COMBOLITE · public · first seen
Since the last update I've had time to improve my game design skills quite a bit, and even released a full other game, so I wanted to challenge myself to try to come back to this game and give it the update it truly deserved.
This is THE biggest update this game has ever seen. Almost every aspect of the game has been tweaked, changed, removed or added to.
Runs should be more consistent now, faster paced with more interesting choices and better deckbuilding, late endless mode progression.
MacOS is now supported
The game has been translated to a total of 14 languages
As popular request, the game now has permadeath. A failed fight is where the run ends, no more retries. The final decks of failed runs can be looked at in a preview mode.
Removed the mandatory item destroy phase at the end of areas and instead replaced it with the Void Forge. You can upgrade individual items of your deck here and clean up unused combos and items.
The item shop now has separate projectile slots instead of having them mixed into the regular item pool.
Refreshes for all buff, skill and combo choices. Each choice basically has a higher chance of having something useful for your deck now.
Objectives are always pick 1 out of a choice of 3 instead of just randomly getting one.
I didn't record every single stat tweak 😭
Areas are shorter: 3 fights, a choice of two buffs and a combo, 3 more fights, an Epic choice, then the final fight. Area one opens with one extra fight. Fight targets are rebalanced for the shorter areas.
Endless damage targets ramp up much faster after a gentler start, making later areas significantly harder.
Added additional fight target scaling starting at Area 10.
Every new run starts with an objective to deal 500 damage in one hit with any weapon.
Failed runs now stay in their save slots as final deck previews. You can revisit the deck, combos, buffs, skills, and damage records before erasing the slot for a new run.
Visit the Void Forge after every area and keep all items you choose not to destroy.
New runs start with 10 void coins. Completed objectives also award 5 void coins from area two onward.
Destroying an item awards void coins based on its sell price, and destroying a combo awards void coins based on its rarity and level. Each also gives 1 regular coin.
Treasure Chests destroyed in the Void Forge now give their reward.
World Ender no longer appears in skill offers, since you now keep your whole deck between areas.
Build overlapping two- and three-direction combos with twelve effects. Their level caps rise with rarity.
Any effect can appear at any rarity and in a two- or three-direction combo. Longer combos earn more Style and stronger rewards.
Earn Style during battle to boost your final damage. Powerful hits earn up to double Style.
You can own up to seven combo types; further combo choices offer buffs instead.
Five rarities of Combo Capsules offer combos in the shop. Capsules can appear above Common rarity on Common-weapons difficulty, and Legendary capsules appear after area one.
Combo impacts play on the final hit of a connected chain.
Deck connections and weapon descriptions show overlapping combos.
Hovering over a weapon in your deck gently shrinks unrelated combo capsules to highlight its combos.
Treasure bags now offer buffs.
Refresh each buff, skill, or combo offer once per choice, including rewards from buff bags.
Buff and skill choices now include an option that works with your current build.
You can now view your deck, combos, buffs, and skills while choosing upgrades.
Category Group Multiplier buffs appear more often: upgrade offer weight 0.4 → 1.0.
Directional Group Multiplier buffs appear more often: upgrade offer weight 0.4 → 1.0.
Objectives can now target attack directions.
Three objective choices offer different reward rarities, with one suited to your current build. Rarity changes rewards, not targets.
Objectives now offer three combos of their rarity instead of category or direction buffs.
Objective Refresh now lets you choose from three objectives instead of getting a new one randomly.
Objective Refresh base price: 8 → 6 coins.
Two dedicated projectile slots now appear on the left of the shop. Half Shop keeps one.
Shops now use each item's fixed base price instead of a randomly varied price.
New shops now include an affordable offer that fits your build when their regular offers do not.
Legendary items no longer appear in first-area shops.
More Weapons bonuses now affect shop offers as described.
Combo Capsule descriptions now show colored rarity chances like treasure bags.
Projectile shop offers now explain their status effects beneath the projectile stats.
New buff items: Battery, Ammo Crate, Muffin, Power Cartridge, and Echo Bell. Ammo Crate and Power Cartridge appear once you have a projectile.
New weapon category: Potions, built around status effects and freezing.
New weapons: Weakness Potion, Blood Potion, Frostbite Potion and Time Potion.
Fights now show the sphere's active effects and their remaining duration in a bottom-left list.
Weakness now boosts the next 1 → 3 weapon hits.
Reapplying On Fire now refreshes its damage ticks.
On Fire and Deep Wounds Bleeding damage are each capped at 30% of the fight target.
Throwing Knives now apply Poisoned: 15 shrinking damage ticks over 5 seconds. Reapplying refreshes the timer and increases the damage per tick.
Spiky Ball now applies Staggered after its final hit: the next two weapons deal x1.25 damage and briefly stop the sphere on each hit.
Wooden Sword now applies Exposed after its hit: the next 3 weapons start at x1.5 damage, and each change of weapon category adds +0.5x.
Boomerang now applies Exposed after its final hit.
Rubber Duck now inflicts Exposed, Poisoned, and Staggered, keeping every status effect on its hit.
Hunting Bow's lucky shot now applies Marked after hitting.
Shortbow's lucky shot now has a 25% chance to apply Marked after hitting.
Cookie hits now advance one pending Poisoned tick.
Midas Blade now earns 1 extra coin when it hits a sphere that already has a status effect.
Pickaxe gains 5 percentage points of gem chance when the sphere is Staggered.
Black Hole base damage: 50 → 125.
Black Hole now gains a permanent x1.5 damage multiplier per consumed gem instead of +50 base damage.
Orange Gem starts at x1 → x1.5 damage and gains 2% → 3% more per prior hit.
Frozen Gem's direct damage multiplier changed from x0.9 → x1; projectiles deal x1 → x1.5 damage while the target is frozen.
Black Gem's starting multiplier: x5 → x4.5.
Red Gem's damage multiplier: x2 → x1.85.
Each Inverted Gem now adds 0.5 → 1.5 percentage points to shop inversion odds.
Inverted Gems now guarantee an inverted attacking weapon offer by the third new shop without one.
Static Dice multipliers across its five levels changed from x3 / x3.5 / x4 / x4.5 / x5 → x3.5 / x4 / x4.5 / x5 / x5.5.
Less Is More multipliers across its three levels changed from x3 / x4 / x5 → x2.75 / x3.75 / x4.75.
Grounded and Ground Spikes scale with your latest weapon's damage to stay useful in longer runs.
Cloudbreaker choices show the sphere's highest point from the previous fight; the skill list keeps its highest multiplier.
Effect projectiles can now apply any of the eight status effects, each with an equal chance.
Every projectile releases a full next-stage volley, and chains now continue on destruction.
Falling projectiles can hit the target immediately, trigger their effects repeatedly in the air and disappear on landing.
Flame rings chase and circle the sphere for six seconds, and battles wait for their damage.
Newly rolled Projectile Orbs now grow in base damage with every fight (about x4.65 per area) instead of x1.5625 per completed area; owned Orbs keep the stats they rolled with.
Falling projectile base damage: 150 → 50; volley size: 1 → 2; lifetime: 3s → 6s.
Homing projectile base damage: 100 → 10; volley size: 3 → 6; lifetime: 3s → 10s.
Hover projectile base damage: 200 → 30; volley size: 3 → 4.
Penetration now adds 1–5 → 2–6 pierce and gives the first projectile stage x1 → x1.5 damage.
Mediary now adds 1–5 → 2–6 pierce and gives the second projectile stage x1 → x1.5 damage.
Final Blow now adds 1–5 projectiles to the last volley, replacing its 10–30% volley size bonus.
Cluster's chance to spawn the next projectile rose from 1 / 2 / 3 / 4 / 5% → 8 / 12 / 16 / 20 / 25% across rarities.
Projectile Strength's flat damage bonus changed from +50 / +75 / +100 / +125 / +150 → +50 / +75 / +110 / +160 / +225 across rarities.
Added vsync + fps limit to the settings.
Added scientific notation to the settings (1.234e567).
COMBOLITE is now available in French, Italian, German, Spanish, Japanese, Brazilian Portuguese, European Portuguese, Russian, Simplified Chinese, Traditional Chinese, Korean, Polish and Hungarian.
Added a language selector at the top of the Accessibility settings. On first launch the game picks your Steam or system language.
Your first combo choice in each run now explains how combos earn style and boost final damage.
Your first completed combo now pauses the fight to explain the style meter and how stronger finishing hits earn more style.
Shop actions and hover effects wait until both the shop and deck button tips are dismissed.
The camera gently brings the sphere back into view when powerful hits or projectiles send it toward the edge of the screen.
Large projectile volleys and explosions resolve faster while keeping their damage and effects.
Massive numbers are more accurate.
If the game crashes, a window now explains what happened and lets you open or copy the crash log and send it to me.
Fixed the item from Wheel of Weapons showing up in the hidden deck while you look at the shop.
Fixed an already bought shop item coming back for sale after leaving the shop during a refresh, which made its buff arrow point at the wrong item.
Selling, buying, and reordering items no longer leaves invisible gaps in the deck.
Buying Objective Refresh keeps the Fight button hidden until you return to your deck.
Shop items transition smoothly when returning from the pause menu.
Random Dice now shows its fixed multiplier when you own Static Dice.
Blue Gem with Sapphire Gem now displays the correct Uncommon bonus: +50 → +65 base damage.
Inverted Gem descriptions now show their chance correctly.
Projectile descriptions stay on screen and can be scrolled when an item has several projectiles.
| Depot | New manifest | Previous manifest |
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| 3499541 | 6583168563182927450 | — |
| 3499542 | 9161668049460610386 | — |
| 3499543 | 8351077429125944916 | — |
| 3499544 | 1852408411095576000 | — |
| 3499545 | 1305034018241874143 | — |