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Version 2.1 Changelogs · COMBOLITE · SteamPeaks
COMBOLITE
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Events
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Version 2.1 Changelogs
In-game event
Version 2.1 Changelogs
COMBOLITE
· published
18 months ago
All events
Players around this date
Read on Steam
New Features
Added save and quit button to pause menu. (such a great feature isn't it?)
Added a tutorial that plays when you first play the game.
Added some Steam achievements.
Added an area counter to the map.
Added "battle logs" which shows certain weapon events like bananas duplicating, treasure chests being opened etc.
Added a setting to disable impact frames.
Global buffs now show weapon count underneath their description.
Added playtesters' names into credits.
Added a custom cursor and settings for sizes.
Finally added SFX to gems being applied.
Changes
Increased slow-mo impact effect treshold to +25% of previous PB instead of +15%.
Changed how weapon descriptions are positioned to hopefully make them clip less off-screen.
Target damage ramps up MUCH faster in the late game.
Loading screen plays when the game loads instead of when pressing the play button in hopes of burning out less people's eyes.
Objectives now have an animation when they are collectable.
Bugfixes
When clicking the deck view button with 0 weapons, the game no longer dies.
Buffs and modifiers properly save/load now.
Dying no longer softlocks the game.
The "highest damaging weapon" part of savefiles now reset properly when erased.
Hopefully arrows properly work now again? I don't know this system is so weird…
Fixed a bug where objectives refused to progress after loading a savefile.
Small arrows of weapons should no longer be visible while paused.
When selling a selected item, the move back to shop button doesn't break anymore.
SFX and Music sliders properly save now.
Objectives now correctly reset after fights
Changed layout of target damage text so that it doesn't look weird on large numbers
Shop no longer appears in deck view.
Shop should no longer refresh prices when you go in and out of the pause menu.
Locked items no longer persist between savefiles.
Fixed a graphical bug where one of the fights were skipped on the map, and the one after it was overwritten once.
Weapon descriptions should no longer clip outside of the window… once again…
Balancing and weapons:
📃New weapons:
Midas Blade:
A sword made out of solid gold. Deals +0.1x more damage for each gold coin you have.
Black Gem:
+5x damage multiplier. -0.25x for each weapon on the field.
Black Hole:
Every attack, destroy the item before or after it and gain +20 base damage.
Treasure chest:
Once destroyed, receive between $5 to $20 and a rare buff for a random weapon. 10% chance to destroy itself.
🟩 Buffs:
Hammer:
deals 3x damage if the sphere has broken armor.
Blue Gem:
+25, +35, +50, +65, +75 base damage based on rarity. Instead of a flat +25.
Decreased base price from 7 to 5.
🟥 Nerfs:
Red Gem:
Increased base price from 5 to 7.
More from COMBOLITE
Other announcements
All events
COMBOLITE
Game update
26 Jun 2025
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
26 Jun 2025
Major Update 1.3 - Bunch of new content!
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…
COMBOLITE
Game update
7 Jun 2025
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