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Enter the Chronosphere News

Enter the Chronosphere - Version 108

An unusually EXPLOSIVE update! With some cool new explosion effects from Talon. Explosions now look super cool, and also no longer penetrate walls.

We've also fixed some terrible bugs in the last version (no, you weren't mean to be full healing every floor 😅). We've improved the sphere choices with new UI and added more run modifiers and chronosphere sizes.


⚠️ If you haven't joined the playtest, sign up on our store page now to get access to the build!

[h3]🖼️ Art[/h3]
💥 New explosion VFX! 💥
Added Toxic landmark district for War Monkeys.
Added "Compound" light landmark district for War Monkeys.
Added "Bone Room" district for Bellusect.

[h3]🏓 Gameplay[/h3]
Fix bug where instability would increase when descending levels instead of ascending.
Fix bug where health was fully restored every time you enter a level.
Make game camera movement faster/tighter to prevent interaction buttons from drifting in the command phase.

[h3]✅ UI[/h3]
Tactic, passive, and abilities in the character select screen are displayed side-by-side.
More details have been added to the Chronosphere choice.
Fixed opening message and experience summaries not being centered in ultra-wide.
Control bindings in text refresh after being rebound (legacy UI retains old bindings but will be replaced in the long term).
Floor names are now always shown, instead of being shown with the instability bar.
Gadget HUD buttons have initial hex styling.

[h3]🗺️ Level Generation[/h3]
Added 2 larger experimental sphere sizes.
Chronospheres can generate with different modifiers!
Fixed an issue causing various floor obstacles to be rotated opposite to the intended direction.
Added support for generating multiple grid types per-floor! 🗺️
Optimised some parts of map generation to be far less expensive on larger floors.
Retuned all grid generation profiles to be more distinct and interesting, and added many new ones including 7 hybrid ones!
Increased the amount of larger spaces which appear by 20%.

[h3]🤖 Tech[/h3]
Improved performance by disabling physics decorations outside the camera view.
Save game automatically when you enter a new floor, and restore the saved game when reopening the game.

[h3]🔊 Audio[/h3]
Made changes to some Rexogenus Weapon SFX.

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 104

Hello again! We've got a new playtest update today. Last update we released a new final boss, this one focuses on difficulty ramp into the late game. Enemies have been buffed, and most excitingly some new enemies that appear in the later levels.

⚠️ If you haven't joined the playtest, sign up on our store page now to get access to the build!

[h3]🏓 Gameplay[/h3]
  • Added five new enemies to the native chronosphere biome on floors 10, 11 and 12... Have fun! 😈
  • Unstable enemies appear much more frequently as instability rises.
  • Several enemy types in each biome (except Bellusect) have had their max HP increased.
  • It's a bit harder to dodge projectiles.
  • Clockwork Soldier, Clockworker and Radgunner now attack immediately on sight.
  • Unionbreaker attack pattern is less capable of killing the player in a single turn...
    ...but he's been lifting heavy at the gym, and dreaming up new ways to annoy you.
  • Removed mixed weapon chest from floor 1 of all spheres.
  • The starting weapon is now based on which biome you land in when entering the first floor.
  • You can go back to the equipment choice in the Customizer and Idealizer.
  • Some mystery portal levels now have "scenarios" that trigger game events (more to come).

[h3]🖼️ Art[/h3]
  • Added new visually themed areas in various biomes.
  • New visual effects for enemies inside a distortion.
  • Updates to pond visuals, and added new ponds.
  • Improved final boss head and some arena details.
  • Updated VFX and appearance of portals.
  • Update native biome environment art.
  • Ccid explosion VFX looks less like poison AoE.

[h3]🗺️ Level Generation[/h3]
  • Simplified sphere generation to use a single biome for most of the sphere. More biome patterns to come in future.

[h3]🤖 Tech[/h3]
  • Prevent bug where the game would get stuck in an aim state when input is pressed and released on the same frame.

[h3]🦋 Progression[/h3]
  • Fixed Marcia's Berzerking tactic not being available.
  • Fixed bug where character levels weren't marked as seen and rewards weren't displayed when expected.


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 103

Whoops, just slipping this one in quickly.

[h3]🏓 Gameplay[/h3]
  • Fixed issue where Rexogenus attacked twice as much as he should.
  • Fixed issue where Rexogenus could not be hurt by deflected radiation.


That's all folks.

⚠️ If you haven't joined the playtest, sign up on our store page now to get access to the build!

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

—Chronosphere Team

Enter the Chronosphere - Version 102

For the last couple of releases the game has abruptly ended before entering the final boss. This is because we had been working on the boss fight. Thank you for your patience, but it is no longer required. Get in there!

⚠️ If you haven't joined the playtest, sign up on our store page now to get access to the build!

And if that didn't excite you, there's a bunch more new stuff:

[h2]Highlights[/h2]
[h3]🏓 Gameplay[/h3]
  • New final boss.
  • Choose your mutation or distortion when instability level increases.
  • Unstable options can now appear in gadget and gear stations.
  • Fixed many instances of useless weapon mods appearing.
  • A certain dude may appear.

[h3]🖼️ Art[/h3]
  • Added ponds to regions in War Monkeys, Mole Mines, and Outerback.
  • Add portal VFX when entering/exiting level.
  • Animated Juggermite.

[h3]🗺️ Level Generation[/h3]
  • More interesting distribution of enemies in levels.


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 101

Another week another playtest update... This one is mainly aesthetic changes, but we've also added the ability to replace a weapon mod if you've already maxed out your three slots.

⚠️ If you haven't joined the playtest, sign up on our store page now to get access to the build!

Here's the full changelog:

[h2]Changelog:[/h2]
🖼️ Art
  • Added some new decorative bits to the Native Chronosphere regions

🗺️ Level Generation
  • Added some checks to prevent certain wall decorations from overhanging the wall they attach to.

🤖 Tech
  • Cursor is hidden and moved to not overlap with UI when using a controller.

✅ UI
  • Navigation markers no longer overlap poorly with UI.
  • Differentiate navigation markers of used stations.
  • Update top-of-screen control prompt UI styles.
  • Fixed minor flicker when world-space UI is first hovered.
  • Improve feedback when trying to use a stabilizer when you are not able to.

🏓 Gameplay
  • Mods can be replaced on full equipment.


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