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Fuchian Chronicles News

Chapter 3 Hotfix 2

Fixed a infinite message loop bug that occurs if the player's fighters were shot down in Chapter 3.

Thanks to CloudyCloudcloud for catching this!

Hotfix for Ch3

- Fixed a bug where some characters weren't healed between chapters
- Fixed a sprite bug in Chapter 3
- Fixed an issue where BGM does not play after a certain event in Chapter 3 (this issue is more tricky and MIGHT be dependent on your hardware, please let me know if you still encounter this bug!)
- Emotes no longer need to finish playing before text shows up in conversations between two NPCs (if I missed any, please let me know!)

Thanks again to Derumania for pointing these out!

Chapter 3 of Fuchian Chronicles released!

Thank you for waiting everyone! As of this post, Chapter 3 of Fuchian Chronicles is now live! Kimi has more or less gotten used to life on the Canis now, but little does she know, everything is about to change for her. Meanwhile, her parents Ava and Rocco are deployed as part of the Fuchians first counter offensive against the bunnoids. Is this where the tide of war turns?

In addition to new story content, many new gameplay features have been added! See below for details.

  • New Feature: In Game Encyclopedia. An in-game encyclopedia has been added to the game, documenting all the enemies, items, equipment, skills, and states. You can find it by using the Journal item (or pressing “J” in the field) and selecting “Open Databank”, or simply pressing “E” in the field. Lore such as the history of the Empire (which has been expanded) has been moved into the encyclopedia as well, along with new lore entries describing the ships of the Empire. Likewise the tutorials can now be found in the encyclopedia. These entries can be unlocked via gameplay/exploration.

    Due to the evolving nature of the game, it may be necessary to reset encyclopedia progress as new enemies, items, lore, etc are added to the game. As such, I’ve added a new debug menu in the Journal, and included an option there to unlock all encyclopedia entries for those who would like to use it. This function will be removed once the game is finished.

  • New Feature: Item Disassembly. For an item called the “Reassembler”, not being able to break down un-needed items into raw materials didn’t really make sense. But that changes now! To disassemble items, go into the item menu and select the item (like you were going to use it), and select “disassemble” where you can see what materials you can get from it. Most items can be disassembled, but keep in mind you won’t get more materials than it costs to make them (the ones that can be crafted at least). More equipment disassembly will likely be added later.

  • New Feature: Weapon Proficiency. Characters will now become more proficient with specific weapon types (rifles, pistols, melee weapons, etc) the more they use it. Proficiency experience is gained every time they attack with the weapon, and each level in proficiency increases their accuracy and critical hit rate with the weapon type a little.

  • New Feature: Equipment Modification. Most pieces of equipment can now be customized using various pieces of augments. These range from changing the equipment’s stats to adding status effects, to adding new skills. Basic augments can be crafted the same way you craft supplies and bought from the store starting in Ch2, while some special augments can be earned by helping people and occasionally dropped by enemies. Generally, the further in the story you are, the more augments you can craft/buy, and more will be added in future chapters.

  • Updated Crafting Menu. Instead of the jury-rigged crafting menu that’s been in use so far, there is now a proper crafting menu! You can now make multiple items at once, and you won’t be kicked out of the menu after making something. Use the Reassembler item to enter the crafting menu, or press the R key in the field, just as before.

  • Updated drop table. After rewatching an old Extra Credits video, I realized that only getting crafting materials from combat is not exactly satisfying. As such, enemy drops have been tweaked a bit to include additional drops, especially the bosses. You can now get supplies and even some equipment from enemies, and of course, unwanted items can be disassembled into crafting materials.

  • Updated how portraits appear. Multiple portraits can now show up at the same time and can also move to make cutscenes more dynamic.

As mentioned in my previous news update, some of these features are unfortunately incompatible with existing saves, so you will need to start a new game. Thank you for understanding. To make up for this, I’ve added an item to help you get back to where you left off more easily: the OP Grenade of OPness. It is a lore breaking grenade that will kill all enemies on screen, including bosses, and completely trivializes all fights. You will still get item and equipment drops as normal, but you will lose out on weapon proficiency gains by doing so. To get this item, go to the debug menu in the Journal and select “OP Grenade”. Doing so will also grant you the item for use in space battles, aside from a certain one in Chapter 2. The grenade will be taken away once you start Chapter 3.

A few more quality of life changes have also been added, along with a few other balances, tweaks, and fixes. Details are as follows:

  • More hotkeys added. Pressing “I” now opens the inventory, “K” opens the Skills menu, “E” opens the Databank, and “M” now toggles the amount of materials you have (if you have a Reassembler).
  • Added a visual indicator when characters gain experience so you can see how far you are to the next “Level up”.
  • Some ships have been renamed to better fit with the rest of the GFE’s naming conventions. The Maho Tahu is now the Arctos, the Atsuage is now the Savini, and the Agedashi is now the Vinae.
  • Gameover screen now allows you to load a save directly instead of needing to return to the main menu first.
  • Prices of various items have been rebalanced to better fit with their crafting material cost/material gains from disassembling them. In general, it will not cost you more to buy an item than it does to buy the crafting materials required to craft the same item. At the same time, the value of materials you can get from disassembling the item will not be more than if you were to sell the item directly.
  • Some enemies, equipment, and characters have been rebalanced, including the specialist in Chapter 1 and the dropship in Chapter 2.
  • Full screen now functions properly. Press F4 to toggle full screen.

As before, please let me know if you find any bugs, or if you have any suggestions! The price of the game has also been increased to reflect the new content available. Once again, thank you for playing my game, and I hope you enjoy Chapter 3!

- ShenTzu

Chapter 3 Update 3

Just a quick update this time, though with some important news.

The good news is, Chapter 3 is finished! I’m just waiting on some art, and while I’m doing that I’m adding a few more features to the game. Which brings me to the other bit of news.

Thus far I’ve tried my best to add fixes to get around the need to restart the game when new features are added, but unfortunately there’s finally a new feature that I’d like to add that is incompatible with existing saves. That feature is weapon proficiency, making the character more effective using a type of weapon the more they use it. I’ve been trying to find ways to add more incentive to fighting, and think this would be a good way to do so in addition to the other stuff.



As mentioned before, this new feature unfortunately does require a new save. I thank you for understanding, and will try to add something to make it easier for players who have already played before to get back to where they left off. I’ll also try my best to avoid adding features that require restarts, but can’t promise that it won’t happen again, especially if the new feature would significantly improve the game.

On the bright side, you’ll be able to see the changes in the cutscenes that resulted from the new portrait system, so I hope you’ll enjoy that.

And since there will be a restart, I’m taking the opportunity to add additional features. I won’t reveal what those features are just yet, mainly because I’m still testing them. Based on the current state of things, I’m estimating that Chapter 3, along with all the new features, will be released at the end of July. Look forward to it!

Chapter 3 Progress Update 2

Has it been another month already? Geez times goes by so fast. Time for another update!

The maps and script for Chapter 3 are finished, all that’s left is to add the events in and test things! Before I can do that however, I need rework a lot of the cutscenes and interactions in Chapters 1 and 2. Why? Because I’m making the portraits/busts much more dynamic!
[previewyoutube][/previewyoutube]
As you can see, portraits can now alongside each other, and can also move to better convey the action taking place. I was debating about whether to implement this now, or focus on releasing Chapter 3 first, but ultimately decided that it was better to do this now since the longer I wait to add this feature, the more I would have to redo. Hopefully this won’t delay Chapter 3’s release too much, but if there are any delays, I thank you for your understanding and hope you will agree that this addition is worth it.

I mentioned in my previous progress update that I was adding/reworking other features as well. In addition to the Databank, another important feature that’s being updated is the crafting menu. You will be able to craft multiple items at once, and will no longer be kicked out of the menu after crafting a single item. More importantly, you will also be able to disassemble items into raw materials!



Considering the item used in crafting is called the “Reassembler”, it didn’t make much sense to not be able to break down unwanted items into more useful materials. But now you can! You will be able to disassemble just about any consumable, and even some trophies, in a pinch.

As always, follow me on Twitter @ShenTzuGames for more frequent updates. If everything goes according to plan, this should be the last progress update before the release of Chapter 3. Either way, I’ll make another post in about a month. See you then!

- ShenTzu