2025-06-26 21:47 UTC · Community Announcements · Kristoff Red
BugfixesBuffs, projectiles and category "none" items are no longer show up in the "count" when you get a rarity based global buff.Crossbows play their animation properly with the Marksman skill now.Rarity based buffs should no longer show up on buffs.Group multipliers should now be properly calculated when you load a savefile in.
2025-06-26 14:27 UTC · Community Announcements · Kristoff Red
Hi there!I've been working on a pretty large update for the Steam Summer Sale, and welp here it is!Weapon Changes◻ Changed black hole to give the base damage boost whenever a gem gets applied to it. This should make it way less confusing to use. ◻ Flipped the directions of every weapon horizontally, so they actually point in the starting direction.🟩 Donut gives a 4x damage multiplier instead of a 2x one.🟩 Cleaver no longer removes bleed after attacking and does 2.0x more damage per bleed instead of 1.5x🟩 Hammer does 5.0x more damage instead of 3.0x when the sphere has broken armor on it.🟥❗
2025-06-07 07:21 UTC · Community Announcements · Kristoff Red
Entrepreneur skill now properly resets between savefiles.World ender skill now bypasses the 10 weapon limit at the end of an area.Shop refresh price should properly reset between deaths and savefiles.Objectives should no longer generate with absurdly high targets on new savefiles after playing on a different one beforehand.I might add something cool to the game later :3
2025-05-27 13:30 UTC · Community Announcements · Kristoff Red
Somewhat of an optimization for projectiles. When you have more than 100 projectiles spawned in, then second slot projectiles will be simulated instead of actually spawned. This should greatly reduce lag and the cost of accuracy. I tried to match it reasonably closely, but it's not perfect. Projectile base damage and multiplier buffs now use bigint for calculations and UI. Made the "total buffs" section of weapon descriptions show scientific notation to avoid the text going outside of their backgrounds. Migrated over to Godot version 4.5 dev 4. which should give a decent FPS boost on endgame s
2025-05-23 17:52 UTC · Community Announcements · Kristoff Red
Thanks to everyone for the feedback on the game! It was really helpful with evaluating what to do next with the game. Now I won't sugarcoat this, it's not a huge update y'all might be expecting here, so sorry if it's underwhelming, but it should fix some of the issues people were having before (mainly the boring late game and the difficulty issues). New Stuff Added projectiles. They can be bought in the shop (rare rarity) and are applied to weapons similarly to gems. A weapon's projectiles are activated on the last hit. Each weapon can have up to 2 sets of projectiles, which get triggered one
2025-05-11 15:55 UTC · Community Announcements · Kristoff Red
Fixed a bug where if you pressed the back button while paused, and quickly pressed ESC while transitioning, the objective remained on screen. Fixed a bug where objectives could generate with obscenely high targets when starting a new save file. (only happened when you loaded a separate savefile)
2025-05-09 21:51 UTC · Community Announcements · Kristoff Red
Changed orientation of Objective Refresh item to be synced up with other items. Fixed an issue where green gems were synced up. Changed the color of the Black Gem to be more visible on the weapon stands.
2025-05-08 17:18 UTC · Community Announcements · Kristoff Red
Hi, here's a cool little update that should improve stuff (hopefully!) New Features Added a refresh objective item (Rare) to the shop. Changes Minor graphical adjustments. Target damage of objectives now generate based on prior max damage number for each weapon category. This should make objectives generally more fair to complete, since they no longer rely on the fight target damage. Fight target damage ramps up much faster. Chance based events have a max chance and they are harder to reach. 🟩 Objectives now have two target weapon categories and give a buff to each, making them easier to comp
2025-05-02 13:41 UTC · Community Announcements · Kristoff Red
Switched renderer from the unstable Vulkan renderer to OpenGL 3, which should be WAY more efficient on lower end devices. I tried to match the visuals to the Vulkan version, but it's not 100% perfect. I also improved shader precompilation, which should mitigate stutters when loading new weapons. It's still going to be there for the first time, but it gets better the longer you play. (rendering is weird...) Let me know if there are any issues on Discord!
2025-04-30 19:40 UTC · Community Announcements · Kristoff Red
And here's another one! More Optimizations Disabled glow as it didn't have much effect but cost ~0.31ms per frame Removed sub-surface scattering from all materials which cost ~0.17ms per frame On my computer the improment is (on the same test scene but with more weapons, 2x render scaling and max shadows): GPU frametime: 2.1ms -> 1.58ms (25% faster) Once again, these improvements will vary from system to system. Changes Adjusted skill rarity distribution: there should be more skill variation now. Savings Account (skill) was adjusted from: (30%, 40%, 50%) to (50%, 60%, 75%) money kept. Grounded
2025-04-30 12:21 UTC · GamingOnLinux
Probably the absolute weirdest deck-builder I've ever played, COMBOLITE is all about repeatedly hitting a rock to score points and activate special combos to score even more points. Read the full article here: https://www.gamingonlinux.com/2025/04/combolite-is-a-unique-physics-deck-builder-where-you-build-up-combos-to-keep-hitting-a-rock/
2025-04-29 21:16 UTC · Community Announcements · Kristoff Red
Hi there! The first update is here, so let's jump straight into what I changed: Optimizations: Total optimization: CPU frame time: ~4.5 ms -> ~3.8ms (10-20% improvement) Please note that this doesn't 100% translate over to real world performance in case your system is GPU bottlenecked. {STEAM_CLAN_IMAGE}/45479047/2a9d76148b30d39c446fdb4df400c84bd7b48e1a.png These may not look like large numbers, but it's because I tested them on my strong enough computer, where the difference is hundredths of miliseconds per frame. Frame rate improvements may vary per computer. The test scene is the screenshot
2025-04-28 16:15 UTC · Community Announcements · Kristoff Red
Hi there! After 105 days of development time, COMBOLITE finally launched today on April 28th. Join the discord here: https://discord.gg/MRPH7QWprk Changes since the demo There have been WAY TOO MANY changes to list them all here, so I'm going to point out the main ones. The ball has physics now! You can hit the ball around and the game actually feels like you're making combos now! "Combo" system Whenever you get a buff, there's a chance that a combo gets generated instead. A combo is made up of 3 attack directions. If your weapons attack the sphere in that order, you will get some sort of adva
2025-02-24 17:25 UTC · Community Announcements · Kristoff Red
New Features Added save and quit button to pause menu. (such a great feature isn't it?) Added a tutorial that plays when you first play the game. Added some Steam achievements. Added an area counter to the map. Added "battle logs" which shows certain weapon events like bananas duplicating, treasure chests being opened etc. Added a setting to disable impact frames. Global buffs now show weapon count underneath their description. Added playtesters' names into credits. Added a custom cursor and settings for sizes. Finally added SFX to gems being applied. Changes Increased slow-mo impact effect tr
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