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June dev-log

[p]Hi everyone![/p][p][/p][p]In the past month, I am still busy with the production of missions.[/p][p][/p][p]My current workflow is: Design about a dozen missions each time, complete the level design and dialogue text. Sort out the new characters and units that appear in this batch of missions. Draw the character portraits and unit combat animations. Put all the new art resources into the game and debug the levels.[/p][p][/p][p]This way of working allows me to focus on the shaping of certain series of stories and characters for a period of time, so that the missions can have story connections and similar design styles, but not become a emotionless assembly line production of hundreds of missions in batches. This boring but solid process needs to be repeated about four to five times before the mission content of Chaos Front can be concluded.[/p][p][/p][p]At the same time, I also made some improvements to the game when I had ideas. For example, now we can right-click the unit chess pieces on the battlefield to view their detailed data. The display of character stories and items has been added to the data interface. We can better understand the hundreds of characters that appear in the world of Chaos Front.[/p][p][/p][p][/p][p]That’s all for this dev-log. See you next month.[/p][p][/p][p][/p][p]Han Zhiyu[/p][p][/p]

May dev-log

Hi everyone!

While I am busy drawing, I find it‘s time to write a new dev-log.

In the two months since the Next Fest, I have completed about a dozen character portraits and a dozen unit designs and animations. The development progress is slower than I expected. But a lot of basic work has been completed, such as the animations of the beam field and the magnetic field, the logic and animation of the spacemine, etc. Of course, time was wasted in several failed attempts.

This time, let me introduce the spacemine in Chaos Front. In Chaos Galaxy 2, I actually tried to develop some mines, but found that this type of unit is very useless in a grand strategy game, so it was not implemented in CG2 in the end. But in the missions of Chaos Front, I found that mines are interesting.



The enemy's mines will be laid in the battlemap in an invisible way. We can use our ship's Detect to find them. When our units move near the mines, they will also be found. However, if our units move through a mine tile, we will be ambushed, and will not only take explosion damage and fall into chaos for 1 turn, but also take debuffs such as burn, corrosion, and E-disrupt depending on the mine type. You can directly clear them by assaulting or bombarding.

In the game process, there will be some missions that require searching and clearing enemy minefields. Sometimes you can also use friendly mines to hinder the enemy. In addition, we can also try to push the enemy to minefields with rams...

It is Children's Day and Chinse Duanwu Festival, I wish you good health and happiness. Let's talk again next month.



Han Zhiyu

Spanish-LATAM available! Request for testing and reports

A new good news!

Two months ago, a friend contacted me and said he wanted to translate Chaos Front into Spanish-LATAM. He is Genow, and he used to work for the famous game Bug Fables.

After two months of hard work, he has completed the Spanish-LATAM version of Chaos Front DEMO!

However, since I don't know Spanish, and it is difficult for him to complete a comprehensive testing of the entire game alone. Therefore, we hope that Spanish speaking players of Chaos Front can help us test and improve the text. You can download the DEMO and choose the Español - Latinoamérica version. Look for the part that is showing incomplete or untranslated in it, take a screenshot and send it to us.

You can report it in this post on the Steam forum(https://steamcommunity.com/app/2770330/discussions/0/597400139015921458/) or in the text-edit channel of the discord of Chaos Front.

Every report will make the Spanish text of Chaos Front more perfect! I hope you can contribute your valuable suggestions. Thank you!



Han Zhiyu

Japanese retranslation and April dev-log

Hi everyone!

In the feedbacks of DEMO, many Japanese players mentioned the poor Japanese localization of Chaos Front. So I sent a request for help to Japanese players. We are lucky to get the help of Inaba (eps_r), who has made the Japanese translation mods of Warborn and Inertial Drift. After a month of hard work, he retranslated all the Japanese texts in Chaos Front DEMO, made a lot of changes from worldsetting names to option names, and rewrote the dialogue according to the character's personality. Let us thank him for his enthusiasm and dedication!

The development of the full version game has entered the arduous art mass production stage. According to my work this month, it takes an average of 1 day for each character portrait, and an average of 4 days for the battle animation, weapon effects, and chess pieces of each unit. And now there are still 80 characters and 60 units of art resources that have not been completed. A simple calculation shows that the remaining art work alone will take half a year. Therefore, I changed the release time displayed in the store to the third quarter 2025. In fact, I estimate that the EA of Chaos Front will not start until September or even October. I must apologize to you for the delay in the release time, but I believe that everyone would rather play a more complete game.

Among the new features added this month, it is worth mentioning that the battlefield terrain has become richer. Many players mentioned the lack of multiple terrains in the feedback of DEMO. In the past few weeks, I have added asteroid belts and 3 types of space buildings.

Asteroid belts can increase the dodge rate. But unlike that in Chaos Galaxy, ships can also enter asteroid belts. But light ARMS can move at full speed, and the movement of ships and heavy ARMS in asteroid belts is halved.



Space buildings include factories, depots and institutes. Factories can restore the HP of units, depots can restore the EN of units, and institutes can restore the SP of characters. When the units on the building are attacked, the building will also lose durability. When the durability is reduced to 0, the building will become a ruin and lose the original recovery effect, but it can provide the same effect of increasing the dodge rate as the asteroid belt.



In addition, I also envision the possibility of adding stellar storms and black holes, but I am still thinking about their visual and effect performance.

One more thing, the Switch version of Chaos Galaxy 2 will be released in the Nintendo Store on May 8th. Friends who are interested in it can pay attention!

Well, I have to continue to draw the art resources. See you in the devlog next month.


Han Zhiyu

Next Fest Report, DEMO 0.2, English Polishing

Hello everyone!

It has been a week since the Next Fest. After the busy work at this stage, I finally have time to report to you.

From the release of the DEMO to the end of the Next Fest, the DEMO has been downloaded more than 7,000 times, and the number of wishlists has increased by 5,000. Compared with the performance of Chaos Galaxy 2 during the Next Fest in 2022, Chaos Front has doubled in popularity. Thank you for the support of old friends of the Chaos Galaxy series and new friends who like Chaos Front!

In the past half-month, I have received a lot of player feedback. Almost all the BUG reports received have been fixed. A lot of functional optimizations have been added based on DEMO 0.1. Here, I will select some important changes to report to you.

1. We have modified the save mechanism. Even if the game ends abnormally when saving, the existing save will not be lost.
2. Speed up the display speed of the interface and dialogue.
3. When playing the prologue, you can hold down the left mouse to pause the game to read the text.
4. During the battle animation, you can hold down the left or right mouse to play the animation at 2x speed.
5. In the battle confirmation interface, the hit rate to the target is displayed.
6. In the battle confirmation interface, if the player characters can use skills, a prompt grid will flash on the panel.
7. Added the mouse hover prompts for characters. You can see the data of characters in the interface for Selecting Protagonist Company and the interface for Mission rewards.
8. When you hover the mouse over the battlefield tiles, information such as the fog level, reefs, which captain the units are under command of, and the moving range of units will be displayed.

In addition, players who use English should find that the quality of English text in the game has improved dramatically in the past week. This is all the meticulous work of volunteer X-Calibre. He and I have repeatedly discussed every concept, name, and character in the game setting to find a description that is more suitable for Western culture. Let us express our sincere gratitude to him.

Based on DEMO 0.2, I will continue to develop the main content of Chaos Front. Since each of the four protagonists has a completely independent story process, I think the overall development time will be long. I hope to start the EA of the game in the third quarter of this year (the earliest time is at the end of July). At the beginning of EA, there will only be two protagonists to choose from. EA is expected to last about half a year, and the third and fourth protagonists, as well as other possible new features, will be completed before the official version.

Finally, thank you again for your support. My friends. Meet you in the devlog next month.

Han Zhiyu