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6/6/25 - Chaos Chain Update 1.72.0 (Balance Adjustments, QOL Improvements, ETC)

Chaos Chain


Attention, freelancers. I've got a new update for you!



Here is the next update for the game. I did a lot of changes to game balance, player agency in terms of viability of different builds, and a whole lot of other improvements! Check out the full change log below!

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

[h2]BETA Update 1.72.0 Changelog:[/h2]

Bug Fixes:
  • FIXED some typos
  • FIXED enemies with cyware that could use synergy stims in combat but didn't have them in their loot drop lists
  • FIXED the campfire inside the shipping warehouse area (After the related quest) not acting as a campfire object (It was visual only but now it works like other campfires - giving you increased stamina regen nearby it and allowing you to rest and save, manage your squad, etc)
  • FIXED red shipping container side graphics saturation not matching the front graphics
  • FIXED a bug caused by my own testing (I left a small buff on the main character in the public branch)


Changes & Additions:
  • Finished work on the Piker Cemetery: Service Tunnel area (Just need to finalize the quest associated)
  • Added some map-specific soundtrack settings for a few areas (Didn't add new music, just set specific tracks for certain areas)
  • Added razor blade misc loot item ("1984" called to say hi)
  • Added tactical fatigues body equipment (Inv: 2, Body, Protection: 1, Armor, 5% Rupture, -10% Target Rate,
    +1% Critical Evasion, +1% Evasion, +3% Ranged Evasion)
  • Indigo now starts with tactical fatigues instead of a stab vest (This will only affect new playthroughs)
  • Added support armature equipment (Inv: 3, Gear, Support, Init: 15, -5% Interference Res, +3% Ability Point Regeneration, +5% Critical Evasion)
  • Clarified some skill descriptions for easier readability
  • Added new item icon art
  • Updated several areas
  • Expanded various dialogues with unique NPCs
  • Added thug hacker enemy graphics (Sprite and battler images)
  • Added thug hacker enemy type (He uses an icebreaker hackpad and an armican d10 trickster pistol as backup --- This is the first enemy hacker in the game, but many more will be coming now that I have a baseline to work with)
  • Added enemy hacker combat profile (This isn't perfect by any means and it is intended to be this way --- Enemies using hackpads and combat hacks will NOT always target the best/optimal target for their attacks and may even make mistakes --- This is intended to simulate them not being aware of who is the most vulnerable to interference through electronic warfare)
  • Added new randomized road travel event "Dog eat dog world"
  • Added a new ammo box tile entity graphic variant
  • Added a new generator tile entity graphic
  • Updated several shop listings
  • Updated randomized loot lists
  • Steady now gives 33% instead of 20% to avoid losing AP when hit by a melee weapon or an exotic weapons
  • Psionic abilities/skills are now marked separately with parenthesis around the names (Just a way for me and players who use the special background to keep track of them easier)
  • Added Unbreakable learnable talent (3 Skill Point cost, makes it so the character does not become panicked and lose mettle when an ally is downed)
  • Updated learnable skill lists
  • Mend psionic ability now cures poison and sickness but it now costs 15 mettle instead of 11
  • Remedy psionic ability now cures burnout and burning but it now costs 11 mettle instead of 7
  • Concussion grenades now do 65% shock instead of 75% shock but also gives 70% stunned and 60% confused instead of 65%/55% (The main utility of these have been improved)
  • Flashbang grenades now do 55% shock instead of 65% shock but also gives 65% stunned and 65% confused instead of 60%/60% (The main utility of these have been improved)
  • Updated enemy grenade skills to reflect the changes above
  • Enemy chance to use grenades/bombs is now based on ALIVE members of their group in combat instead of TOTAL (Kill more of them, the chances decrease - this is intended to replicate the fact that as your own characters/companions die, your options usually decrease in terms of what you can do)
  • Further reduced overall enemy chance to use grenades/bombs by 10% (It should be rare seeing as how they are quite catastrophic)
  • Reduced chance for enemies to use skills like "Jump In Front" as well as target related skills by 5%
  • Boss related team support skills such as "Priority Target" and "Encourage" are now based on target related skill chances for being used instead of time/round based
  • Updated several enemy loot drop lists
  • Increased base chance for all kinds of lootable containers to spawn loot
  • Randomized containers now have a higher chance to spawn low tier ammo such as battery packs and nails
  • Randomized lootable ammo containers can now spawn a very small amount of grenade launcher type ammunitions
  • Randomized lootable ammo containers can now spawn an extremely small amount of rocket launcher type ammunitions
  • Randomized lootable ammo containers can now spawn a small amount of arrow type ammunitions (For bows)
  • Randomized lootable ammo containers can now spawn a small amount of bolt type ammunitions (For crossbows)
  • Doubled the base chance for regular ammo types (Bullets) to spawn inside randomized lootable ammo containers
  • Increased chance for dud rounds item to spawn inside randomized lootable ammo containers (This is just an additional chance - it does not affect the chances for real usable ammo to spawn inside them)
  • Added extra visual effects to some interior areas to liven them up (Puddles, roaches, smoke, flickering lights, etc)
  • Added more texture to the crosswalk tiles (They looked too pristine)
  • Changed some exterior tileset colors slightly (Trying to add a bit more color to the environments to make them not look so samey and dark)
  • Deleted some leftover assets no longer being used
  • Added some more NPC blocks to a few exterior areas with tight passages to prevent them from body-blocking the player
  • Cleaned up A LOT of item icon art
  • Removed some extra overlay graphics that were redundant in certain exterior areas
  • A LOT of other minor tweaks and adjustments


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

A friendly reminder: if you're enjoying the game so far or have ideas you'd like to share, please consider leaving a review for the game. This not only helps with much needed visibility, but also gives me important feedback for the game to help it become a better final product. Also, if you have questions, concerns, or requests, please visit the official Chaos Chain Steam Forums or join the official Discord Channel!

Official Links:


That's all for now, enjoy!

Stay Alert. Stay Armed. Stay Alive. Don't lose your humanity.

-Cryptic ːCStudiosː

Chaos Chain 15% Off! (And Support DLCs)

Chaos Chain


Hey everyone!

In preparation for the upcoming major update, Chaos Chain and all of the support DLCs are on sale now!

Grab it now while the sale lasts!

https://store.steampowered.com/app/1536730/Chaos_Chain/

And here is a link to the support DLCs: https://store.steampowered.com/dlc/1536730/Chaos_Chain/

Enjoy!

-Cryptic ːCStudiosː

5/4/25 - Chaos Chain Update 1.71.0

Chaos Chain


Attention, freelancers!

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

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

[h2]BETA Update 1.71.0 Changelog:[/h2]

Bug Fixes:
  • FIXED a typo
  • FIXED issue where ALL characters suffered shock after augware surgery
  • FIXED issue where trauma was not properly applied after augware surgery


Changes & Additions:
  • AugWare surgery now only costs 20 cred instead of 30 cred, but you must choose one character (Like with the hacking system) to undergo surgery at a time (The way it was, you just paid 30 and could modify anyone's implants and it was never meant to be that way and it felt very out of place from the way the system was supposed to feel - Originally, you could only modify the main character's implants but since it was overwhelmingly requested to allow modding companions, I opened it up)
  • Updated augment check processing to account for the main character only (All human companions always have at least some form of augments) and it now checks for loose items in the inventory to install and also checks if augments are already installed
  • Updated augware techs to mention strain (Added last update)
  • Mettle text amount will now be displayed in red if equal to 0
  • Added a sound effect to play when strain is added to your character
  • Added a Steam achievement for getting a strain
  • Removed a redundant conditional to a background process
  • Slightly increased exp reward for killing some enemies
  • A few other minor tweaks and adjustments


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

A friendly reminder: if you're enjoying the game so far or have ideas you'd like to share, please consider leaving a review for the game. This not only helps with much needed visibility, but also gives me important feedback for the game to help it become a better final product. Also, if you have questions, concerns, or requests, please visit the official Chaos Chain Steam Forums or join the official Discord Channel! I've gone ahead and started an official Patreon Page to help bring in financial support for the game going forward and you can also grab the support DLCs on the DLC Page to get some extra in game goodies and help support the game's continued development!

For more info on the game, visit the store page below!
https://store.steampowered.com/app/1536730/Chaos_Chain/

There's even a demo to try the game out!
https://store.steampowered.com/app/2324430/

Official Links:


That's all for now, enjoy!

Stay Alert. Stay Armed. Stay Alive. Don't lose your humanity.

-Cryptic ːCStudiosː

4/30/25 - Chaos Chain Major Update 1.70.0 (Strain System)

Chaos Chain


Attention, freelancers!

So, here's another major update for the game. This comes as a result of a community request, which I honestly completely agreed with. The question "What does it mean to be human?" is a huge part of the game, and I feel like I wasn't doing enough of portraying the humanity loss/empathy loss (cyberpunk rpg / shadowrun) that this question was meant address. The augmentation system in Chaos Chain is a huge part of the gameplay, and it comes with HUGE bonuses and buffs, but very little in terms of drawbacks. That's still the case, but now there is a little more of a risk vs reward tradeoff... But don't worry, there are ways to avoid it! Check out the full change log below!

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

[h2]BETA Update 1.70.0 Changelog:[/h2]

Bug Fixes:
  • FIXED a typo
  • FIXED some minor tileset pathing issues
  • FIXED some footstep sounds playing on the wrong types of tiles


Changes & Additions:
  • Added Strain system (As you get augmentations - both cyberware and bioware - you now have a chance to suffer from different strains on your character's body and mind - the chance is directly tied to the AMOUNT and the COMPLEXITY of the augments - so, if you have a ton of heavy augments, you're going to suffer strain more often - your defense against this is BOTH your RESOLVE and your TOUGHNESS added together --- you can only suffer one of these at a time --- only the player character can suffer from these as I thought managing this for the entire party would be extremely annoying)
  • Added paranoia strain status effect (-5 initiative, -5% max mettle, -1% action point regen)
  • Added insomnia strain status effect (Cannot gain rested status, -1% mettle regen, -5% max health)
  • Added delirium strain status effect (-5% confused resistance, -5% to hit, -5% critical evasion)
  • Added isolation strain status effect (-10% resolve, +5% target rate)
  • Added amnesia strain status effect (-10% experience earned, -5% max mettle)
  • Added detachment strain status effect (-5% evasion, -5% ranged evasion, -1% action point regen)
  • Added despair strain status effect (-10% max mettle, -1% mettle regen)
  • Added augmentation rejection strain status effect (-5% interference resistance, -5% health recovery, -1% health regen)
  • Synergy Stims no longer heal 1 health and only recover 15 mettle instead of 16, but they cure ALL strains for the same cost as before (This is the main way to get rid of strain(s) as intended originally for the item's concept)
  • You can now remove strain(s) by sleeping (There is a small base chance and then if you're fully healed, the base chance is tripled -- the chance is even higher if you rest for longer)
  • The in game clock will now be displayed when using a bed/mattress/sleeping place
  • Resting for 12 hours will now give you a higher chance for your character and companions to receive the rested status effect than only resting for 6 hours (Extra exp for awhile)
  • Resting at full health with a character will now guarantee that the trauma status is removed
  • Cleaned up the rolling fog image to be less grainy (I had done an experimental change to this to see how it looked and it ended up saving even though I didn't mean to - I have reverted to an old backup version of the file)
  • Reduced overall opacity of the rolling fog image very slightly (Around 5%)
  • Balanced some enemies to not be quite so tanky in terms of their stat allocation (Community feedback change)
  • Reduced ALL enemy hit points/health by at least 1 point and their mettle by at least 2 points (Many got -2 max health and -4 max mettle)
  • Improved colorized choice selection during character creation to be a little more streamlined
  • Improved and updated some new code added within the last few patches
  • Added a subtle screen flash to dark red when an addiction is triggered
  • Optimized some background processes
  • Sped up some wait events (Cutscenes)
  • Improved performance in some of the largest exterior areas a bit
  • Cleaned up some icon art
  • Removed some extra code blocks that were no longer needed
  • Reduced overall opacity of the vision range radial image
  • Removed some leftover and unused assets (Graphics, images, etc)
  • A few other minor tweaks and adjustments


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

A friendly reminder: if you're enjoying the game so far or have ideas you'd like to share, please consider leaving a review for the game. This not only helps with much needed visibility, but also gives me important feedback for the game to help it become a better final product. Also, if you have questions, concerns, or requests, please visit the official Chaos Chain Steam Forums or join the official Discord Channel! I've gone ahead and started an official Patreon Page to help bring in financial support for the game going forward and you can also grab the support DLCs on the DLC Page to get some extra in game goodies and help support the game's continued development!

For more info on the game, visit the store page below!
https://store.steampowered.com/app/1536730/Chaos_Chain/

There's even a demo to try the game out!
https://store.steampowered.com/app/2324430/

Official Links:


That's all for now, enjoy!

Stay Alert. Stay Armed. Stay Alive. Don't lose your humanity.

-Cryptic ːCStudiosː

4/11/25 - Chaos Chain Update 1.69.3

Chaos Chain


Attention, freelancers!

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

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

[h2]BETA Update 1.69.3 Changelog:[/h2]

Bug Fixes:
  • FIXED a loop introduced last patch related to dead/drained character detection in the party
  • FIXED some wall tiles that could be walked on in interior areas


Changes & Additions:
  • Cleaned up some of the code added last patch (Optimized and improved)
  • Shortened the fade in/fade out timers of all map transitions from 3 seconds to 2.5 seconds (A lot of background/cleanup processes are happening during, so the timers are needed to maintain stability and smooth gameplay elsewhere)
  • Shortened wait timers for foot travel and metro travel sequences by roughly a second and a half
  • Shortened battle fade timer slightly
  • Consolidated some parallel processes for performance
  • Cleaned up some item icon art
  • Optimized exp tracking for the player character in relation to exp gained popup messages and removed an extra, unnecessary variable
  • A few other minor tweaks and adjustments


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

A friendly reminder: if you're enjoying the game so far or have ideas you'd like to share, please consider leaving a review for the game. This not only helps with much needed visibility, but also gives me important feedback for the game to help it become a better final product. Also, if you have questions, concerns, or requests, please visit the official Chaos Chain Steam Forums or join the official Discord Channel! I've gone ahead and started an official Patreon Page to help bring in financial support for the game going forward and you can also grab the support DLCs on the DLC Page to get some extra in game goodies and help support the game's continued development!

For more info on the game, visit the store page below!
https://store.steampowered.com/app/1536730/Chaos_Chain/

There's even a demo to try the game out!
https://store.steampowered.com/app/2324430/

Official Links:


That's all for now, enjoy!

Stay Alert. Stay Armed. Stay Alive. Don't lose your humanity.

-Cryptic ːCStudiosː