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Chaos Chain - The Next Companion - Chronic

Chaos Chain


Salutations, dwellers...

The next companion who will be joining the game as part of the next major update is called Chronic!

Chronic's Bio

Chronic's Starting Loadout

Chronic's Starting Augware

Chronic's background as a contract killer gives him the following benefits: (+1% Instant Kill Chance, +5% Critical Chance, +1% AP Regen, +5% Shock Chance)

His unique edge is "Cold Blooded": "Whatever it takes, I get the job done." (+5% Trauma Resistance, +5% Bleeding Chance, +5% Stunned Chance, +5% Trauma Chance)

As usual for companions and characters, they also have a flaw. His is "Blind Rage": "Everything goes black and something else takes over." (-5% Shock Res, -5% Confused Res, +10% Stress Dmg Intake)

I'll have more info for the next update soon!

That's all for now, thanks for reading!

-Corrosion ːCStudiosː

New Feature Showcase: Heat (Coming Soon)

Chaos Chain


Salutations, dwellers...

Heat. Not as in temperature, but as in trouble!

Heat is a new mechanic (can be seen on the Hud on the top right in the picture attached) that will be added to the game as part of the next major update. It is a measure of the intensity of your actions.



Basically speaking, the more trouble you cause and the more violent you are, the higher your heat level will be. To lower it, simply lie-low for a while, or pay a fixer to lower it for you.

The game world in Chaos Chain is dynamic: nearly all actions have risks and rewards associated. It's a deep RPG that's meant to allow creative roleplay options. Killing everything first and asking questions never is technically possible, but probably not the best or most reasonable option. People will not generally like someone who goes around killing indiscriminately. Enemies will know that you're a major threat, merchants and vendors will be opposed to giving you discounts, and things can get pretty chaotic.

To show a preview of some of the changes associated with this new feature:

  • Added Heat to the game - new mechanic (Min: 0, Max: 10)
  • Prices are now adjusted 2% higher per level of heat
  • Added Heat level to the HUD
  • Updated reputation record screen in the PDA to show Heat
  • Updated the new day function to have a chance to remove 1 heat per game day (66% Base Chance - 1% / Heat Level - Extra 33% Chance if Heat Level = 10)
  • Added Heat Penalty I (Protagonist: Target Rate +15%, +1% Action Point Regen) [Heat]
  • Added Heat Penalty II (Protagonist: Stress Dmg Intake +30%, +10% Experience) [Heat]
  • Added Heat Penalty III (Fixer Heat Reduction Cost +60%, Protagonist: +15 Initiative) [Heat]
  • Added Inconspicuous talent (Lowers heat by 2 points max per game day instead of only 1)
  • Updated tutorial with Heat explanation
  • Renamed info brokers to fixers (More fitting for who/what they represent)
  • Added possibility to pay to lower heat at a fixer (25 default cost, 40 is the higher cost if you have a very high heat level)
  • Using violence against human enemies/characters will now raise heat by 1 point during combat (Except for hopeless souls, they are basically more like wild animals at this point anyway)
  • Updated fixer dialogues


Killing in Chaos Chain is sometimes either almost or is in fact completely unavoidable. So, you have options to take a more "subtle" or "diplomatic" stance for some time, let a few days pass, or go pay off a fixer to use his leverage to get the heat off your back!

The next major update is coming soon! Stay tuned for more info!

Thanks for reading!

-Corrosion :CStudios

2/13/23 - Chaos Chain Update 1.6.7

Chaos Chain


Salutations, dwellers...

Here is the next update for the game. Check out the change log below!

*Please note that these changes are not in any particular order.*

[h2]Update 1.6.7 Change Log:[/h2]

Bug Fixes:
  • Removed a leftover testing event from Rusty's Pawn
  • Fixed several typos
  • Fixed some text color inconsistencies in various dialogues
  • Fixed an endless loop related to the main character's out of combat healing with condition


Changes & Additions:
  • Improved performance in large outdoor areas
  • Merged some always-running timers and functions to be more efficient (Specifically, I merged the out of combat passive health regeneration mechanics - There were two separate functions running constantly in the background: the main character's healing from condition and the out of combat healing for party members with health regeneration above 0% - The merging of these systems will mean that the main character will heal a bit slower over all, but it will be more efficient in terms of performance, it will optimize the game a bit more so not as much processing power is being used for timers, and it will also keep things more organized)


Please let me know of any bugs or issues you may encounter so I can fix them. This update will be available shortly.

If you have questions, concerns, or requests, please visit the official Chaos Chain Steam Forums or join the official Discord Channel!

That's all for now, enjoy!

-Corrosion ːCStudiosː

2/10/23 - Chaos Chain Developer Status Update

Chaos Chain


Salutations, dwellers...

Hey everyone, I wanted to leave a development status update today after the recent patches and updates that have been released over the last few days. This post is kind of long, but I wanted to post my current thoughts about where we're at.

TLDR: Game's development is going good, next up on the to-do list is main quest stuff and expanding the play area with more districts afterwards and then populating those with more gameplay content such as side quests, activities, etc. The next major update is going to take some time, so bear with me.

Long version:

For the most part right now, I believe the game is in a really good spot. It runs quite smoothly, I've fixed every bug that I have found that were encountered in my own testing and those that others have reported, and in general, I'm happy with the balance and the overall gameplay at the moment. The combat is intuitive enough, straightforward, and deadly, and it also has some interesting features that I've developed over time. The side quests are plentiful and diverse enough at this time that I feel like I can safely move away from them for now and then return to making more, once we have more playable areas (districts mainly are what is needed at this point) and room for expansion for various other subplots. The atmosphere, at least in my opinion, feels spot on.

I have been surrounding myself for the past year and a half with books, movies, tv shows, games, and pretty much anything else you can think of to get ideas for the genre and to make sure that the "Cyberpunk" theme is well portrayed and in-tact. I don't just want to copy other works though, I want to keep the game being completely my own creation. I've had a few people in the community ask me to incorporate things that are almost directly connected to just one or two other games/movies/whatever and I want to avoid that. I think that with how the game currently is, it is both unique and has enough in common with other games of the genre. I'm biased though, obviously. The cyberware/bioware systems I've implemented offer quite a bit of complexity to be put into a character's build or player's play style and the combat hacking system even further expands this. To top it off, the large variety of roleplaying options and the huge skill list bring even more to the table.

The vast majority of the features, programming, and database content are completed and good to go. There is of course the chance that things will be tweaked again over time, but at the moment, the remaining work for the game is almost all about gameplay content: locations, quests, activities, the stuff that goes along with all of those things, etc. This stuff might seem very simple given that most of the hard work is out of the way, but that is not entirely the case. Coming up with all of that stuff takes time, inspiration, and a lot of connecting the dots for making everything fit seamlessly into the game world. Then of course you have to actually build it all and that's where bugs can come in and inconsistencies and things of that nature.

The very next thing that I'll be working on is continuing with the main story plot. Now, please be aware that this is going to take me some time. Nothing is going to happen overnight. I have a lot of big plans for the main storyline, and some of the next sections in it are fairly large and have a lot of moving parts so to speak, so there will be a lot of room for issues to arise if I rush or work carelessly in an effort to be quicker. I will of course try to make good time with it, but what I'm saying is, I don't want it to be a sloppy - so please be patient with me.

You may have noticed over the recent week or so that I have been putting out mid-sized updates pretty quickly. That is because I was trying to get the game to a good stopping point for the stuff that I'm about to start working on. As I said, there will likely be a bit of time before the next major update is released, so I tried to get everything into the current build now so that you had stuff to do, experiment with, and play while I worked on the next big part of the game.

I will have more info soon, and I'll show off some of what I'm working on as I go.

If you have questions, concerns, or requests, please visit the official Chaos Chain Steam Forums or join the official Discord Channel!

That's all for now, thank you for reading!

-Corrosion ːCStudiosː

2/9/23 - Chaos Chain Update 1.6.6

Chaos Chain


Salutations, dwellers...

Here is the next update for the game. I chose to release this today to solve the few bugs included in the fixes list and to get some of the other combat related changes public sooner rather than later. Check out the change log below!

*Please note that these changes are not in any particular order.*

[h2]Update 1.6.6 Change Log:[/h2]

Bug Fixes:
  • Fixed a bug preventing combat hacks from playing the intended sound effect when they failed
  • Fixed a few typos in the options menu
  • Fixed Crawler Drone ram ability not having the melee effect (Cause target to lose AP)


Changes & Additions:
  • Added a new encounter in Smugglers' Bend (This is also the first encounter with Red Saints)
  • Renamed Festung Schlagen to Festung Faust (A lot more easily understandable and recognizable and less like gibberish)
  • Added an extra 15 Cred to the Kickstart DLC (Wanted to make sure it felt like you actually got enough)
  • Did some work on some of the timers running in the background for various events
  • Added new Red Saint ganger sprites/battlers
  • Added some new character graphics (Side characters)
  • Added Red Saint Hitman enemy type to the database
  • Attacks with ranged weapons which result in a complete miss will now play the associated flyby sound effect for the missed projectile like it would if the attack was evaded
  • Cleaned up some old database entries
  • Updated the default initiative formula to make weapon/equipment choice more impactful by lowering the max default amount that any character or enemy can roll (The default max is now 30 instead of 50)
  • Added a low volume sound effect to play at the end of each line when it's finished displaying in the message window
  • Added a brief pause at the end of each line displaying in the message window (It's less than a second, but this helps smooth things out)
  • All enemies are MUCH MORE likely (About 40% more likely) to retreat if their mettle gets below a certain threshold
  • Human enemies are 33% LESS likely to use the Shake It Off skill to recover mettle when their mettle is very low already (The idea is that not every fight should be a complete fight to the death)
  • Some other various tweaks


Please let me know of any bugs or issues you may encounter so I can fix them. This update will be available shortly.

If you have questions, concerns, or requests, please visit the official Chaos Chain Steam Forums or join the official Discord Channel!

That's all for now, enjoy!

-Corrosion ːCStudiosː