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Chronomon News

Demo Update 1.014 - Monster Controls and more

Hello everyone! A new demo update just pushed through on Mobile(Pending review) and PC (Available) adding one of my most anticipated features, Monster Controls! Let's dive in.

Update 1.014
Monster Controls
From our last updates I mentioned wanting this game to have a deeper connection with your Chronomon, not just battling so now you have the ability to directly control them on the map.

Control - Move your monster around the map
Swap - between the player and your monsters to solve puzzles
Stay - Tell your monster to stay while you roam away from them
Call - Call your monster back to your position
Skills - Use your skills directly on the map, no battles needed. Cut down trees, surf, etc.
Monsters have the ability to directly fight on the map by themselves. Now when in control you can't use items or swap to other monsters. This will make for what I believe to be some very interesting scenarios.

Trainers
Trainers have officially been added to the map! Trainer battles, like others consist of multiple monsters and give you Chrons (Money - btw if this is a bad word due to Chrons disease please let me know) afterwards. All battles including trainers happen directly on the map as well.

Wild Monsters
Wild monsters now spawn on the map and have their own personalities.

Scared - These monsters will run from you. When you get close they shiver in fear... but never fret, feeding them will make them like you.
Aloof - These mons don't care at all. They won't run or attack.
Angry - These will chase you if you get too close with either the player or monster in control.
Monsters now spawn on the map naturally randomly. When battling, if you lose they will stay on the map as well and chase you down. The player only unalives when attacked with no healthy Chronomon.

Other Updates
There is a huge list and full update log on Discord if your interested but i'll sum them up here really quick. We have a massive improvement in overall systems fixing various (or many) bugs. A huge amount of QOL changes have been added as well. Many new monsters have been added along with some new quests. One of which opening up a sewer and a boss! Beware however. The sewer is a dangerous slime filled labrinth. hint Bring a fire or electric monster with you, they glow in the dark =)

Other News and Development
As we close the chapter on this last update it's time to move forward on building out the actual game. Don't worry though, soooo many new features will be coming. We haven't touched the tip of it =)

Our map has been built out and will have over 200 massive maps on it. Twice the size of early gen Pokemon games.

Please let me know your thoughts and again thank you for being with me here on this journey!

- Dev

Devblog P.6 - Crafting and Building

Devblog P.6 - Crafting and building

For the demo, there is a very limited amount of things to craft but I plan to expand this exponentially! Creating items to build as a developer is very very easy. With that said, if you have any ideas or things you have always wanted to decorate with please let me know! Other farm games are limited but I don't think we should be.

Also, please let me know if you like these daily updates. I don't won't to blow up any news channels if it feels like too often.

[previewyoutube][/previewyoutube]

Devblog P5. - Battles

Devblog P.5 - Battles

Today we cover battles, at least a very simple part of them and how I went the direction of making them happen on the map.

Future updates will allow the skills to manipulate the environment. Think, fire burns grass, criticas shake trees, air attacks move bushes etc. The possibilities are awesome and endless. I can't wait to update this video to show some more!

[previewyoutube][/previewyoutube]

Devblog P.1 - P4! New devblog series!

Hello everyone!

I decided to start a devblog last week and think I will keep it going. Here are the first 4!
Please let me know if you enjoy this content and want to see more.

The blogs will be coming out almost everyday and will upload them here.

DevBlog P.1
[previewyoutube][/previewyoutube]

DevBlog P.2
[previewyoutube][/previewyoutube]

DevBlog P.3
[previewyoutube][/previewyoutube]

DevBlog P.4
[previewyoutube][/previewyoutube]

January Dev-Log

Mid- January Update




Hello everyone! It's been almost a month since he last update and I wanted to keep everyone in the loop. I have been hard at work setting up very code heavy features. Here is what has been accomplished since we last spoke =)

[h2]Imprint Systems[/h2]
The last vote in Discord was to implement the Chronomon imprint system (Passive skill trees). This was on of the larger things to tackle. Here is how it will work.

  • Each monster can be assigned 3 different skill trees, randomly given when you first encounter them.
  • 13 trees, one for each element. 3 different element tree types. There is an Attack, Defense and Support tree making a total of 39 total tree types you can have. A total of 390 total different skills exist. (This is why it took so long lol)
  • The attack skill tree can only be given to a monster of that element. (so you can't have a fire attack tree on a water monster)
  • Passive skills can range from base stat increases, party damage modifications, condition immunity and so on. Check them out on the next demo!
  • To unlock nodes (total of 10) in the tree, you must defeat the Chronomon of that element adding 1 to the imprint system. It takes 30 wins to unlock a node, needing a total of 300 wins of that element to unlock the final node.




[h2]--- Other Features in the works ---[/h2]
Here are other things that will be in the next update.

  • New "Spectral" element
  • Exp share for all participating monsters
  • New battle animations
  • Timed status effects in battle (Wet, Shrapnel, Regen, Rust)
  • Held items for Chronomon
  • Loads of minor changes, QOL and bug fixes (Check discord for list)


[h2]--- Nintendo Switch Update ---[/h2]
I spoke to a representative at Nintendo last week and before approving Chronomon, they would like to see a version that represents the full game beforehand, not just a demo.

I am very confident that Chronomon will release on the Switch.



I will be working hard on getting the next update for the demo out! It shouldn't be more than a week or 2. This current update has a very VERY large amount of backend stuff to help increase my productivity as well. I'll keep you updated and again, thank you for being here!

- Dev