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  3. Chrono Dispatch - June 20, 2025

Chrono Dispatch - June 20, 2025

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Hello, Ascenders!

Welcome to the third Chrono Dispatch.


[h3]◼ Next Fest Has Concluded![/h3]



During this Next Fest, more Ascenders than ever joined us in-game!

Thanks to all the valuable reviews you left, we even achieved a recent rating of "Overwhelmingly Positive". We sincerely appreciate your support!


Some of our most enthusiastic Ascenders know that we ran a survey to gather your thoughts on future development. That survey gave us a clear picture of which content you want most!

In this Dispatch, we’ll revisit those results and talk about the path ahead.



First, strengthening the systems for item farming and crafting was the top request! We were thrilled to see it aligns perfectly with the direction we’ve been heading.

Requests for new stages and sustainable content came in second. We’ll keep adding diverse areas and challenges to ensure your adventure never grows stale.

There were also features that received more—or less—interest than expected, which we found intriguing. But fewer votes doesn’t mean an idea gets ignored! Based on your detailed feedback for each item, we’ll be reshuffling our long-term development priorities.

Thank you to all Ascenders who played passionately and took the time to complete the survey.



[h3]◼ Optimization Update News[/h3]

While Next Fest gave us clues about our future roadmap, it also highlighted some performance bottlenecks that were getting in the way of smooth play. Thank you again to everyone who reported issues and shared feedback!

In this update, we’ve resolved various performance bottlenecks across the game so you can enjoy a smoother experience.




◼ Projectile Handling Optimization

We’ve partially mitigated the frame drops caused by firing many projectiles at once.

Previously, you may have noticed major drops when multiple projectile hits triggered simultaneously. Now, we’ve simplified collision detection for high-hit attacks and removed unnecessary updates to reduce the computational load.


◼ Enemy Entity Optimization

We’ve also addressed the frame drops that occurred when enemy counts surged after entering Stage 2.

While we already limited updates to active combatants, performance still lagged when too many enemies appeared. We’ve introduced new logic to drastically lower update frequency, so you’ll see more stable performance even amidst large hordes.


◼ Terrain Collision Optimization

We minimized the calculations for interacting with collision objects placed throughout the map.

In the past, moving around would trigger excessive collision checks; now the overall collision complexity is simplified to reduce the processing burden.


◼ Unnecessary Update Minimization

We’ve tightened restrictions on update calls for objects that aren’t visible or affecting gameplay.

By variably adjusting execution frequency for background object updates, AI logic, and other repeated computations, the CPU can focus on core tasks.



It’s not perfect yet, but you should notice a clear step up in performance!

Next up, we’ll tackle graphics rendering optimizations to eliminate more bottlenecks and improve stability on additional hardware—so stay tuned!



[h3]◼ Keep Journeying With Us![/h3]

Your passion and feedback during Next Fest have been a powerful driving force. We’ll continue listening to every Ascender’s voice and repay you with even more polished updates!

Thank you.


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