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Syndeo-Complex Soundtrack›Events›Update V26
Game update

Update V26

Syndeo-Complex Soundtrack · published 17 months ago · build 18131202

All eventsPlayers around this dateRead on Steam

Hello,

We're not here to sell lily of the valley, so here are the major changes: new enemy behavior (let's say more realistic), new level design for some rooms in the first level (and a new enemy), new locations to visit in the third level, and a new progression mechanic on the surface. Some heavy stuff.

-Overhaul of enemy behavior (increased rotation speed, no longer lock onto the player, no longer shoot while moving but only after reaching a pathnode)
-General revision of pathnodes
-Revision of damage notification effects (reduced shaking and color modification)
-Revision of ammunition crate textures
-PJS01: Minor visual revisions
-PJS01: Room revisions on the third floor with the three enemies (second part)
-PJS01: Major revision of the "Into Syndeo’s City" room
-PJS01: Emphasis on certain colors to better differentiate enemies with the pistogun from those with the rifle
-PJS01: The rocket launcher is now obtained on the fifth floor (second part), the crate in the blue card room now gives a rifle
-PJS01: Overhaul of the fifth floor (second part), addition of a new enemy
-PJS01: Revision of the blue card room (addition of a switch and optimization of enemy placement)
-PJS01: Revision of drones (less damage per projectile but fire in bursts and reduced movement speed)
-PJS02_2: Addition of an extra block on the elevator so the player can hide completely
-PJS02_2: In the area with the aerial camera: reduction of block height, the player no longer needs to double jump to pass
-PJS02_2: In the last room: reduction of the height of the platform where the Architecta is located, the player can no longer be hit while staying behind the "puppets"
-PJS03: Revision of the underground part (level design and enemies)
-PJS03: Enemies in this level are now faster
-PJS03_2: Visual revisions (lighting, assets, decals)
-PJS03_2: Revision of the outdoor level design (new buildings to visit)
-PJS03_2: Addition of an ammunition crate near the Tesla tower
-PJS03_2: New progression mechanic in the outdoor part (combat becomes objectives)
-PJS03_2: Revision of enemy spawn rules
-PJS04: Fix for a bug where the player could pass through the walls in the first dome

News: We are now extremely close to the final versions of the first three levels. More additions are still planned, such as to earn . That's all.
Have fun until then.

Have a nice day,
ddzev

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Syndeo-Complex SoundtrGame update31 Jul 2026Update V35Patchnote · Fixed a bug related to discoveries and the save system · Added a note about saving in the menu · PJS02_3: Fixed a bug where the OCTO-SKULL could float in the air · PJS03_2: Increased the number of aerobrakes : 13 > 20Syndeo-Complex SoundtrGame update11 Jul 2026Update V34Patchnote · Changes to the enemy aiming system (there is now a delay between aiming and firing, which prevents them from having a 100% chance of hitting the player) · Added a difficulty option (Normal mode by default, a Hard mode will be added later) · Added a new achievement · Revised the design of the ammo crates · PJS01: The first enemy is now visible during the stage’s introductory cutscene…Major update4 Jul 2026End of early access (update V33)Hello, By convention, version 1.0 refers to a software version that is considered ready for release. Since I don't have a marketing department to encourage me to jump from 32 to 1, here is version 33.0 of Syndeo-Complex. Pathnote · Added level 5 (pjs05) · Added two new achievements · Revised the story (introduction, characters, Syndeopedia) · Hub: Added a new KELI that welcomes the player · Hub…