COMBOLITE
Playing now
0+0 vs. yesterday
0.0%of peak
All-time peak
27 Sep 2026
Playing now
0+0 vs. yesterday
All-time peak
27 Sep 2026
| Published | Title | Build |
|---|---|---|
| Update 1.3 hotfix 1 Bugfixes · Buffs, projectiles and category "none" items are no longer show up in the "count" when you get a rarity based global buff. · Crossbows play their animation properly with the Marksman skill now. · Rarity based buffs should no longer show up on buffs. · Group multipliers should now be properly calculated when you load a savefile in. | — | |
| Major Update 1.3 - Bunch of new content!major Hi there! I've been working on a pretty large update for the Steam Summer Sale, and welp here it is! Weapon Changes ◻ Changed black hole to give the base damage boost whenever a gem gets applied to it. This should make it way less confusing to use. ◻ Flipped the directions of every weapon horizontally, so they actually point in the starting direction. 🟩 Donut gives a 4x damage multiplier inste… | 19012229 | |
| Update 1.2.2 Entrepreneur skill now properly resets between savefiles. · World ender skill now bypasses the 10 weapon limit at the end of an area. · Shop refresh price should properly reset between deaths and savefiles. · Objectives should no longer generate with absurdly high targets on new savefiles after playing on a different one beforehand. I might add something cool to the game later :3 | — | |
| Update 1.2.1 Somewhat of an optimization for projectiles. When you have more than 100 projectiles spawned in, then second slot projectiles will be simulated instead of actually spawned. This should greatly reduce lag and the cost of accuracy. I tried to match it reasonably closely, but it's not perfect. · Projectile base damage and multiplier buffs now use bigint for calculations and UI. · Made the "total b… | 18625936 | |
| Major Update 1.2 - Projectiles and more content!major Thanks to everyone for the feedback on the game! It was really helpful with evaluating what to do next with the game. Now I won't sugarcoat this, it's not a huge update y'all might be expecting here, so sorry if it's underwhelming, but it should fix some of the issues people were having before (mainly the boring late game and the difficulty issues). New Stuff · Added projectiles. They can be bo… | 18586078 | |
| Update 1.1.1 - Small bugfix patch Fixed a bug where if you pressed the back button while paused, and quickly pressed ESC while transitioning, the objective remained on screen. · Fixed a bug where objectives could generate with obscenely high targets when starting a new save file. (only happened when you loaded a separate savefile) | 18420741 | |
| Quick 1.1 hotfix Changed orientation of Objective Refresh item to be synced up with other items. · Fixed an issue where green gems were synced up. · Changed the color of the Black Gem to be more visible on the weapon stands. | 18409183 | |
| Update 1.0.3 - Renderer changes and further optimizations Switched renderer from the unstable Vulkan renderer to OpenGL 3, which should be WAY more efficient on lower end devices. I tried to match the visuals to the Vulkan version, but it's not 100% perfect. I also improved shader precompilation, which should mitigate stutters when loading new weapons. It's still going to be there for the first time, but it gets better the longer you play. (rendering… | 18322101 | |
| Update 1.0.2 And here's another one! More Optimizations · Disabled glow as it didn't have much effect but cost ~0.31ms per frame · Removed sub-surface scattering from all materials which cost ~0.17ms per frame On my computer the improment is (on the same test scene but with more weapons, 2x render scaling and max shadows): GPU frametime: 2.1ms -> 1.58ms (25% faster) Once again, these improvements will vary… | 18300933 | |
| 1.0.1 Update Hi there! The first update is here, so let's jump straight into what I changed: Optimizations: Total optimization: CPU frame time: ~4.5 ms -> ~3.8ms (10-20% improvement) Please note that this doesn't 100% translate over to real world performance in case your system is GPU bottlenecked. These may not look like large numbers, but it's because I tested them on my strong enough computer, where the… | — |
| Date | Day | Time | Patch title | Build ID | Branch | Depots | Download Δ |
|---|---|---|---|---|---|---|---|
| 28 Jun 2025 | Sat | 10:50 | No patch notes · unannounced build | 19036414 | public | 4 | — |
| 28 Jun 2025 | Sat | 10:50 | No patch notes · unannounced build | 19036411 | beta | 4 | — |