Enter the Chronosphere - Version 134
Hello everyone who discovered us during next fest! We had quite a few players though. Hope you all enjoyed our demo! If you did, why not leave us a review over on the demo page? We'd like it. :-)
And thanks again to everyone who reported the awful crash bug we had at the start of Next Fest. It was a doozy, and all the help was appreciated!
Well, we're back on our regular update cycle post Next Fest.
We've had a recent report of memory leaks in the build. We've tracked them down. The worst of has been fixed in this release, and we'll release the more minor ones in the next. We suspect this may have been causing the random crashes and delay on quit. Let us know if you are still experiencing that issue.
You can reach us in Discord or Steam Discussions.
There's some new content in here too. I'll let the changelog speak for itself...
[h2]Changelog[/h2]
[h3]🏓 Gameplay[/h3]
[h3]🖼️ Art[/h3]
[h3]🤖 Tech[/h3]
[h3]✅ UI[/h3]
[h3]🗺️ Level Generation[/h3]
Check out the full changelog.

—Chronosphere Team
And thanks again to everyone who reported the awful crash bug we had at the start of Next Fest. It was a doozy, and all the help was appreciated!
Well, we're back on our regular update cycle post Next Fest.
We've had a recent report of memory leaks in the build. We've tracked them down. The worst of has been fixed in this release, and we'll release the more minor ones in the next. We suspect this may have been causing the random crashes and delay on quit. Let us know if you are still experiencing that issue.
You can reach us in Discord or Steam Discussions.
There's some new content in here too. I'll let the changelog speak for itself...
[h2]Changelog[/h2]
[h3]🏓 Gameplay[/h3]
- Fixed bug where grapple bug was failing to fire it's tether beam.
- Certain actions and melee attacks can now destroy doors. Enter a room in style with Urtar's avalanche!
- Add "Stabilizing" weapon mod.
- Improve homing projectile target selection.
- Hazards are no longer targeted by homing projectiles.
- Aimed gadgets with invalid aim now have more informative text about why the current aim is invalid.
- Fixed an issue causing the Homing mod to override the innate homing properties of certain projectiles.
- Shuriken projectiles are now sticky. More sticky projectile synergies coming later down the line, stay tuned.
- Removed some cases where weapons (e.g. Flamethrower) could shoot through walls. (Reported by @silentj28)
[h3]🖼️ Art[/h3]
- Altered some projectile appearances.
- Updated the explosion indicator for Rexogenus' Qualia of Nuclear Death attack to be less visually abrasive.
[h3]🤖 Tech[/h3]
- Fix memory leak in aim indicator system.
- Hopefully fix crash bug. (Reported by @shiftydecrypted).
- Hopefully fix hang on quit. (Reported by @silentj28).
- Hopefully fix crash bug. (Reported by @shiftydecrypted).
- Updated the physics system to Box2D v3, improving performance.
- Tweaked texture compression to reduce install size.
[h3]✅ UI[/h3]
- Show text "Grit" on hit when damage is reduced by grit status
- Tooltips in stations are now shown when focusing the card, not just the keywords.
[h3]🗺️ Level Generation[/h3]
- Reward and mission rooms will no longer contain the entry or exit transporter.
- The floor path between entry/exit will now pass through reward/mission rooms less.
- Exit transporters can no longer spawn "behind" miniboss arenas, they'll always be inside the arena now.
- Added some larger/smaller combat spaces in the core of each chronosphere, and reduced its maziness.
- Reduced the number of "pole" obstacles in the native chronosphere biome.
- Fixed an issue where The Big Boy miniboss could block you into a corner when it spawned. (Reported by @amnorasmus, @dabor)
- Added a low chance to use a different grid type for each biome area which generates.
Check out the full changelog.

—Chronosphere Team