SYNTHETIK 2

Update 16

Flow Fire Games

Hey everyone!

Update 16 has a strong focus on fixes and improving on the menu user experience, but comes with a good amount of gameplay refinements as-well, such as new items, better and more loot and improved upgrade progression, which we personally feel are very noticeable.

We have heard your feedback about the base of operations and have greatly streamlined the experience to be more smooth, easier to understand, faster and more convenient, while keeping all the new content that Grand Operations brought.

Streamlined Menu

πŸž™ We simplified the Menu UI and changed it to use a simple unified Tab-Bar

πŸž™ You can now easily switch to any menu while being in the lobby!

πŸž™ Cinematics also have been speed up and in general the menu is very fast to use

πŸž™ Blueprint and Data income has been increased for faster unlocks

πŸž™ Many other fixes and tweaks have been done.

Note: The menu background is mostly the same with a bunch of optimizations but with the changed camera angles we have some untapped potential for improvements left.

Loot Improvements

Our goal was to improve the overall sense and depth of progression. Early game is becoming more diverse, and we wanted to bring item and item upgrades back in focus as the main progression outside of weapons. We experimented a lot with the amount of loot and we think we now found a good balance in terms of depth of choices, both for weapons and for items.

πŸž™ The First map now spawns 100% an item and a weapon chest

πŸž™ Coop now properly spawns bonus item chests per player.

πŸž™ 50% chance per player per map for one extra chest

πŸž™ Item rarities are now more randomized and you get higher rarities earlier

πŸž™ Item upgrade shops are now arriving earlier and more consistently

Other Loot Improvements

πŸž™ Medical shop has seen varied changes and improvements

πŸž™ Varied other shop improvements

πŸž™ New options have been added, including specific synergies with certain weapon types

πŸž™ Choices for non tinkerer shop are now 2 instead of 3

πŸž™ Most Perks which were Epic previously are now common

πŸž™ Varied Perks have been improved

πŸž™ Shops in the third map have been moved away from the end towards 2/3rds

πŸž™ Medical Chest: Now drops randomly either power rations, healing vial or morphine

New Items

We added some new common Items β€œSimple Straight forward damage items”

πŸž™ Ignition Core - Large area damage

πŸž™ Heat Ray - Self targeted sun ray

πŸž™ M12 Liquid Grenade - Explosive Grenade with scaling

πŸž™ Psyonic Spikes - Erupts powerful metal spikes from the ground

Item Upgrade Stats display

You can now see in item stats:

πŸž™ Double Occurance chance

πŸž™ Triple Occurance chance

πŸž™ Quad Occurance chance

πŸž™ Multi-Cast chance

πŸž™ Free Cast chance

πŸž™ No Charges Cost chance

Power Scaling Pass

We added power scaling to varied action effects which previously didn’t scale and we added the scaling to the tooltips.

πŸž™ Ammo gain to magazine now scales

πŸž™ Shield Gain now scales

πŸž™ Plating Gain now scales

πŸž™ Health Gain now scales

πŸž™ Stacks can potentially scale (will be used more in the near future)

This opens up many possibilities, like upgrading the amount of missiles an item fires or how fast a upgrade stacks or such things.

Item Balance

πŸž™ Pulsar repeater stacks 10 > 20

πŸž™ Shield dome now stuns enemies within at first

πŸž™ Roundhouse boots cooldown doubled, now deals way more damage

πŸž™ Roundhouse boots now gives 10% movement speed

πŸž™ Power array now shoots a cone burst

πŸž™ Crowd control gear now shoots a volley of grenades

πŸž™ Sidewinder fires 3 missiles with less damage

πŸž™ Shove is now Hypershovel, cooldown 7s > 0.75 seconds

πŸž™ Hypershovel now reduces ability cooldowns by 1s

πŸž™ Now deals 10% bonus max hp damage

πŸž™ Guardian moved to lost & found due too many summons

πŸž™ Slug Boots damage 8.5 > 10x

πŸž™ Fire Prism reworked - now actually acts like a prism and splits lasers on the

target

πŸž™ Heavenly Embrace minimum range 1>1.5m, max hp damage increased

πŸž™ Bloodrite reworked, now gains stronger with every usage until you will have

to throw it

πŸž™ Bloodbane now causes curse explosions too

πŸž™ Grappling hook stat buff 2s > 2.5s, enemy damage range 3m > 4m, dmg stacks 7

> 8 times

πŸž™ Grappling hook projectile speed 200% > 250%

πŸž™ SAT masterkey deals more damage

πŸž™ Flare gun gives a small speed bonus on activation as Qol

πŸž™ Flare gun base stats 70% > 80%, scaling 0.35 > 0.2

πŸž™ Sticky Bomb cooldown 10 > 5s due to misses from enemies being dead

πŸž™ Sticky bomb and healing drone have a β€œno friendly in range” popup

πŸž™ Magic mag now reloads up to 30 * scaling, now creates ammo for free, now

shows a buff

πŸž™ Stun mines renamed to P7 Concussion Mines - Cooldown increased, now has a

fixed 4 constellation, improved VFX. No longer uses charges

πŸž™ Cryo turret now has 2 charges

πŸž™ Disc of justicia damage doubled

Global / Coop Balance

πŸž™ Enemy damage per player bonus 5% > 3%

πŸž™ Enemy aiming speed per player 5% >0%

πŸž™ Enemy Health scaling per player from 55% to 40%

πŸž™ Enemy Health scaling per 100% Difficulty from 25% to 50%

πŸž™ Enemy Base Projectile speed multiplier from 55% to 50%

Tldr: Enemy health is higher in singleplayer and a little bit higher in 2 player high

difficulty, up to 16% lower in 4P on low difficulty. Enemy damage is reduced

overall and enemy projectiles / reactions are a bit slower.

Weapons

πŸž™ Seeker carbine damage 3 > 2.5x

πŸž™ Increased amount of visible weapon perk slots from 7 to 12

πŸž™ H200 Commando damage 1.9x > 1.75

πŸž™ Evo XS damage 1.15x > 1.05

πŸž™ C900 Pioneer upgear now increases weapon perk power as it was causing

technical issues

πŸž™ Divine ammo conversion now works on special and spewer type weapons

πŸž™ Sickle Variant now properly uses its cooldown to drop the pickups

πŸž™ Stun missile burst stun duration 2s > 3s

Other

πŸž™ Reduced loop effect in silo floor

πŸž™ Varied map fixes

πŸž™ Heavy Gunner ramping up changed from

-50%, +10% fire-rate per stack

to -35% +7% fire-rate per stack

πŸž™ Snappy movement speed 3 > 3.35

πŸž™ Metal Storm now places one on the left and one on the right

Data & Blueprint Chest

πŸž™ We added a new chest which can grant 2 Blueprints or 50 Data or 80 Data

πŸž™ Data per map completed 10 > 25

πŸž™ Data from Boss kill removed 20 > 0 (still gains per map change, so -5 total)

πŸž™ Increased data gain cap overall

Kill FX / Feedback

Enemy kill effects have been improved and are more satisfying now

πŸž™ Added kill oil sparks

πŸž™ Added kill metal fragments

πŸž™ Timed oil splats better

πŸž™ Rag Doll chance from 40% to 100%, now only explodes above 2000 damage

πŸž™ Rag Doll velocity tweaked

πŸž™ Damage Numbers ported to new MSDF Text, made more snappy

πŸž™ Kill X Effect Improved

UI

πŸž™ In coop, the item bar is now always shown for other players

Audio

πŸž™ Fixed playlists playing over each other

πŸž™ Out of combat now plays in a faded style

πŸž™ Fixed doubled music track playing in training

πŸž™ Removed some less good tracks in training, added S1 Training tracks

Enemy Compositions

πŸž™ Enemy spawner high now spawns 3 different archetype of units not 4 per map

πŸž™ Medium Spawner now only spawns 2 different archetype types not 3 per map

πŸž™ Low spawners now only spawn 1 enemy archetype

πŸž™ Low spawners no longer spawn special units such as tasers, wheels etc, these

are on medium or big spawners only

Overall this gives a much stronger identity to the compositions where groups previously felt random. We also gain a better contrast of types, so we have normal enemies, being mixed up with more special enemies instead of a permanent wild mix. This makes gameplay, visually and enemy attack patterns a lot clearer and more diverse.

Easier Early Game

πŸž™ Added new super low spawner for first 2 enemy groups per game

πŸž™ Reduced enemy count in first map noticeably, to make the game start easier

and faster

Other

πŸž™ Summons now hold you half as long in combat after enemies are already gone

πŸž™ Alarm wheels now are stunned for 1 second per spawn, max spawns 8 > 6

Bosses

πŸž™ Jet boss armor 30 > 0

πŸž™ Sawblade now spawns mini-sawblades when one of the 2 is destroyed

πŸž™ Last Defender now has laser beams,

πŸž™ Last Defender charge attack fixed / improved

πŸž™ Last Defender missile attack reworked

πŸž™ Last Defender no longer spawns secure bots and lightning wheels

πŸž™ Last Defender now spawns area denial drones and pacifiers

πŸž™ Added safeties for last defender loot and no longer shows the reward twice

Mod.io Update

We seemingly updated the U15 mod browser just when a much newer one came out, making the new U15 one instantly very outdated. We added now the latest Mod.io browser, there might be some issues with it left as this is quite a big task to integrate. The new ui is easier to customize and we have commited to sticking and further customize this UI as required and deal with API changes in the future by just fixing the modding backend as needed going forward.

Optimizations

MSDF High end, High performance custom Text rendering System

Up until U15, we’ve used the Unity Engine TMP Text system. While the glyphs rendered by this text engine look quite nice, the performance is pretty bad. This is especially noticeable in text heavy UIs in the main menu but also for example when new weapons are dropped and various text elements pop up in the same frame.

Unfortunately the Unity version is not fit for change so we took the time to write our own text rendering engine that is now included in the game.

The performance for creating text elements is roughly 2-3x faster than Unity’s TMP and renders glyphs with a higher quality algorithm called MSDF.

Asset loading

Synthetik 2 uses Unity’s Addressable system for dynamically loading content pieces meaning all the 3D models, Audio clips, Icons etc. This is great since this is the only real way in Unity to not preload all potentially referenced content when loading new levels, which would completely blow up RAM usage with the amount of content Synthetik 2 features.

Unfortunately the system is not very optimized for fast paced accessing of content.

Any instantiation of new content, for example throwing a grenade made the actual instantiation of the new content delayed by 1-5 frames, immediate instantiation of already RAM loaded content is not featured and the CPU overhead of actually using the RAM loaded content is also noticeable.

We’ve forked the Unity code and implemented our own Asset Manager that sits on top of the Unity code and can preload and recycle content much better and in most cases immediately instantiate accessed content with practically no overhead.

Raycast Targets

πŸž™ We cut raycasting targets in the UI by 90% which might improve frame

times when clicking

Muzzle Lights

πŸž™ Low quality setting no longer produces muzzle lights

πŸž™ Medium quality now has 60% shadowed muzzle lights

πŸž™ High quality retains full muzzle lights and shadows

πŸž™ Muzzle lights on medium and high quality now fade out over distance

πŸž™ Muzzle lights now have maximum ranges to avoid rendering to many objects

Arctic

πŸž™ Fixed a large snow particle effect which causes heavy overdraw in 2 maps

Controller Enhancements

We did significant work on controller support, with better aim-assist , a rework of the menu handling and a overhaul of the controller aiming system. More controller improvements are coming up.

Fixes

Many many fixes …

πŸž™ Refactor of weapons into a state machine for better handling of states

πŸž™ Fixed that summon upgrades don't work in co-op

πŸž™ Fixed varied other pick-up and weapon related co-op issues

πŸž™ Fixed a issue where certain effects stacked each map change, like no

cooldown chance on unstable current or critical chance on volley system,

causing people to reach 100% no cool-down chance and such things.

πŸž™ Fixed varied quest issues causing problems

πŸž™ Fixed pioneer breaking stats

πŸž™ Fixed a issue where items dissapear when picking up with full inventory

πŸž™ Fixed issues regarding minimap

πŸž™ Fixed Sniper Laser sometimes staying on

πŸž™ Fixed a issue with invisible enemies due to unreliable packages

πŸž™ Fixed a issue with bleeding effects causing enemies to break and bosses to

die instantly

πŸž™ Fixed a issue where things break when people drop weapons while attachment

shops are active

πŸž™ Fixed a issue where weapon switching did not properly re-parent actions,

leading to many bugs when trading weapons

πŸž™ Fixed depots not being switchable in the mod menu

πŸž™ Fixed doubled difficulty modifiers

πŸž™ Fixed many issues with U15 menu

πŸž™ Fixed Methadone coop issue / general action ownership issue leading to

potentially more bugs

πŸž™ Fixed many minor action issues

πŸž™ Fixed that WASD controlled menu buttons

πŸž™ Hopefully fixed last defender reward not appearing

πŸž™ Fixed Dialogs playing per player

πŸž™ Added fallback for last defender reward in next map

Known and investigating for next week:

πŸž™ Boss sometimes not dropping rewards in coop

πŸž™ Ability shop not usable in coop

πŸž™ Many more

We are now trying to follow up with an even shorter update cycle. Up next are boss improvements, more improvements on items and more controller improvements as well.

Let us know what you think! We hope you enjoy!

Team Flow Fire Games

Known issue: Certain people report having a very bright daytime lighting instead of the intended night light in the menu - we looking into a fix

Edit2: It appears that there is an issue with Chinese, Japanese, Korean and maybe more font sets missing, we'll fix this ASAP.

This announcement was originally published by Flow Fire Games on Steam on Sep 17, 2025.

Open the original on Steam
SYNTHETIK 2

$19.99action-roguelike Β· early-access

View game

More from SYNTHETIK 2

See more

Announcements come from each game's Steam news feed. Β©2026 Valve Corporation. Steam and the Steam logo are trademarks and/or registered trademarks of Valve Corporation in the U.S. and/or other countries. slopranks is not affiliated with or endorsed by Valve. Steam News