Combat Complex – Roadmap Update: September 16, 2024
Here's our roadmap for Combat Complex, a fast, frenetic sci-fi action RPG (ARPG) with fluid combat, WASD / twin-stick controls, random loot, and procedurally-generated levels. The roadmap includes the features of the upcoming Early Access release on October 4, 2024, and our further plans for the game, up to the full 1.0 release next year.
A permanent version of this roadmap is maintained as a pinned post in our Steam Discussions here: https://steamcommunity.com/app/1899300/discussions/0/4756452548787980214/
[h3]The last update before Early Access release (~September 25, 2024)[/h3]
Additions:
Changes:
Known Problems:
[h3]Early Access release – October 4, 2024[/h3]
[h3]An update before the Steam Autumn sale (~November 20, 2024)[/h3]
Power-Ups:
Fix for the broken VFX for Gravity Vortex:
[h3]An update before the Steam Winter sale (~December 19, 2024)[/h3]
Achievements:
Improved Epic loot:
Performance Boost:
[h3]Updates before the full 1.0 release[/h3]
New Environmental Hazards:
Hazard Randomization:
More Abilities:
More Enemies:
"Treasure Goblins":
Ultimate Abilities:
Full Skill Tree:
[h3]Full 1.0 release – Fall 2025[/h3]
[h3]Longer-term plans / open problems[/h3]
A permanent version of this roadmap is maintained as a pinned post in our Steam Discussions here: https://steamcommunity.com/app/1899300/discussions/0/4756452548787980214/
[h3]The last update before Early Access release (~September 25, 2024)[/h3]
Additions:
- Skill Tree (partially done, more skills will be added in future updates).
- New Primary Weapon – Minigun (damages red shields but hinders player movement).
- New Primary Weapon – SMG (higher damage and fire rate compared to Rifle but has a shorter range).
- Options – Video, Sound, Interface, Gameplay, Controller.
- Visual improvements – Autoexposure, Film Grain, Chromatic Aberration.
- There's now a sound for abilities going off cooldown.
Changes:
- Migration to Unity 6.
- Removed the "Made in Unity" splash screen.
- The story is now told via a less annoying email-like format (as opposed to the original chat-like one).
- Minor UI, sound, and QoL improvements.
- Multiple bug fixes.
Known Problems:
- The VFX for Gravity Vortex is broken due to a Unity 6 bug. A temporary VFX is currently used.
- Read story messages aren't properly grayed out in the Messages screen.
[h3]Early Access release – October 4, 2024[/h3]
- Early Access Release – October 4, 2024.
- Steam Deck certification.
- Bug fixes and improvements based on player feedback.
[h3]An update before the Steam Autumn sale (~November 20, 2024)[/h3]
Power-Ups:
- A major gameplay system: the familiar "3 buffs, pick one, maybe reroll".
- Power-Ups persist through missions but are lost on death.
- Power-Ups are infinitely stackable but temporary (they last for 3-6 missions, assuming no death).
Fix for the broken VFX for Gravity Vortex:
- It's broken now due to a bug in Unity 6. The game currently uses a temporary VFX.
- We've submitted the bug, and it has been confirmed by Unity.
- As soon as they fix it, we'll release an update with the fixed VFX.
[h3]An update before the Steam Winter sale (~December 19, 2024)[/h3]
Achievements:
- Achievements will be based on Challenges, and therefore will be retroactive.
- That is, if you completed a Challenge, you'll get its achievement as soon as we release achievements.
Improved Epic loot:
- Currently, our epic (purple) loot differs from rare (blue) only in the number of stat mods.
- We are planning to make epic loot more distinctive by adding a mod that will add an extra rank to a single Skill in the Skill Tree.
- The same mod will be added to legendary loot, but the number of bonus ranks will be higher than 1.
Performance Boost:
- Unity 6 GPU Resident Drawer.
- Unity 6 GPU GPU Occlusion Culling.
[h3]Updates before the full 1.0 release[/h3]
New Environmental Hazards:
- Deflector Walls (to break the pattern "Always shoot").
- Laser Walls (to break the pattern "Always dash").
Hazard Randomization:
- Things like Boom Barrels and Laser Walls will sometimes randomly appear in regular missions.
- (Currently they are reserved for mission affixes on higher-difficulty missions).
More Abilities:
- Grenades, Turrets, Stun Wave, Grappling Hook, etc.
More Enemies:
- New bug enemies.
- New bot enemies.
"Treasure Goblins":
- A cute little bot that drops rare loot and high-value orbs. Tough to kill, temporary (escapes after some time).
- High risk / reward ratio. A synergy / dilemma with the upcoming Ultimate Abilities (use it or save for danger?)
Ultimate Abilities:
- Very powerful, but usable only once per mission.
- Use them to escape difficult / unexpected situations, or to secure high-value targets (e.g. a Treasure Goblin).
Full Skill Tree:
- More skills in the main branches.
- Islands for fine-tuning the build (e.g. Frenzy, Abilities, Healing, etc.)
[h3]Full 1.0 release – Fall 2025[/h3]
- Full 1.0 release.
[h3]Longer-term plans / open problems[/h3]
- Finished story.
- Special / Legendary Elites (extremely dangerous but fragile).
- Crafting.
- Biomes (e.g. Mining, High-tech, Infested).
- Bosses (not just bullet sponges).
- Localization to other languages.
- Music (if we find good tracks to license).
- Additional enemy races / factions.
- Co-op / multiplayer.
- Endlessly repeatable / farmable missions.