Combolands Patch Notes & Roadmap
What Crux Games says comes next
- Localisation is priority one. The game ships English-only and the developers describe its procedurally constructed text as "a nightmare for preserving grammar and things making sense with translation" — the reason it was not done before launch.
- Steam Deck verification is priority two. They say the Deck is "a really good fit", but neither developer owns one and they are not sold in South Africa, where the studio is based, so step one is physically getting hold of a Deck. Text legibility is the issue raised most often.
- No dates on either. The post explicitly says it is very hard for them to give a timeline, while promising to keep patching major issues.
- The studio goes back to part-time from the week of 2026-08-31. Crux Games is two people — Sam Alfred and Skye Scott — who went full-time only for launch.
Release patches
v1.0.6
Jewellery Box and blueprint stacking fixed
- Fixed gems and tomes sometimes not going into the Jewellery Box / Bookshelf
- Fixed duplicate blueprints not stacking when you already held the same blueprint
- Fixed being unable to read building info while hovering
- Fixed an Inn's effect not working when placed from a blueprint
- Fixed a rare save-progress loss when saving
- Fixed removing a Watch Tower not creating trees on plateaus
- Final gold score now takes heirloom sell values into consideration
- Added a check on launch for any pending achievements you should have received
- Your first Council Request refresh is now free
v1.0.5
The Compendium arrives
- Added an in-game Compendium — the developers call it "by far the most requested feature": a way to look up your current run, buildings, heirlooms and councillors without leaving the game
v1.0.4
Politician, Sawmill and Plateau fixes
- Fixed the Politician's re-select guild effect making you lose access to neutral buildings
- Fixed a rare "no guild" state caused by the same effect
- Fixed the reroll info box rapidly growing and shrinking on hover
- Fixed a quest reward of an existing blueprint not being claimed properly
- Fixed duplicate blueprints always arriving with only 1 charge
- Stockpile now scores correctly from Plateau
- Fixed Sawmill not triggering Manufacturer
- You can no longer build plateaus on plateaus
- The guild contents screen now shows your current level
- Heirloom and Crystal Ball now show week changes on the starting score animation
- Fixed a Mason's Brew typo
v1.0.3
Launch-day patch
- Trading Post, Reliquary, Shrine and Vault now show preview scores correctly
- Charcoal changed to "campfires burn for 3 times as long"
- Red, green, gold and blue paint all had their durations reduced
Pre-release patch
Faster unlocks
- Unlocks sped up ahead of launch
- Fixed a text layout error on rank 6 (Ambassador)
Demo-era patches
Kept because they are where most of the game's published numbers live — placement counts, building effects, shop costs. The 1.0 build overhauled progression, so treat these as the last stated values rather than as current ones.
Demo v9
Next Fest demo — three new potions
- Neutral unlock added that lets you end a milestone as soon as you hit the target (needs Neutral level 7 and a finished run)
- Three new potions: a blueprint of the target building; next placed building can go anywhere; next building roll, blueprint satchel or heirloom chest contains only rare or better
- Quest selection can now be refreshed with gold, at an increasing cost
- Guild progress viewable from the pause menu after at least one victory
- Endless mode unlocks sooner in the Neutral guild
- Shop dismiss cost reduced from 5 to 3
- Manure changed to: triggers when removed, +1 Gold
- Composter changed to: triggers when a building in range is removed, gives each farm in range +0.1 mult; passively removes adjacent Manure
- Honeypot changed from 0.2 mult to 0.3 mult
- Citizens now spawn correctly from Martial buildings and on sand tiles
- Procedural generation improved to make bigger islands
Demo v8
Next Fest demo — terrain placement counts
- Effigy infinite fire bug fixed
- Wall placements 5 → 6
- Palisade placements 7 → 9
- Plateau placements 4 → 5
- Rail placements 3 → 4
Demo v7
New demo: procedural maps and the Martial guild
- Progression overhauled — mechanics, guilds, buildings and heirlooms now unlock gradually rather than all at once
- Maritime replaced by the Martial guild for the demo, with Maritime returning for the full release
- Semi-procedural maps replace the fixed map
- New unlock system and victory screen; performance and UX improvements
Demo v6
Ghost Paint
- Ghost Paint added — changes what a building targets, "kind of like opposite rainbow paint"
- Ranch score for husbandry in range changed from +40 to +30
- Railway placement count 2 → 3
- Plateau placement count 3 → 4
What the patch pattern tells you
Three of the four release patches are bug fixes; the fourth is a feature the community asked for and got 48 hours later. Nothing in the run has changed a building's numbers — the balance the game launched with is still the balance it has. That matters for every table on this site: the guild, building and potion effects documented here have not been re-tuned since release.
Ledger re-read against the Steam feed: