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COMBOLITENewsVersion 2.1 Changelogs
In-game event

Version 2.1 Changelogs

COMBOLITE · published 24 Feb 2025, 17:25 UTC

All newsPlayers around this dateRead 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 news
Game update26 Jun 2025Update 1.3 hotfix 1Bugfixes · 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 update26 Jun 2025Major 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…Game update7 Jun 2025Update 1.2.2Entrepreneur 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