6 seconds
Hard light cover now refreshes 1000 shields on usage and got varied tweaks
Dragon Suppressive Fire system now causes suppression until 10m > 20m (!)
Suppression now has a 0.5s stun built-in. Suppression chance increased.
Ion dome now refreshes every 0.5s instead of just checking the second it is placed
Ion dome VFX adjusted to the time, no longer shows 2 buffs, no longer shows secondary shield
Ion dome screen effect reduced and improved
Devastator kit now only removes onslaught ammo regeneration but not every regeneration
Devastator Gatline now has 200 magsize, still starts with 130 until it ramps up
Devastator Kit no ammo cost chance from 25 > 30
Mastery Missiles now trigger even without onslaught active

Demolisher

The class has seen a couple of tweaks but did not get much spotlight in this update yet.

Resonating targets now properly scale, now count as neutral
Power Kick now creates resonating targets
Power Kick now has self-knock back for combo potential
Sabotage Package C4 now deals increased damage over longer range and staggers
Now Scales with power
Demolisher Multikills behaviour improved
Frontpig melee now takes the closest target instead of raycasting, removing FF

Eliminator

Eliminator got a new interesting gadget with the beacon of light, offering a different approach to positioning and some other tweaks.

New Ability: Beacon Of Light
Mangler area increased, now slows for 50% for 1s as well
Distractor Cluster spawns a single drone on Erase use
Red Buzzards ammo cap and pickup increased
Headhunter now also grants double the stacks on 2 player coop
X3 Subsonic new perk
Refractor Sphere health reduced

Chrono Trooper

The class has seen a couple of tweaks but did not get much spotlight in this update yet.

Striker Kit now has Dual SMGs as starting weapon
Timed Chrono charge now deals 30% of it's damage up to 7m
Timed Chrono charge now gains 1% permanent damage per kill within the time
Heavy Telefrag Evolution scaling reduced
Telefrag %HP damage slightly reduced

Commando

Commando has seen many improvements but also a nerf on the blade, making him less of a one-trick and giving him more balanced options all around. More abilities and kits are now more viable in more scenarios.

Reverbing Blade max hp damage reduced by 2.5%
Reverbing Blade now uses correct plasma value for shield damage
(50% > 25% shield damage) to give it a proper weakness
Plasma grenade 20% max health component max dmg from 2000 to 4000.
Swift Dash now recharges 2 charges at once
Swift Dash now grants a 1.5s speed bonus. No longer grants 5% speed
Experimental Blade Kit dash attack range increased by 20%,
Experimental Blade Kit damage increased 500>700, 600>900
Stim Shaker renamed to Commando Stim, no longer reduces item cooldowns,
Stim Shaker now grants triple dash recharge speed while active
Dogtags now last 10 seconds, bringing back the skill aspect of collecting them in time,
playing agressive and reducing pickup bloat in coop/minimap.
Dogtag drop chance increased.
Dogtags now spawn the weapon pickup on the ground instead of in inventory
Reworked Raider kit to provide a weapon focussed playstyle, now grants 9mm Storm Dual
Hyperspeed kit no longer gives 30% bonus power to not rival the blade kit in blade damage
Hyperspeed kit now heals 50 health instead
Hyperspeed kit Coil gun improved, now X1 Smart Coil with smart ammo, new perk
Blade reflect now grants 100% bonus dodge in loop to not become obsolete
Blade reflect damage 1x > 1.5x
Mastery Kills now properly reset blade cool-down

// WEAPONS

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)

Weapon Menu

The weapon menu got some more refinements such as the new recoil indicator, icons and general polishing across the board.

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
Shorty & Shorty HE damage from 4.5 to 6x

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%
Some over-performing Attachments had their stats slightly reduced

Variants:

A good bunch of variants have been changed to make drops more consistently interesting.

Many variants have been improved or overhauled!
NEW You can now get double variants in the tinkerer shop!
NEW You can now re-roll variants in the tinkerer shop

New Weapons

Some cool new weapons coming in!

SK-9
Common

SK-9

Semi-automatic handgun with stunning ammunition High damage per shot

DKH Snub Revolver
Common

DKH Snub Revolver

Modified Imperial Police revolver with faster fire-rate Slow reload but powerful firepower

Tec-9
Common

Tec-9

3-Round burst handgun with extended magazine. Good in close-quarters.

Ballistic Crossbow HE
Common

Ballistic Crossbow HE

Single-shot crossbow firing large arrows Great accuracy and mobility. New Machine Hunter starter.

G1100
Epic

G1100

Experimental rifle with burst or auto firemode and light caliber Anti-material ammo – ideal against light armored targets.

Dual 9mm Storm
Common

Dual 9mm Storm

Commando starter. Dual micro-SMGs with a very high fire rate Low accuracy, best for hit-and-run tactics.

// 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 to have 2 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

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

New Directive Mutator Enemies

The new Directives add varied new enemies to the game!

Varied new enemies added though the new mutator system
Added enemies such as commandos, military units, vehicles and more!

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!

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// ITEMS

Item Improvements

After the big item overhaul, we did some further refinement on the overall roster. Overall it appears that the items do provide the gameplay sandbox as intended, however some items required more tuning to be more desirable. Also summon items consistently overperformed. We are doing a lighter nerf first before we go onto more heavy nerfs if required.

All summon items have 25% longer cooldown
Bloodrite no longer grants 30% class experience,
Bloodrite now grants health regen when below 35% health. Now costs 200>300 Hp
Psyonic Catalyst is now in cursed item pool until made less niche
Last Stand renamed to Stasis Sphere
Orb of Lighting reworked into Ball Lightning Accelerator
Pulsar Repeater duration 6 > 10, CD 20 > 28, now fires lasers passively in addition
Tungsten Core damage fixed that it fires 2 per target visible instead of 2 total
Voltaic Gyroscope effect 5s > 7s, max hp damage greatly increased 3% > 8%
Tear gas no longer staggers friendly units. Now lasts 10 seconds. New Visual effect.
Precision Strike Beacon now hits the center position at slower interval 4 times,
Precision Strike Beacon no longer aggros enemies
Shock Conducator improved effect and fixed chance being 7.5% instead of 15%
Power Rations now last 6 > 8 seconds, tooltip corrected
Threat Detector cooldown 5.5 > 2s
Titan shield no longer grants 100 armor, now grants 50% damage resistance
New Item - Autocannon
New Item - C3330 Heavenly Embrace
Weapon Jammer range 11 > 15m, debuff now reapplies properly
SAT Handcuffs now restore 250 shields on cuff
DMR Sentry Turret now has 1000>3000 scaling health bonus,
DMR Sentry Turret now gains 50% firerate on each kill, stacking
Reworked nucleus of daring to Bloodbane, now deals 3x the bleeding
Heat Spreader now burns in a 5s interval, damage increased,
Heat Spreader can be activated for a burst of damage
Heat Spreader now deals bonus damage outside the dot
Fixed shovel not working correctly sometimes?
Super Bounce grenades now throw randomly from 4-7 grenades in a volley
Orbital Ion cannon non plating charge cd from 30>22s
Explosive shots hp damage 0.5>1%, weapon damage now scales with power, explosion has 0.1 delay, vfx more visible, less delay before pickup, plays animation
Explosive shots now has a 15% chance to create a resonating target
Fusion Mines removed sticky effect,
Fusion Mines now grants a shield boost to the closest unit/player when detonated within 20m
Stun mines now spawn at slightly larger distance
Hyperfeed screen effect reduced
Glitch ghosts now have a spawning voice line, now despawn in 30>20s
Electric net now properly hits targets, deals increased damage
Sticky bomb now stuns 2s in 8m range, grants 25% explosion resistance
Power rations reworked, no longer use charges, only heal on low health

Overall this buffs around every less-desired item and should offer a vast array of more options, so we are closing many holes and making the overall experience much better.

// OTHER

Networking / Lobbies

We’ve reviewed the networking code and optimized the send rate and bandwidth usage as well as interpolation. This improves the experience for most players especially with not optimal connections. Also new is client-side damage and killing prediction meaning when you hit somebody you will immediately see the change to the HP bar.

The backend for managing lobbies, chat and the other things has practically been rewritten to improve overall scalability and especially address situations causing out of memory issues that materialized as lobbies not starting properly.

Improved server send rate and smoothness
Improved bandwidth usage
Client side damage and kill prediction for more responsive gameplay
Rewritten Back-End for managing lobbies and chat
New quick restart for lobbies
Player characters are visible in lobbies
New matchmaking system

HUD

We did a ton of improvements on the in-game menus and on the HUD all across the board and added new settings and cursor styles as well.

Improved Ingame Menus
Improved damage taken visibility
Quality of life tweaks on varied Hud elements
Shield bar background is now always visible to gaige max shield
Shield bar recharge background is now always visible
You can now see Invulnerability in the hud

Hit Feedback

We improved varied elements of the hit feeling, making shots even more impactful and have better visibility at the same time.

Better Hit Impact feeling
Improved Healthbar effects
Improved Hitflash effect

VFX

We did a major cleanup on a lot of old particle effects, reducing a lot of complexity, while unifying the pipeline, making things more clean, polished and maintainable.

New Weapon Impact Effects
New Weapon Muzzle Effects
New Setting for Screen Effect Strength

Cursor & Damagetext

We improved the cursor and damage text and added new settings for different variations.

New Cursor Settings & Improvements
New Damage Text Styles

Visibility

Enemies now have emission shaders which make them stand out more from the environment, especially in darker areas. The destroyed chunks of enemies also are now dark, making them blend into the environment and causing less distractions.

Improved enemy visibility in the dark
Varied Units have improved VFX for visibility / recognizability
Enemy destruction pieces are darkened
Judges now have rings for visibility

Pickup Durations / Clarity

Pickups caused a lot of visual mess and confusion on the minimap since everything was littered with low-priority loot, such as dogtags, ammo powerups or similar. We added the functionality of having different durations for pickups, as such we are adjusting each pickup to have a shorter or longer duration based on what makes sense.

This should reward agressive play (the original intention between pickups dropping) and reduce bloat on the ground / minimap and reduce unneccessary backtracking. Also it will reduce the amount of missed upgradekits and ammo.

Upgradekits now last  90 > 120 seconds
Ammo now lasts  90 > 120 seconds
Credits, Plating, Ammo Regen pickups now last 20 seconds only
Credits amount increased from credits pickup, max 150>250
Dogtags now last only 10 seconds (Droprate increased)
Stat Upgrades now stack to reduce UI clutter

New Music

We replaced a couple tracks and added many new ones. We also added a content-ID setting to enable or disable content ID tracks, so we can again add such music to the game without hurting Youtubers.

As normal player, Enable Content ID musik in your settings.

Added Many new Music Tracks
New Content ID Music Setting

Settings

Settings now shows a frametime graph and had some polishing in varied texts. We also added the long time awaited setting for screen effect strenght.

New frametime graph
Improved many descriptions
New Crosshair, Damagetext, Screen Effect settings

Controller

We did many improvements on controller support but are still not done.
Some more fixes and improvements are coming soon.

Many controller improvements
New control sheme
New aim assist feature
New aiming snap-back feature

Global Chat

Global Chat now has multiple channel support like in a MMO game, where party and global chat can run simultaneously. We also did work on our moderation and user account backend, making moderation much easier.

Global chat now can have multiple channels simultaneously
Improved chat moderation backend
You can now chat in endscreen after the mission

Languages

We did a bunch of optimizations on the localziation. Our old fonts for asian character sets were not of the best quality so we organized some better looking fonts which fit the game much better.

Localization improvements
More Stylish Fonts for Simplified Chinese

New Languages

We added language support for the following:

Italian
Korean
Japanese
Brazilian Portoguese

Optimizations

We did varied smaller optimizations and some larger optimizations.
The new HUB is also a test for our new pipelines based on modular parametric materials.

Reduced overall VRAM usage by around 20-40%
Improved CPU performance on range checks for actions
Reduced shading costs on the upgraded environments
Reduced shader variant compilation on the upgraded environments
Reduced Export Size by around 50%

The new Base uses our newest pipelines and compared with the older tutorial level, it loads at around twice the speed. The new shaders also have around 95% reduced shader variants, which means less shader compilation and stuttering on new updates (however there are still many old ones in use, it just means that the new pipelines are much more efficient). You currently see many games plagued by shader variant compilation.

Assets being upgraded from old to new using our baked shader now only use 2+2 texture samples where they would use 6+2 prior. This reduces memory usage by around 10-30% depending on the asset and textures and should reduce shading costs noticeably on the low end. A stronger GPU might not really care about either however in the first place, and the game was never shading or VRAM bound to begin with, still its the right thing to do.

Animation System optimization

We’ve optimized the IK setup of the humanoid characters. IK is the system that in our case manages matching weapon handling animations to the actual weapons used. Meaning it makes sure that especially the left hand of the characters goes to where on the weapon the actual grip position is. In our previous system this was done in a suboptimal way leading to a lot of unnecessary CPU computation to resolve the animations.

Improved CPU Performance

Lighting and Shadow optimizations

Shadows and lights now use improved culling systems for better rendering performance and less memory usage.

Noticeably Improved Shadow Performance

Engine Update

During a round of testing in April we noticed consistent crashing to desktop caused by issues in the exports. The version of Unity we’ve been using since than was practically at the end of support meaning any fixes from the to prevent it would likely not have been made accessible to us anymore.

At this point we’ve made the decision to upgrade to Unity 6, the next major version and have to deal with the month of testing to find any subtle changes in the engine causing problems for the game.The upside is Unity 6 does improve a lot of pain points in rendering performance CPU side by introducing a new multithreading system that much better splits the load over many cores compared to previously using mainly a single render thread. This leads to depending on your CPU roughly 5-10% better overall frame time compared to the previous release.

Unity Updated to latest version 6
Slightly improved CPU Performance

DirectX12

A major benefit of the new version is now also improved DirectX12 support which finally makes Unity DirectX12 perform slightly better on all our machines compared to DirectX11. This comes in at another roughly 10-15% improved CPU frame time overall. Unity is improving DirectX12 performance in future release further so we expect to see more improvements in future updates past full launch of Synthetik 2.

Slightly improved CPU Performance

Next-Generation Shaders

(Shaders define how a object is rendered and which kinds of textures and surface definition an object uses and displays)

We did a major engineering effort based on all the last 8 years of experience / research and created a cutting edge shader pipeline as evolution of our previous masked shader pipeline. Our previous masked shaders were already very flexible but the new are on a whole different level in terms of optimization and quality.

The new vertex shader pipeline allows texturing an infinite amount of assets with the same materials at a high quality without texture requirements. This is good for larger assets especially.

The classic high-detail baked version uses only 1 texture per asset and requires 0 texturing work being done outside the engine, with both being truly next-gen approaches which are not really seen anywhere else yet.

New infinitely reusable materials vertex shader workflows
New 1 single texture per asset with zero texturing required workflows
Greatly Reduced texture samples and memory across the board

Shader Unification

We started to replace most old shaders on half of the environments and simplyfing the pipeline quite a bit. Where we had previously a 100 different shaders in the Project (some other games might have up to a 1000), we engineered smarter approaches to this problem and now we have only a handful of shaders which can be used to render about anything you will ever need. These also share many sub-graphs which make them easy to iterate.

Updated Ground Shader
New Master Terrain Shader
New Master Bake Shader
New Master Vertex Shader
New Vegetation / Cloth Shader
New Emissive Shader
New Glass Shader
New UI Shader

These + the VFX master shader allow us to make about any asset and surface possible while keeping complexity very low and quality high and consistent.

Shader Variant reduction

Due to the simplicity of the new shaders, we have a very low amount of shader variants, which reduce shader compilation stuttering. However currently in the project are still a lot of old shaders which are still being loaded as they are not completely replaced yet.

Less shader compilation

Low-End Shader Branches

With the unification of the shader subgraphs / nodes, we added branches for the low quality setting for many of the effects, giving us simplified shaders for low end devices. On most average GPUs this might not make a difference but on low or super low-end this will improve rendering performance.

Rendering Performance slightly improved in these environments

Game Size & V-RAM Reduction

We cleaned up a on of unneccessary materials, textures and other things which were just used once or not really needed. Together with the new shaders and more efficient pipelines, we greatly reduced the V-Ram required to run the game, but also about halved the build size.

V-RAM requirements reduced by around 1000 MB
Game Export size reduced by about 50%

Editor Tooling

We worked on many Unity Editor tools which helped us optimize and clean up the project.
Texture tools, audio, mesh, animation and many more. We added all sorts of validation and checking tools to track issues and resolve them.

Scene Hierarchy Tools
Mesh Validation Tools
UI Validation tools
Error checking tools
Lighting and Reflection probe checkers
Project window stat displays for all common types

Dependency Cache System

We have a new system which tracks project dependencies, caches them to a library and allows quickly replacing all sorts of assets like textures or materials or scripts with others. This should be a engine default but unfortunately not available so we had to write it ourselves.

Reduced amount of unneccessary or little-used assets in the game

// UniversEdit

Mod-Io Browser Update

We sort of had to update the Mod-IO browser as it was very outdated. This means we have a new UI but this is currently unrefined and a bit rough.

Mod-IO browser UI refresh - Work in Progress

Editor Upgrades

We have done varied improvements on the Editor, making working more convenient and efficient.

You can now see a preview of the contents inside a list field
You can now see a preview of the contents of a multi vector field
The Config lists now renders only 200 options at once instead of all possible
This will especially speed up loading on the large lists of actions

Copy Config From Search (Beta)

You can now create a copy from the search field (finally) this will make working on actions or similar inside classes or weapons much faster. Instead of having to go to the actions tab and create an action and then go back to the class and add the action, you can just use the search function and now create a copy of another action instead.

You can now create new copies of configs from any slot
Warning: Currently this copy is not displayed however until you exit one depth of the current context. So if you create something from copy, save it, then save the current context, then go back in and add it. This is not optimal but still a huge improvement over the other workflow.

Modular Particle System

In the showparticles result we added our new modular particle base. This uses custom vertex streams to create a wide range of new effects from a single material, by changing the sprites and noises from a sheet of technology based styles and colors.

There are 4 Types:

Base - Rings & Glows for all purpose
Sparks - Small Spark Effects
Surface - For filled objects like Shield Domes
Icon - Has over 64 Icons to be used


Each of these can pick between 16 Technology Colors (or custom) and 16 Technology Distortion styles, to create new effects.

You can also have control over different settings such as emission over time, emission over distance, gravity, turbulence and sizes. While this is not the same as making particle effects in Unity editor, it does allow to create a wide range of things for general usages. The icons can also show on auras or world space indicators above heads or feet as example.

// CLOSING

▧ Upcoming

There is still content coming in form of the Engineer and a large new Environment.
We are planning small and short updates with polish and fixes as we go towards launch.
U15 will also be followed up with hotfixes as needed.

The long U15 Timeline

We are very sorry that Update 15 took this long to complete.

In Synthetik 1 we rarely refactored game systems and as such at the end of the project the game became unmaintainable in combination with the very unstable engine. In Synthetik 2 we did a lot of things right but also had a lot to learn and started varied things on the wrong foot.

We now took the chance and massively refactored and upgraded many elements of the game and set-up our pipelines to be extremely efficient and easy to maintain so this won't happen again.

Before we knew it, we dissassembled the car into 1000 parts with everyone working on different pieces.

Synthetik 2 is a quite complex game.

We added many new systems for U15 in addition to reworking old things such as quests, outgame rewards, lobby features, chat channels and much much more. Since many things were so tied together and we spend a lot of time on core gameplay, the base and networking simultaneously, it was not really possible to split the update in multiple parts.

It is definitely our fault that we did not plan this well enough and communicated it poorly, we will learn from this and handle things better in the future for sure, we hope you understand.

▧ That's it!

Let us know what you think on the Steam or on Discord!
If you want to support us, recommend the game to your friends or a review would also help us a lot :)
We are looking towards your feedback - Have fun!

- Team Flow Fire Games
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