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SYNTHETIK 2 News

Patch 15.1.372 - Addressing leaks in renderpipeline

[p]TL;DR:[/p][p]This build addresses a major performance issue that's responsible for the performance degradation we can measure during longer gameplay sessions.[/p][p]--[/p][p]Unfortunately, the new/current version of Unity has a bug in the culling algorithm of its closed-source engine section.
When used with the High Definition Render Pipeline, inactive lights are tracked by the rendering pipeline anyway. When these lights are later removed (typically during scene switches), it causes unhandled error spam in the rendering loop.[/p][p]The core issue is in the closed-source section, but we've implemented a workaround that cleans up the leaking lights to prevent the degradation and error spam.
[/p]

Update 15.1



[h2]⚙️Update 15.1[/h2]

We've deployed a new patch with significant performance improvements, bug fixes, balance adjustments, and quality of life updates. Thank you for your continued support and feedback!


[h3]💬Performance & Stability Improvements[/h3]
  • Identified and applied a workaround for a Unity light rendering issue, causing major performance degradation over time.
  • Fixed an issue that was spamming error logs and significantly tanking CPU performance.
  • Fixed varied issues around lobby menus, more fixes to come.
  • Fixed the most commonly auto-reported random error messages.
  • Added character safety for chat to fix performance loss from incompatible text.
  • Fixed missing combat crosshair if setting was corrupted


[h3]🔉Escalation Mode Adjustments[/h3]
  • Escalation 0 ammo pickup bonus increased from 25% to 50%.
  • Escalation 0 now gives 25% spare ammunition.
  • Escalation 1 ammo pickup bonus increased from 25% to 35%.
  • Escalation 1 now gives 25% spare ammunition.


[h3]💥Enemies[/h3]
  • X1 Discus enemy is now spawning.
  • Armageddon Beholder enemy is now spawning.
  • Bosses now deal 5000 damage to friendlies on death.
  • Sawblade Boss now properly spawns mini sawblades when other sawblades die.
  • Fixed Chrono Chest spawning friendly Chrono units.
  • Mark Target now lasts 6 seconds (down from 8 seconds) and can no longer stack on players.


[h3]🎯Classes[/h3]
Gunner
  • Global Minimum Fire-Rate increased from 25 to 35.
  • 10% more base fire-rate.
  • Burst fire rate increased from 5% to 10% per stack of Ramp-Up.
  • Deviation reduced from 0.5 to 0.4 per stack of Ramp-Up.
  • Reloading now also pauses the decay for 2.5 seconds.


Sniper
  • Target Laser is now held only.
  • Target Laser now charges up a critical strike on maximum stacks.
  • Replaced Sniper Kit passive with a new one.


⚡Items / Shops / Weapons
  • Potentially fixed Hunter-Unit double revive issue. (?)
  • Heat Spreader now applies a first stack of burn in a large radius on first activation.
  • Plating Printer now triggers its explosion on activation as well.
  • Voltaic Gyroscope range and damage increased to make it more effective at close range.
  • RPG missile replaced with straight-fired missile.
  • All Coil Guns damage increased from 3 to 3.3.
  • Fixed Blessed tools not giving cooldown speed.
  • Loop shops now give a random selection in case someone teleports with the shop opened.


[h3]🎬UI / UX Improvements and fixes[/h3]
  • Fixed new UI bugs and integration issues for mod downloads via mod.io.
  • Fixed Badges not showing in the end screen.
  • Lobby leaving no longer automatically switches back to global chat.
  • The chat disable boolean now properly blocks joining global chat (included in Sunday mini-fix); chat window and party chat are intended to stay open.
  • Fixed the loading screen background.
  • Fixed the Escalation Tower icon not showing.
  • Fixed the Learning Terminal camera doing an unnecessary spin.
  • Added class description text into the Android menu.
  • Fixed the Apocalyptic Survival Kit not showing its tooltip properly.
  • Replaced the intro cinematic with an Android UI style.
  • Disabled lobby join highlighting on private lobbies.
  • Increased scroll speed in the lobby browser window.
  • Fixed Armory UI not scaling properly on screens.
  • End screen quit button is now clearer.
  • Fixed armor not showing on enemy healthbars.
  • Added maximum plating to stats display.
  • Weapon burst delay in the fire-rate section now shows "s" for seconds for clarity.
  • Weapons with 0 damage and only AOE now show "AOE" for clarity.
  • Changed Terror Level sound to not use the radio voice mixer.
  • Renamed Control Center to Mission Center
  • Play buttons are now more visible
  • Android menu mentions after some time that you need mission center to play
  • Localization fixes.
  • Added Chinese font fallback for normal text.
  • Added a description on how to make mods in the mod browser enabler section.
  • Added small UniversEdit button for now in mission menu to access depots


[h3]🔥Known issues / Coming up:[/h3]
  • Compendium dosn't save for some people?
  • Varied Lobby menu quit / ready wierdness
  • Boss one shot issue - any infos are helpful!
  • Quests are not saving in coop


[h3]🔧I have other issues:[/h3]
  • Varied people have bad performance on DirectX12, please switch to DX11 in steam and/or update graphics drivers
  • People having crashes: Verify game files in steam. Crashes are 99% a faulty install.
  • People having really poor networking performance: Google for Speedtest and Packet Loss test, if these are good, please report to us


We are reading your feedback very closely and have more fixes and improvements on the list and coming up very soon!

Grand Operations is live!

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Hey everyone!

Sorry for the very long wait. This is the biggest update we have ever done by a mile and left no stone unturned.

We really put blood and sweat into this and tried very hard to provide you a much higher production value iteration of the Synthetik franchise. We really hope you enjoy! As always, leave us your feedback in the Steam forums or Discord, have fun!

- Team Flow Fire Games


Info:
If you have performance issues, please try update your drivers! As this is a DX12 version, you might encounter some first time playing shader compilation stutters which will vanish.

Known issues:
- Bosses sometimes can lose a lot of health on an attack
- Music tracks can layer incorrectly
- Minimap sometimes dosn't show objects

Following Up:
We will quickly follow up with short hotfixes as needed and shorter patches to iron out bugs and other issues based on your feedback!

News Update



Hey everyone!


We know it’s been a while since our last major announcement. While we've been sharing updates on Discord and the Steam forums, not everyone may have seen them, so here’s a larger write-up:

[h2]📅 U15 Grand Operations Status[/h2]
We’ve been rolling out new builds weekly, and we’re nearly ready to begin multiplayer testing. The latest builds are quite stable in singleplayer, though there are still a few issues to iron out. You can currently try out the beta of U15 – Grand Operations on the testing branch! See the bottom of this post for instructions on how to join!

[h2]📈 So what is all this 'U15 Grand Operations?' [/h2]
As things naturally evolved, Grand Operations has now become a sort of "2.0" version of the game. We have tackled almost all the things we planned for the real launch and so much beyond. Almost everything in the game has been touched in a major way. All in all, Grand Operations is like a new game, even ignoring the home base entirely. From enemy, weapon, item, loot, shop and map reworks, to UI, multiplayer, localization and even settings, U15 is a huge overhaul of the entire game and far beyond.

[h2]Focus of the Update?[/h2]
You've seen maybe some of the graphics and main menu changes. Some people voiced concern that all the development time is spent on the hub, which of course wouldn't be smart. Most of the development time actually went into everything around gameplay even with the hub being the biggest visual change - refactors, optimizations and in our new and improved systems and pipelines (a lot of code, networking, shaders, modeling, texturing, terrain, ui, animation, lighting, character creation ..). Update 15 marks the completion of many of our new workflows which were key in making Grand Operations a reality and getting the game in the best possible position for the full launch and beyond.

Anyways, here we have a spoiler of the many gameplay changes you will see with Grand Operations:



[h2]🛠️U15 Gameplay Improvements spoiler[/h2]

[h3]🎯 Gameplay & Systems[/h3]
Huge Cover Gameplay Overhaul for better tactical gameplay
Tons of Map Changes implemented for improved clarity and flow
Introduced the New Directives Mutator System
Added New Divine Blessings for Loop gameplay
New Enemies, New Enemy Abilities, and numerous enemy overhauls
Implemented a New AI State Machine for enhanced behaviors
Many Class Changes and balance adjustments implemented

[h3]🚀 Items, Loot & Weapons[/h3]
Redesigned Upgrades & Shops, plus new Terminals
New improved Loot Distribution system & Campaign Drop redesign
Added New Weapons and improved overall Loot Table
Starter Handguns Overhauled & Re-shuffled
Complete Overhaul of Weapon Tech Perks
Dozens of Weapon Balance Changes pushed live
Tons of Item Improvements across the board
Added New Multi-Variant feature & Variant Override system

[h3]🧰 Visuals & UI[/h3]
New Muzzle, Impact, and other Visual Effects (VFX)
New Cursor options and Damage Text styles available
Improved Healthbar design, features and clarity
Improved Unit Visibility on the battlefield
Better Hit Feedback for more satisfying combat

[h3]..New Graphics, Music, Networking and tons more![/h3]



[h2]🔧Base / Menu Upgrades[/h2]
The new Base Hub in U15 is more than a visual overhaul — it’s a complete rework of the menu system, with tons of new functionality. Our goal was to introduce meaningful meta progression without disrupting balance. That means improvements across the board: from quality-of-life to lore, and even a bit of power scaling for long-term motivation.

[h3]🧱 New Additions:[/h3]
Construction – Progressively build up your base and unlock new features
AI Core – Unlock new quests and unique in-run terminal events
Mail – Daily rewards, global notifications, and in-game news
Radio – Change music tracks and see community updates
Tech Center – Browse and learn all technologies in detail
Barracks / Medical / Shield Generator – Each includes new upgrade paths

[h3]📁 Legacy Menu Improvements:[/h3]
Escalation – Now shows detailed info for every level
Armory – The item/weapon database, now with more types
Lab – New Android lab with improved UI and more style
Modding Menu – In active rework with the latest Mod.io framework
Mission Console – Quick restart after matches & new matchmaking

This is just the tip of the iceberg for U15— dive into the test branch now and check it out for yourself. Unlock the new features and let us know what you think!

[h2]🧬 Past U15?[/h2]
Even after U15, most of the work on the upcoming Engineer class is already completed. The new “D-DAY” environment is nearly 90% finished and should be ready to follow soon as we move closer to launch. We’re also thinking about a revamped class perk/module system, along with plenty of the usual polish and refinements.



[h2]🚧 U15 Beta Test:[/h2]
If you want to try the latest build and give feedback to the current version, here are the steps to enter the beta testing branch:

Warning: This is a Beta Testing Branch, is unfinished, single-player and potentially buggy!
Step 1: Go to your steam game settings
Step 2: Go to the Beta Tab
Step 3: Enter code SECRETTESTBRANCH, and you should gain access.

Please let us know what you think after unlocking all the new features and we'll keep you posted for the coop-test branch soon. Have fun!

- Team FFG

Synthetik 2 Roadmap

Hey everyone!
Today we want to give you a overview of what is to come. As you may have read, we are currently working on Grand Operation which is a really huge update and might need a bit more time, but it will be one of the biggest leaps we have taken as a studio.

Keep in mind that all things are never set in stone and we always do what is best given the current situation / plans might change.




[h2]Keynotes:[/h2]
  • Focus on out-game elements
  • New Base of Operations
  • Construct varied Buildings
  • Unlock perks and features
  • Interact with NPCs
  • New difficulty system
  • Story elements
  • Quests
  • Rework on menus
  • Party System
  • Gameplay & Balance tweaks
  • Final Boss Blessings
  • and more!


In Grand Operation, the main menu is removed and you start as a android pilot from the human resistance. You are stationed on the stealth Resistance base "Phantom-One" near the coast of Vietnam, right at the border of the machine expansion.

The base allows free roaming and constructing varied buildings, containing menus you know but also new features and progression unlocks. The new resistance radio allows you to play music, barracks, shield generator and fusion reactor give you improvements to tackle the higher difficulties. The radar explains the environments in the world and the state of the machine expansion but that's enough of the spoilers.



Constructing buildings increases the war effort and progresses the timeline, adding a slightly flexible but clear campaign progression throughout all the old and new features of the game. Lastly the big main building (secret) will offer quests while at your mission and form a small storyline.

The Grand Operations update takes a lot of time since we first had to develop new systems to drive the walkable main menu, rework and split up the old main menu UI and set up unlockable base buildings. We are mostly finished with this and are now shifting towards adding a first batch of story quests with voice lines, some 3d characters with animations and more.

There is a lot more to tell but we don't want to spoiler too much, so stay tuned!





[h2]U15 Under the Hood[/h2]
In the last months we have reworked and added many core elements of the framework, such as groundwork for the new Quest systems, dialogs and dialog chains, flexible currencies and action bars, NPCs, voice lines, interchangeable hud and menus, outgame saving and reward structures, networking and lobby changes, new shader and asset pipelines, character pipelines, skin shaders, icon workflows, particle system changes, major project cleanups and so much more. The editor has also seen major improvements.

All these things will be directly in use in the game in Grand Operations or will be important groundwork for future updates. We know this sounds quite obscure but there has been a lot happening under the hood. After grand operations we will be pretty much done with foundation work however and are planning on mostly spending time on content and polish.






[h2]Keynotes:[/h2]
  • Planned around christmas holidays
  • Overhauled class perk / module system
  • Focus on in-game Game-play improvements & classes
  • Improvements on the base of operations
  • and more...


Ascendency will focus on further gameplay improvements and giving the classes more variation with a new perk system. We also want to really polish up the core gameplay and the enemy encounters. As usual there will always be plenty of unplanned improvements coming in.




[h2]Keynotes:[/h2]
  • Early next year
  • The Engineer Class
  • Boss / Gameplay Improvements
  • and more...


After U17 we are intending to go quickly towards launch. Depending on how things go, the Engineering update might be integrated into the launch update. You can expect a new announcement for this when it's time.

We'll keep you posted about Grand Operations!
Thanks for stopping by, have fun!
- Team FFG