It’s been a while since we shared new content…
… well, the good news is that we are creating a lot of stuff behind the scene.
I can’t share everything yet, but just to mention a few, we’ve been working on:
- New weapons – with new animations
- More writing
- A few concept arts for some important “things”
- Much more…
Now let me show you a few of the content and features we’ve been creating.
The Ninja Class
The ninja is ready:

Isn’t it cool? 🙂
Can’t say if he’ll be playable in the demo… but we’ll show him in action for sure – either before we launch the Kickstarter or at launch.
More Depth in the Combat System
An aspect on which we’ve been working on for a while is more depth in the combat system.
As I said in a previous post, one of BioSynth’s pillars is having a fun gameplay. Both strategy and variety of builds are important aspects to achieve the fun gameplay.
We introduced a few combat stats to add depth.
For example, armor penetration, which is a way to bypass the target’s armor – it’s responsible for reducing incoming damages. So now you have two options with different pros and cons to deal more damage in combat: more raw damage or more armor penetration.
Other stats are about critical damage. Critical chance and critical damage multiplier are two crucial stats if you want to play a crit build.
We are still working on these and the end goal is to get in the sweet spot: having enough depth to let you have the most fun, but without having unnecessary complexity that would just make things tedious.
Something that we are still working on is the encumbrance, which is a stat exclusive of ranged weapons. Encumbrance is relevant only when a character is too close to one or more enemies. When that happens, the character loses precision based on the weapon encumbrance. So, for example, a character armed with a pistol (very low encumbrance) won’t be much affected by close enemies, while another character armed with a sniper rifle will have a hard time trying to hit enemies that are at a melee distance. It’s an interesting idea, because this could open lots of strategical decision.
Additional Quality of Life Features
The game has to be easy/quick to understand. You want to spend your time having fun, not trying to decode what’s on your screen or what a certain skill does.
Improving in this aspect is a never-ending process. Based on players’ feedbacks and by looking at people playing the game, it’s always possible to improve.
One of many QoL features that we added is about the skills description.
Previously, the skills description wasn’t showing enough info. Now it’s much better – even if it still isn’t the final version.

Not only you get a bunch of information about the skill that you weren’t getting before; certain things are way quicker to grasp now.
For example, every time you encounter the red text on a skill description, it’s telling you the amount of damages you’ll deal. Or in purple you can read about the debuffs that you are applying.

Here you may see a bunch of additional info like:
- The area of effect
- The duration
- The inflicted status intensity
- The required weapon types (for example, a skill may only be castable with melee weapons)
“Secret” Preview
Let me close this post with another cool thing.

I can’t announce it yet, but if someone guess the overall concept right in the comment, I’ll anticipate a bit of what that is.
Anyway, the bottom line is that I’m sure you’ll like it 🙂
Before Closing
We’re taking a bit of time to prepare for something really important – can’t say much about it yet.
I know that progresses may seem slow from the outside… I wish things were faster… but the game’s quality is the main priority.
And in these last months we’ve improved BioSynth by a lot. We just have to wait a bit more to show you everything, please be patient.
In the meantime, you can support us by following the Kickstarter and wishlisting the game on Steam. By the way, the game is getting a little more popular, which is great: we crossed the 1300 wishlists on Steam.