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Syndeo-Complex — patch notes and updates

Stored observation / content update:

Dated developer announcements recorded from Steam. Open the source for the complete update.

UpdateDateExcerpt / source
Update V352026-07-31PatchnoteFixed a bug related to discoveries and the save systemAdded a note about saving in the menuPJS02_3: Fixed a bug where the OCTO-SKULL could float in the airPJS03_2: Increased the number of aerobrakes : 13 > 20
Update V342026-07-11PatchnoteChanges to the enemy aiming system (there is now a delay between aiming and firing, which prevents them from having a 100% chance of hitting the player)Added a difficulty option (Normal mode by default, a Hard mode will be added later)Added a new achievementRevised the design of the ammo cratesPJS01: The first enemy is now visible during the stage’s introductory cutscenePJS01: Added a Keli who suggests opening the ammo crate containing the RiflePJS02_3: Reduced the trail of Sklave projectiles, this improves visibility since only the first circle deals damagePJS03_2: Added a walkway to prevent players from getting stuck between the st
End of early access (update V33)2026-07-04Hello,By convention, version 1.0 refers to a software version that is considered ready for release. Since I don't have a marketing department to encourage me to jump from 32 to 1, here is version 33.0 of Syndeo-Complex.PathnoteAdded level 5 (pjs05)Added two new achievementsRevised the story (introduction, characters, Syndeopedia)Hub: Added a new KELI that welcomes the playerHub: Removed the giant ring and the KELI talking about strawberriesHub: Opened the right corridor, however, the doors leading to the end of the game remain closedPJS01: Added a Keli who talks about Prophet 60091PJS02_3: Changed (again) the conditions for firing in the exo,
Update V322026-01-25Hello,Here is a small update that fixes bugs and makes a few improvements.PathnotePJS01: Fixed an English error on a texture.PJS01: Fixed a bug where enemies on the second floor were not removed after the player died.PJS01: Fixed a bug where, after deactivating the force field, Keli continued to say that the sniper was protected.PJS01: Fixed pathnodes preventing an enemy from getting stuck in a wallPJS01: Added a new line of dialogue for Keli just before Into Syndeo's CityPJS01: Revised the underground room with drones: drones can activate columns and effects have been added when shot atPJS02: Added a new visual element to the room with modif
Update V312025-12-31Hi,This update ends 2025 in style !The last part of stage 4 is here with a new boss ! There are also some bug fixes.Important note: I haven't written the origins of the characters in stage 4 yet, so the descriptions in the Hub will be missing. I really wanted to release this update in 2025, I'm sorry. Well, not that sorry.PatchnoteAdded a new level, the third and final part of stage 4 (pjs04_3)Fixed the “I know the Reaper” achievement; the conditions required for its activation were no longer correctRevised the timer text area; a 5-digit time will now display correctlyPJS01: Fixed the hitbox of the pillar in the blue card room that killed the
Update V302025-09-20Hi, A small update this time: new achievements, new secrets, a revision of the exit menu, and bug fixes. -Added new achievements related to the second part of stage 4 (added in the previous patch) -Added new secrets -Revised the menu (added buttons to exit) -PJS02_3: revised the level design (removal of large pipes on the passageway) -PJS04: In the first dome, the Keli in the dispenser will become silent as soon as the player starts shooting at the targets to prevent the dialogue boxes from overlapping -PJS04: Revision of the mole game in the first dome: there are now three columns, one mole comes out per column, and there is always one “good
Update V292025-08-20Hi,A “new” level is coming with this update, so let's celebrate with a little history.As a reminder, development of the game prototype began in 2013 and ended in 2015 with the immediate start of the current game, Syndeo-Complex.The first two stages were mirrors of those in the prototype and were completed in just a few months, while stage 03 and the first part of stage 04 saw their development stretch from 2015 to 2017 because they were completely original.Of course, I'm talking about the first versions of these levels, which have since been significantly modified.It is now 2017, and development of the second part of stage 04 is beginning. Th
Upate V282025-05-09Hello, This update will correct remove the persistent music system that doesn't work as expected. I haven't tested this system properly and I'm sorry about that. I've explored other ways of maintaining this system but it's impossible to implement it properly so it won't be coming back. -Rollback: persistent music system not working properly, back to old system News: New mechanics to be tested more correctly in the future Have a nice day, ddzev
Update V272025-05-08Hellol, On the agenda today: a new intro cinematic, music persisting after a level change, a new combat mechanic for the drones in the first level, a rebalancing of the first boss, a new interface for crane control in the third level, and lots of bug fixes. Revision of intro and outro cinematics Overhaul of the appearance of water Music playback is now persistent and no longer stops after a level change Fix for a bug related to the deactivation conditions of the S, H, and ENTER keys after quitting the menu without clicking the "quit" button Hub: It is no longer necessary to use the action key to read Syndeopedia; simply look at an inscription
Update V262025-04-16Hello, We're not here to sell lily of the valley, so here are the major changes: new enemy behavior (let's say more realistic), new level design for some rooms in the first level (and a new enemy), new locations to visit in the third level, and a new progression mechanic on the surface. Some heavy stuff. -Overhaul of enemy behavior (increased rotation speed, no longer lock onto the player, no longer shoot while moving but only after reaching a pathnode) -General revision of pathnodes -Revision of damage notification effects (reduced shaking and color modification) -Revision of ammunition crate textures -PJS01: Minor visual revisions -PJS01: R
Update V252025-03-20Hello, Here is a new update that refines the level design of the first map, adds a new room in the second part of the second level, and adds a shortcut at the beginning of the second part of the third level (you have to keep up). There are many visual revisions and balancing adjustments to continually improve the experience! -Revision of some texts -Revision of the window texture -Update of the credits :) -Fix for the bug where pressing the N key after the level start cinematic caused the black initialization screen to appear -PJS01: Revision of lighting -PJS01: The player now obtains the Pistogun right from the start (beware of the enemy whe
10 years2025-03-02Hello, To those of you who have gotten a bit lost on the internet, I would like to share this with you. 2013, Prototyping with UDK Twelve years ago, I was unemployed, living with my parents, and incidentally had a strong desire to express myself. I decided to embark on a crazy venture: playing video games all day. My ambition was so great that it began to affect inanimate objects. My coffee ordered me to brush my teeth because my breath was killing it. For your information, I didn't drink coffee at that time. To be honest, a few CVs did escape from my email inbox, but playing was better. In fact, a little game that came out of nowhere had rei
Update v242025-02-02Hi, After a long break, here is a new update! TLDR: bugs fix, balancing, visual updates. -Correction of the best times visible in the hub which did not update -Correction of time at the end of the game which displayed “time” in French -Changing of the boss presentation text -New visual effect of rifle shooting -Added flash lights for rifle, pistogun, SMG and shotgun -Hub: correction of a poorly placed brush (visible wall when it should not be) -PJS01: Addition of a cinematic at the start of the level -PJS01: some visual touch -PJS01: Addition of a keli which indicates to the player that he can open certain ventilation grids -PJS01: revision o
V23 update2023-01-21Hi there, This is the first update of Syndeo-Complex since its release on Steam. It reduces the overall difficulty of the game. -Added left Shift and C keys to crouch -Hub : The trophy room is now open by default (Keli's description becomes accessible at the beginning of the game) -PSJ01: Added a new icon to the rifle's ammo boxes -PJS01: Increased the magazine size of the pistogun: 50 > 75 -PJS01: Reduced enemy life: with pistogun 100hp > 60hp and with rifle 100hp > 90hp -PJS01: Enemies with pistogun now have a different skin to those with rifle -PJS01: Drone life reduction (200hp > 150hp) -PJS01: If the player activates the event to get the