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Combat Complex News

Update March 12, 2025 – Dealing with Death

This update addresses two of the major issues about Combat Complex – death being too punishing and the game being too harsh on new players.

We're addressing these issues via multiple changes. First, we're making death less punishing by letting players keep collected loot on death. Second, we're introducing Ultimate Abilities that would let players deal with situations that could otherwise kill them. And third, we're increasing the base survivability of new players via a new default passive ability. Here's the full list of changes:

[h3]You Keep Loot after Death[/h3]
  • When you die on a mission, you now keep the loot you've collected before dying.
  • Power-Ups are still lost on death, as before – no changes here.
  • If you restart a mission after dying, all loot you've collected before dying and restarting will be stored in your Inventory.
  • If you leave a mission via the Pause menu > Leave Mission, you'll lose all loot and all power-ups you've collected on this mission before leaving it. All loot and all power-ups that you had before starting the mission will remain intact.

[h3]Ultimate Abilities[/h3]
  • Ultimate Abilities are very powerful abilities that let you deal with situations that could otherwise kill you. By default, the ultimate ability is activated by pressing Q on a keyboard or Y on a controller. Bindings can be changed in Options.
  • The Shredder ultimate summons two attack drones with the same weapons as yours, resulting in your firepower being tripled for 10 seconds.
  • The Salvation ultimate instantly heals you for half your HP, heals the rest over 10 seconds, and grants 10x drop chance of Health Orbs for 10 seconds.
  • The Stoneskin ultimate stuns enemies, pushes them away, and grants damage reduction for 10 seconds, helping you survive a difficult encounter or safely disengage.
  • Ultimate abilities are available as items that can be equipped into the new Ultimate Ability slot.
  • Ultimate abilities are fully charged and usable immediately after the mission start.
  • After use, ultimates must recharge, which takes 90 seconds of combat time by default.

[h3]Replayable Missions[/h3]
  • All completed missions can now be replayed.
  • This enables gear farming which can be helpful when your current gear is not enough for pushing through harder levels.
  • Replayed missions have the same layout but enemies and loot are randomized for each replay.
  • To prevent replay-farming, loot chests at the end of missions are now fixed rarity that depends only on mission difficulty.
  • Loot chests were removed from Secret Areas to prevent replay-farming of missions with lucky secret chests.

[h3]New Survivability Passive – Safeguard[/h3]
  • Originally we had Mistake Mitigator as a default Passive Ability. It's a good passive for experienced players, but it demands mechanical skill that new players don't yet have because they haven't yet learned how the game works.
  • To increase the survivability of new (and existing) players we're introducing a new default Passive – Safeguard. It grants 50% incoming damage reduction if player health is below 30%, and 80% damage reduction if it's below 10%.
  • As a result, player survivability is increased without demanding skills and game knowledge that new players haven't learned yet.

[h3]Boom Barrels on Regular Missions[/h3]
  • Boom Barrels, which previously appeared only on missions with Explosives Everywhere modifier, can now spawn on regular missions.
  • Barrels now have an explosion range indicator visible at all times.
  • Barrels now flash white when taking damage.
  • Barrel explosions are now 50% less lethal and have a 50% damage falloff.
  • Barrels now cannot spawn in Secret Areas.
  • Barrels now cannot spawn closer than 8m to a door.

[h3]Other Changes[/h3]
  • The Shield Bot enemy now has a delay before it can use its proximity attack. This gives players time to react when a Shield Bot spawns nearby.
  • The new game tutorial now indicates that breakable objects can be destroyed.
  • Exiting the tutorial area now restores Ultimate Ability charge, resets ability cooldowns, restores health to full, and cools down all weapons.
  • The hub area now shows a notification when you have new items in Inventory.

[h3]Bug Fixes[/h3]
  • Fixed a bug that caused Boom Barrels to deal 2x the intended damage.
  • Fixed a bug that prevented damage falloff on Boom Barrels.
  • Fixed multiple bugs that could potentially occur on mission restart after death.

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We're really satisfied with how all these changes have turned out – especially the Shredder ultimate, which feels great. Grab the update, give it a try and let us know what you think!

Thank you!
Combat Complex team.

Update November 29, 2024 – Power-Ups QoL

[h3]Power-Ups QoL Changes:[/h3]
  • Power-up icons are now shown in the Map screen of the hub UI.
  • Power-up icons are now shown when interacting with Power-Up Terminal on a mission.
  • Power-up icons are now shown in the pause menu.
  • Hovering over power-up icons in Power-Up Terminal and pause menu now shows tooltips.


[h3]Bug Fixes:[/h3]
  • Fixed a bug that caused Reroll tickets to accumulate during mission restarts.

Update November 24, 2024 – Power-Ups!



[h3]Power-Ups[/h3]
  • This update introduces Power-Ups, the familiar "three power-ups, pick one, maybe reroll".
  • Power-ups are issued by Power-Up Terminals that you encounter on missions.
  • The terminal offers you three (or sometimes more!) power-ups to choose from.
  • If you don't like the offered power-ups, you have a limited number of rerolls.
  • The selected power-up is effective immediately, right after you picked it.
  • Power-ups persist through missions, but you'll lose them if you die.
  • Power-ups are temporary: they last 4 missions (there will be upgrades to make them last longer).
  • Power-ups are infinitely stackable, and they stack with stats from gear and other sources.
  • We didn't reduce player power to compensate for power-ups, they are added on top!

[h3]Other Changes[/h3]
  • Map Terminals have been converted into Power-Up Terminals.
  • Map updates and map abilities (e.g. Scan Surroundings) are now issued by regular terminals.
  • Secret Areas now contain more rewards, and reward placement is more convenient.
  • The intro segment of the first mission now includes a Power-Up Terminal and a Health Orb crystal.

[h3]Bug Fixes[/h3]
  • Fixed a rare game-breaking bug where a Story Terminal is missing and thus the segment door cannot be opened.
  • Fixed a potential game-breaking bug where a floor spawn hatch could erase a Story Terminal, thus blocking the the segment door from opening.
  • Fixed a bug that sometimes muted gameplay sounds after starting a new game.

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We're really satisfied with how power-ups have turned out. The game feels more engaging, exploration is more rewarding, and the stakes are higher – power-ups make you stronger but you lose them when you die. But what's especially encouraging is that the game hasn't lost its identity at all; it still plays as a mission-based ARPG, not as a roguelike – though power-ups definitely add some spicy roguelike sauce into the mix. So grab the update, give Power-Ups a go, and let us know what you think!

Thank you!
Combat Complex team.

Update October 12, 2024 – New Legendaries, Mission Layout, and VFX

[h3]Legendary Effects:[/h3]
  • New legendary effect: "Crimson" – allows kinetic weapons to damage deflector shields and armored targets. Can occur on Rifles and Shotguns (and, in future updates, on SMGs.)
  • The "Vector", "Angular", and "Raycast" legendary effects (+1 Primary / Secondary / Special Weapon Ricochet) can now occur on Helmets.
  • New legendary effect: "Frenzy": Friendly-Fire kills affected by Gravity effects grant Frenzy. Can occur on Active Abilities.
  • New legendary effect: "Combo": Friendly-Fire kills affected by Gravity effects reduce Active Ability cooldown. Can occur on Active Abilities.

[h3]Visuals:[/h3]
  • The Unity team has fixed the distortion bug, so the original visual effect for Gravity Vortex is back.

[h3]Mission Layout:[/h3]
  • Missions now have slightly more open spaces / slightly less tight corridors.

[h3]Bug Fixes:[/h3]
  • Tooltips for Active and Passive Abilities now show correct cooldown durations.

Update October 7, 2024 – Balance and QoL

[h3]Balance changes:[/h3]
  • Increased the healing and Frenzy of Small Health Orb by 43%.
  • Reduced damage over time from lasers by 50%.
  • Level difficulty growth curve adjusted: Levels before 7 are now a bit easier, and levels above 7 are now harder.


[h3]No Going Back mission modifier:[/h3]
  • Damage reduced from 250 to 10 (applies no damage over time.)
  • Lasers are now thinner, to show that they deal less damage than normal lasers.
  • Laser activation time increased from 1s to 4s.
  • Idle laser sound effect now plays correctly (was missing.)
  • Laser damage effect now plays correctly (was missing.)
  • Removed the modifier from the list of possible main modifiers for a map sector.
  • Developer comment: The damage of the effect has been significantly reduced but lasers are perceived as high-damage, which makes them look far more threatening than they currently are. To resolve this conflict, the modifier will eventually be reworked into using some other damage dealing method than lasers.


[h3]Quality of Life (QoL) changes:[/h3]
  • Removed breakables around segment and exit doors on the main mission path.
  • Removed breakables around chests.