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Enter the Chronosphere News

Enter the Chronosphere - Version 132

Got some new content for you. Before I go on... I just want to hint that we're cooking up a big update for the next one. Watch this space!

But on the topic of today's update: We've got five new irregular spheres. For those of you who are not far into the game: Irregular spheres are not available at the start, you have to complete the right mission to unlock them, then find their coordinates in a run (you can see where they are on the chronosphere select screen).

For the high-achievers, we've added Steam achievement support. You now have 20 shiny new achievements to unlock.

We've also added some more tactics and mods, apparently. I can't comment further on because I both don't want to spoil them (and don't know what they are myself).

Beyond that the usual load of bugfixes and improvements.

Just a reminder that we want to hear your feedback (good or bad) via Discord and Steam Discussions.

[h2]Changelog[/h2]
[h3]🦋 Progression[/h3]
  • Steam Achievements 🏅
  • Add 20 Steam achievements.


[h3]🏓 Gameplay[/h3]
  • Added 9 new unlockable tactics!
  • Added 5 new irregular spheres!
  • Added 5 new weapon mods!
  • Fixed an issue causing some late game enemies to destroy player projectiles on contact if the projectiles had piercing.
  • Brought back the Inert Eggs gadget to the Bellusect and mixed item pools.
  • The Inert Eggs gadget now allows you to spawn the egg at any specified location.
  • Most minion gadgets (Lumpy, Under New Management & Flame Turret) now allow spawning at any specified location.
  • Fixed an issue causing artillery base strikes to slide along the floor in the 2nd phase of Nadja's bossfight.
  • Fixed an issue causing Company Policy to activate when targets are knocked into holes.
  • The "Torching" mod should no longer appear on the Molecular Katana weapon.
  • Improved description text for the "Improvising" and "Ammo Shield" weapon mods to better clarify their function.
  • Lumpy now starts with 30 max HP which scales up to 150 over the course of 6 floors in his respective irregular sphere.
  • You can no longer murder lumpy in cold blood with Bearzerking and get away with it.
  • Fixed an issue which caused the Ambushing tactic to apply it's damage bonus to the player and their allies.
  • Fixed an issue causing the debuff in the Do Unto Others irregular sphere to increase when defeating hazards/bosses.


[h3]🖼️ Art[/h3]
  • Fix issue where player would not play an animation when no joystick was held on gamepad.
  • Improve outline consistency on edges.
  • Reinstate missing "target" visual for artillery shell.
  • Cleaned up the transition into gameplay.
  • Fixed an issue causing pieces of exploded doors to persist between floors.
  • Tripled the amount of particles emitted when destroying doors with explosions. Show those doors who's boss.


[h3]🤖 Tech[/h3]
  • Fixed a softlock on the following run after abandoning during a level change.


[h3]✅ UI[/h3]
  • Update font in FMOD splash screen.
  • Show attack pattern icon above player head (combo, heat, random).
  • Fixed inconsistent D-pad input in UI.
  • Fixed the irregular world choice not refreshing the first entry on a page.
  • Add UI above player head that shows combo, heat attack and random attack.
  • Updated mod station icon to better represent it's current behaviour in-game.
  • Fixed unassigned label for Outerback weapons missions (Reported by @wompod, @ninmonkey)
  • Set icons for some irregular spheres which were missing them.
  • Fixed an issue causing secret internal status effects to appear on the HUD after moving between floors.


[h3]🔊 Audio[/h3]
  • Newest WarMonkeys music added (Version 3).
  • Fix issue where phase 2 miniboss music would not play.
  • Resume regular music after boss fight completes.
  • Update narrative an title screen audio.


[h3]🛠️ Editor[/h3]
  • Updated Unity to 6000.3.5f1


Check out the full changelog.



—Chronosphere Team

@notify-updates

Enter the Chronosphere - Version 131

We're doing a big glow up of the UI, and this release includes the first few updates. Other than that we're just squishin' bugs and improving QoL, so let us know about anything that bothers you so we can try to fix it up.

There are also some top secret things happening in the background, but they're not in the demo (yet). Watch this space. 👀

[h2]Changelog[/h2]

[h3]✅ UI[/h3]
  • Add attack type icons to weapon icons (heat, combo and random).
  • Fixed some mission parts being numbered incorrectly (Reported by @wompod)
  • Fade in move, aim and interact indicators.
  • UI styling improvements to menus and windows, narrative and equipment cards.
  • Added heal amount to stabilizer tooltip.
  • Fixed the mission completed overlay overflowing with multiple lines of text.
  • Relabel title screen button from "play" to "continue"


[h3]🏓 Gameplay[/h3]
  • Fixed an issue causing the Clockwork Slugger's ball to behave incorrectly in the Rewind Time irregular sphere.
  • Fixed an issue causing max health increases to heal the player when moving between levels.
  • Fixed an issue causing lobbed projectiles to pass through doors while closed and unlocked.


[h3]📖 Story[/h3]
  • Tint and rescale speaking and listening characters in story view.
  • Animate characters out of screen after a story completes.


[h3]🔊 Audio[/h3]
  • Restore missing dynamite fuse loop audio.
  • Fix issue where Effort Star jingle would continue playing when loading screen is skipped.


[h3]🖼️ Art[/h3]
  • Fixed an issue causing doors to not set their appearance correctly when changing floors.
  • Doors now explode into bits when hit with an explosion while unlocked!
  • Much prettier door opening/closing animations.


[h3]🤖 Tech[/h3]
  • Add option to enable run in background.


Check out the full changelog.



Just a reminder that we want to hear your feedback (good or bad) via Discord and Steam Discussions.

—Chronosphere Team

@notify-updates

Enter the Chronosphere - Version 130

Happy new year! We're back at it.

Today's release is the last few pieces we got together before the break.

The most exciting new feature is doors. Both you and your enemies can open doors. Doors block line of sight, allowing you to delay being noticed. You can also close a door to block enemy attacks.

There's a bit more to do both visually on the doors, but let us know what you think.

Beyond that it's just a grab bag of fixes and quality of life stuff.

We're back to our regular release schedule, so expect another relase in two weeks.

[h2]Changelog[/h2]

[h3]🗺️ Level Generation[/h3]
  • Added doors to all reward rooms.


[h3]🖼️ Art[/h3]
  • Add a smooth visual transition animation into narrative.
  • Added background transitions.
  • Changed a Warmonkey region's colors.


[h3]🏓 Gameplay[/h3]
  • Projectiles with homing will now prefer targets which are closer to the direction they're already moving by default.
  • Allow selecting between different interactable elements in the scene via gamepad (with right click), and improve that experience on keyboard.
  • More indirect sources of damage are now correctly attributed as kills.
  • Removed mod stations from Luck of The Draw and Simple Trigonometry spheres (for now).
  • The "Glass Dimension" and "Plot Armour" irregular spheres now set HP to 1 instead of adjusting damage to 999.
  • Irregular spheres using the Shiny Belt gear have been adjusted to use a +3 ricochet mod on their weapons instead.


[h3]✅ UI[/h3]
  • Fixed a softlock when resetting progress or entering the tutorial from the irregular sphere choice.
  • Rename "looping" attack to "combo".
  • Rename "sequence" attack to "heat".
  • Fixed incorrect attack text being applied to Precision Shotgun. (Reported by @1_pinchy_maniac)
  • Dialogue rolls out instead of displaying instantly (in most cases).
  • Fixed uncentered gamepad icons.
  • The UI submit key is now displayed as space instead of enter.
  • Mission rewards are no longer listed in the small notification.
  • Removed unimplemented characters from character select.
  • Fixed tooltip links in equipment cards not being hoverable.


Check out the full changelog.



Just a reminder that we want to hear your feedback (good or bad) via Discord and Steam Discussions.

—Chronosphere Team

Enter the Chronosphere - Version 129

Today's update is a big one! As mentioned in our last update, we skipped a release to bundle in a bunch of progression changes.

[h2]Progression and story changes[/h2]
⚠️ When you first run the new build progress will be reset!


This is because we want you to experience the new progression from the start.

We've got some new core missions, and the character XP system has been replaced by special character missions. The mission screen has been given a bit of a glow up. Irregular spheres (unlocked by coordinates found during the run) are now accessible via their own dedicated screen so you can try them repeatedly until you finish them.

Characters are now able to use "tactics", which are a second passive ability. These can be unlocked by completing irregular spheres. Unlike passives, they're not locked to any one character, so either Urtar or Marcia is able to use them (and in future Lillypilly and the other planned characters of course!)

Besides a restructure to the missions, we've updated the narrative backgrounds so you can see different parts of the crew's ship, The Starseer. As a little teaser, we're also working on the ship so that you can see the crew hanging out in their home between missions (and listen in to their conversations).

We'd love to hear your feedback on all these changes. Are the missions fun? Are they interesting enough? Too hard, too slow, too many?

Besides those major changes, there are a lot of bugfixes and improvements, many of which are in response to feedback from our Discord members. Thank you to everyone who has submitted a bug report, idea or feedback. We read it all!



[h2]Localization[/h2]

We're now supporting Spanish, Russian, Brazilian Portuguese, Italian, Polish, and Chinese Traditional! We still don't have 100% human translation, but the languages are all there and the gaps have been filled by Google Translate (for now). We've also expanded the amount of human translated text, so things are slowly headed in the right direction.

[h2]Next release[/h2]

Our next planned release would land on new year's eve. Although we love making games, we're going to take a break so we'll be pushing it back until the following week (tentatively the 7th). Then we should be back to our regular programming of one release every two weeks.

Changelog


[h2]🏓 Gameplay[/h2]
  • Fixed an issue causing drilling projectiles to break when contacting specific interior walls.
  • Updated Overclocked Bug Zapper (gear), Distracting (tactic) and Point Blank (mod) to use player aura.
  • Fixed issues causing the player's aura to not appear when relevant equipment is held, and for those items to malfunction.
  • Clockwork Fan can now redirect bombs and missiles.
  • Crumbler minibombs now bounce, instead of sticking to walls.
  • Fixed a bug where bombs colliding with hazards would instantly explode.
  • Reworked item: Molestone Shot. Now triggers on wall hit, and 50% of the stones take an extra turn to explode. This makes it better at area denial, as well as fixing awkward edge cases where players were blowing themselves up with fire weapons. (Reported by @googlefrog)
  • Reworked item: Hit and Grit. Now only grants grit on melee hits against undamaged enemies. This item was far too strong against bosses.
  • Volley now adds spread, and has a clearer description. (Reported by @ninmonkey)
  • Fixed issue where Starshard Unique "More Lasers", which claims to add more lasers, did not, in fact, add more lasers. Now adds more lasers.
  • Fixed a bug where level 3 'Resting' mod was not fully reloading some weapons. (Reported by @rymarq)
  • Fixed a bug where Siege Mode was applying to projectiles which did not originate from the player's weapon, i.e enfilade. (Reported by @gimbaaltroll)
  • Empowered strike status reworked into "Power", a strike status which increases damage by 20% per stack to a maximum of 200%.
  • Powerful now grants +2 Power to attacks.
  • Many effects which increase damage now use Power instead.
  • Fixed a bug where the Perfect Aim distortion granted Powerful, instead of perfect accuracy.
  • Remove hitstop when enemies' melee clashes. This fixes excessive hitstop between Drilldrones spawned by Under New Management and enemy Drilldrones.
  • Reduced collision radius of Orb of Porb.
  • Flamelobber bombs now correctly fall into pits.
  • Flamelobber bombs now correctly are deflected by melee attacks.
  • Reworked Clockwork Slugger flow: Now throw ball on first attack, swing on subsequent attacks (or quickdraw).
  • The mighty PORB fulfils it's destiny of sticking into people's faces.
  • Fixed an issue causing Rexogenus to occasionally spawn minions outside of their arena before entering.
  • Fix bug where Grapplebug would not fire its grapple beam.
  • Wave spawning now spawns enemies continuously and with greater variation.
  • Fixed an issue causing the exit to unlock 1 wave early in the exit ambush level event.
  • Re-added Desperado enemies to the second half of all Outerback spheres.
  • Fixed a nasty bug where dynamite and TNT could collide, exploding instantly.
  • Added two new weapons to clockwork biome: Rivet, and Clockwork Fan.
  • Fixed bug where Roarer Borers destroyed themselves with their own Megadrills.
  • Reduced hitstop on Outlaw and Desperado enemy weapon hits.
  • Fixed a bug where Ricochet Rifle unique 'Explosive Trick' was clearing its own bullets. (Reported by @megaquack)
  • Enemies which explode on death now only do so at the very end of the turn.


[h2]🔊 Audio[/h2]
  • Lots of new Weapon SFX.


[h2]🌏 Localization[/h2]
  • Expand localization for existing languages.
  • Added localization for Spanish, Russian, Portuguese (Brazil), Italian, Polish, and Chinese (Traditional).


[h2]✅ UI[/h2]
  • Updated several lines of text to reflect the new "power" status functionality.
  • Fixed typo in Horror Survival flavour text.
  • Adjusted color of hits with increased power.
  • Improved UI flow between stories and rewards.
  • Hide Barrelman move indicator.
  • Fixed case where character abilities could start unselected.
  • Added styling for main and side missions.
  • Cleaned up some descriptions relating to co-ordinates.
  • Gave Uzi the more generic name "Machine Pistol".
  • Added UI pointers for enemies which are blocking the exit as a result of an ambush event.
  • Added Grit tooltip to Big Iron. (Reported by @brturn)
  • Disallow progress reset during run.
  • Return to title screen after resetting progress.
  • Removed sphere select callouts for minibosses and the final boss.
  • Fixed health bar getting stuck indicating low-health.
  • Fix bug where move indicator would not hide when aiming a random attack weapon. Move indicator will now be visible on random weapons where the lunge is the same for all attacks (e.g. Pocket Pistol) and hidden for those where it varies (e.g. Acid Sac).
  • Added missing rocket pistol ammo icon.
  • Added missing ammo icon and audio to Radwave.
  • Removed reference to 'items' in Wheels Within Wheels description.
  • Fixed bug where reopening the Missions window didn't refresh the viewed details.
  • Fixed gamepad soft-lock on character select screen when starting on a disabled character.
  • Irregular spheres have a new dedicated menu 🪐
  • Show a bubble above player's head when aiming quickdraw.
  • Reverted sphere rotation on the selection menu to no longer be random.
  • Fix bug where enemy aim indicators would turn red when player is making an invalid aim (e.g. aiming an empty gun or item with no charges).
  • Fix bug where control prompt would overlap final boss health bar.
  • Fixed incorrect description of overstimulator attack.
  • Fixed issue where controls UI could inconsistently update when switching input device.
  • Always show wait/reload UI above player when hovering/holding button.


[h2]📖 Story[/h2]
  • Added a hold binding to skip dialogue completely.
  • Reworked awkward line in 'One year later' conversation.
  • Fixed a number of spelling errors.
  • Urtar now only talks about Lillypilly's homeworld after she's mentioned it.


[h2]🖼️ Art[/h2]
  • Removed camera transitions when entering and exiting gameplay.
  • Updated character mission and dialogue icons.
  • Enemy corpses now use lower contrast outlines.
  • Added wall-base texture around the edges of cliffs to indicate you can't walk over them.
  • Removed floor blending between different environment art themes.
  • Fixed ragdolls disappearing close to the edges of the screen.
  • While walking behind the boss, its tubes now fade out to avoid obscuring gameplay.


[h2]🦋 Progression[/h2]
  • ⚠️ Force reset progression on first launch.
  • Tactics are now available in demo.
  • Tactics are now unlocked via irregular spheres.
  • Character XP has been removed in favor of character missions.
  • Fixed an issue where the mission 'Keep It Together' was completed with Urtar instead of Marcia.
  • Unlocked tactics are now able to be used by any character.
  • Added some new missions and unlockable passives for characters.
  • Made certain weapons and gear unlockable via missions.
  • Reworked biome gear/weapon missions to be based around discovering the equipment in special rooms.
  • Nerfed "Highly Unstable" mission objective down from requiring instability level 8 to 5.
  • Change "Weird Weapon" mission objective count to 12.


[h2]✅ UI[/h2]
  • Fix bug where control prompts toggle would not apply immediately during a run.
  • Control bindings are now styled differently from paragraph text.
  • Fixed issue where post run statistics weren't updating.
  • Fixed bug where ammo bar width failed to initialize (Reported by @googlefrog)
  • Animated the item cooldown wipe.


[h2]🖼️ Art[/h2]
  • Explosion scorch marks and cracks are masked off over holes.
  • Fixed some projectiles receiving their own drop shadows.
  • Silhouettes of projectiles obscured behind walls are now white for improved visibility.


[h2]🤖 Tech[/h2]
  • Fix bug that could result in a softlock when restoring an incompatible save game file.


Check out the full changelog.





Just a reminder that we want to hear your feedback (good or bad) via Discord and Steam Discussions.

—Chronosphere Team

No release today

Hey everyone!

Apologies—we've decided to skip the demo update this week while we rework the progression a bit. This will change how things are unlocked and mission order etc.

The next update will erase saved progress so that everyone will can experience the new structure from the start. Obviously this is annoying, so we're taking the extra two weeks to make sure we have everything in place (and we don't need to do it again 😬).

I will take this opportunity to tease some of the stuff you can expect though...
  • Tactics can be shared between all characters.
  • Very cool new narrative backgrounds (see below).
  • Doors! The open, they close.
  • Ability to replay unlocked "irregular" runs whenever you like.
  • Language support for Spanish, Russian, Brazilian Portuguese, Italian, Polish, and Chinese Traditional.
  • And of course, the aforementioned progression changes.


Thank you for your patience
—Chronosphere team