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Chronicon News

Update 1.53.1 - Fixes

[p]Hey everyone!

Thanks for the reports![/p][p]Here's a small update with some fixes for recently reported issues.[/p][p]Do let me know if you experience any other issues, or if something persists.[/p][p][/p][p]Have a good weekend![/p][p]-Squarebit[/p][p] [/p]
1.53.1:
[p]
[/p][h2]FIXES:[/h2]
  • [p]Fixed crash when using "force move" with Click To Move.[/p]
  • [p]Fixed crash that could happen if an enemy affected by Vine Shot died just as it dealt damage to attached enemies.[/p]
  • [p]Fixed the Mechanist's Power Bots not working properly.[/p]
  • [p]Fixed the Continue button sometimes displaying your character's name in all lower case.[/p]
  • [p]Fixed scaling & Zoom issue with gamepads and the Expedition Map UI.[/p]
  • [p]Fixed several issues with the controller/keyboard hotswap where some UI elements would not properly swap, and sometimes it would swap back to keyboard unprompted.[/p]
  • [p]Fixed Endless Random Anomalies granting double rewards.[/p]
  • [p]The Endgame Waypoint will now remember if you were repeating an Endless Random Anomaly, rather than always putting the slider at max (or most recent Tier +1).[/p]
  • [p]Added back the Rename button to the Hero Load menu. I don't know why I removed it. [/p]
  • [p]Added back the in-game changelogs (forgot this was a thing!)
    [/p]

Update 1.53.0 is live!

[p]Hey everyone! It's been amazing to see so many being hyped about new content! Here's the first of several updates, touching a little on most areas of the game. I've mostly been going over feedback from the last few years, fixing issues, adding some popular suggestions, rounding out a few builds, that kind of stuff - just to get into the rhythm again! The plan is to deliver as many updates as I can, while also working on some bigger things in the meantime. [/p][p][/p][p]If there's anything particular you want to see in these updates, please make a post in the re-opened Suggestion Box forum, or the Suggestion-Box channel on our Discord. I am very open to suggestions and feedback, and would love to hear from you! Also on our Discord, right now you can vote in a poll on what you'd be most interested in seeing in the future of Chronicon... So do check that out![/p][p]Official Discord

Anyway, without further ado, here's the full notes for our first new update![/p][p][/p][p]

[/p]
Chronicon Revival 1.53.0:
[p]
[/p][h2]IMPORTANT NOTES:[/h2]
  • [p]WINDOWS 7 is no longer supported by the game engine.
    [/p]
  • [p]If you are still using Windows 7, I have created a separate branch for you so you can still play the game as it was with "The Final Update" 1.52.0, but you will not be able to receive this or any other future updates or other content.
    [/p]
  • [p]Here is how to access this branch to still play the game (it's very simple!): [dynamiclink][/dynamiclink]
    [/p]
  • [p]If you are playing on LINUX or STEAM DECK I would recommend switching to the Proton version, as I am currently not able to update the native Linux build due to technical problems.
    [/p]
  • [p]Bonus: The controller issues are not present when running via Proton. :-)
    [/p]
[p]

[/p][h2]NEW STUFF:[/h2][p]
BOOKS OF LORE:
[/p]
  • [p]Added floating Books of Lore throughout the game world. Find and collect them to learn about the game lore!
    [/p]
  • [p]Note: Prologue lore books are based on Act progression. And The Mechanist lore books require you to play as the Mechanist to spawn. These all Spawn in The Chronicon.
    [/p]
  • [p]Added a new tab to the Codex with collectible Lore entries listed.
    [/p]
[p]AUTOCAST:
[/p]
  • [p]You can now tick "Auto" from the Skill Bind menu in the skill tree.
    [/p]
  • [p]If a skill is ticked to "Auto", pressing the key/button of the slot it's assigned to will toggle Auto Cast on and off.
    [/p]
  • [p]They can be toggled on/off at any time.
    [/p]
  • [p]A Checkmark is applied to skill slots on the skill bar with Auto Cast toggled on.
    [/p]
  • [p]Also note that all Error speech gets muted while auto casting, for your sanity.
    [/p]
[p]WARDROBE:
[/p]
  • [p]The Wardrobe now has a second page in which you can change the appearance of your Ancient Beast to look like the Lesser or Hatchling stages even when fully grown.
    [/p]
  • [p]This is cosmetic only so it does not affect inventory space, artifact setups, etc.
    [/p]
[p]CONTROLLER HOTSWAP:
[/p]
  • [p]Added a hotswap between controller and mouse and keyboard which can be toggled by pressing any button on either keyboard/mouse/controller.
    [/p]
  • [p]This now allows you to for example use the mouse to manage your inventory even if you prefer playing with a controller.
    [/p]
  • [p]NOTE: Only works when playing singleplayer.
    [/p]
[p]
[/p][h2]CLASSES & ITEMS:[/h2][p]
ALL:
[/p]
  • [p]Companions now always use max rank of their skills where possible. If your Companion Skill itself is beyond max Rank, any bonus Ranks will also be applied to the skills they use.
    [/p]
  • [p]Stormchasers: increased the radius to 6 meters (was 5).
    [/p]
  • [p]Lusombra's Path is no longer Templar only.
    [/p]
  • [p]Added 117 lines of flavor texts and lore on all class set items and a few misc items.
    [/p]
[p]TEMPLAR:
[/p]
  • [p]Contra (TL Shield) now also increases the damage of Phantom Shield (passive).
    [/p]
  • [p]Molten Steel (passive linked to Molten Shield, Exploding Shield, and Pyre) now deals direct damage based off the linked skill's damage, in a radius around the Templar, on cast. Previously it stated that it dealt static indirect damage around foes hit, but in reality it actually didn't do anything because I forgot to actually add it. Several years ago. Oops.
    [/p]
[p]BERSERKER:
[/p]
  • [p]The Health Regen effect added to Embershield from Flamebound Armor is now also affected by the Flamebound Mastery Perk (20% increased effect of Embershield).
    [/p]
  • [p]Molten Medallion is now based on HEALTH Regeneration instead of MANA Regeneration.
    [/p]
  • [p]Rimeheart increased the damage bonus to 30/40/50/100/200/500%, up from 30/40/50/70/100/300%. Now also triggers Frost Winds on tick.
    [/p]
  • [p]Skysoul Set changes:
    [/p]
  • [p]2) Damage buffed to 200%, up from 150%. Duration increased to 7 seconds, from 5.
    [/p]
  • [p]3) The Dragon Soul now deals an aoe damage burst based on the total damage of the damaging debuff (DOT) applied on its target.
    [/p]
[p]WARDEN:
[/p]
  • [p]Wolf Tooth Necklace now rolls +Bleed Damage%, and the Bleed effect applied by the Wolves now take all of the Warden's +Bleed Damage% into account.
    [/p]
[p]WARLOCK:
[/p]
  • [p]Staff of Screaming Skulls now also makes the bouncing skull deal 50% of the total remaning damage if it cannot make all the bounces.
    [/p]
[p]MECHANIST:
[/p]
  • [p]Improved Ammo rune now also affects the Rocketman power if you have both equipped.
    [/p]
  • [p]Engineer's Signet now also adds ranks to Killbot.
    [/p]
[h2]QOL:[/h2]
  • [p]When a Dungeon Anomaly boss room door is locked, the entire entry area is now made impassable so that bosses with teleportation spells 100% cannot go through the doors anymore, and any companions shouldn't be able to lock themselves out.
    [/p]
  • [p]Endless Random Anomalies now present two portals, one to advance to the next tier, and another to repeat the current tier, to make farming smoother.
    [/p]
  • [p]Added a slight cooldown to interacting with portals after entering a new Anomaly, so you don't accidentally leave it immediately.
    [/p]
  • [p]Added a keyboard shortcut for the Beast Inventory (default "B"), and for the Stats page (default "T").
    [/p]
  • [p]Chantelle the Ancient Enchantress and your Stashes are now present in the Hellforge.
    [/p]
  • [p]Radial loot now only attempts to loot items once if you don't have any room in the inventory, rather than endlessly juggling them.
    [/p]
  • [p]Radial loot can now also loot stuff that is mid-air before it has fallen to the ground.
    [/p]
  • [p]Pickups, materials, etc can now also be looted mid-air.
    [/p]
  • [p]You can now remove your current Ancient Beast via the Ø button in the Beast Swap menu in the Incubator, if you prefer to go alone, or accidentally select one.
    [/p]
  • [p]Holiday Gifts can now be spam opened without any cooldown.
    [/p]
[p]
[/p][h2]VISUALS:[/h2]
  • [p]Updated lighting system and spell effects system to produce better, less over-saturated, light blending.
    [/p]
  • [p]Entirely disabled the base level Bloom effect in snow areas to be (slightly) less blinding. Some stuff still kinda disappears though.
    [/p]
[h2]MISC/UI:[/h2]
  • [p]Added icons with keyboard shortcuts for inventory, skills, etc to the HUD display when playing with mouse & keyboard.
    [/p]
  • [p]Loading screen images are no longer stretched to fit any aspect ratio, and will now just add black borders to maintain the original 16:9 aspect ratio.
    [/p]
[p]
[/p][h2]FIXES:[/h2]
  • [p]Fixed being able to obtain the quest "Hungry Hungry Gluttons" before unlocking the related zone.
    [/p]
  • [p]Fixed Elementium Point (Warden) making the affected skills not work with all linked skills (ie Quickdraw should still work with Razor Wind now rather than exclusively Archery skills).
    [/p]
  • [p]Fixed Leaking Containers + Gas Salvage (Mechanist passive/mastery) not working as intended.
    [/p]
  • [p]Fixed Poison Munitions (Mechanist passive) not affecting Gas Bomb, Acid Blast, and Poison Mine.
    [/p]
  • [p]Fixed Stinger (Mechanist skill) not being considered a Turret for powers that used the number of Turrets to determine effects.
    [/p]
  • [p]Fixed Meat Grinder (Mechanist TL Axe) not increasing range of Axe skills.
    [/p]
  • [p]Fixed Profanation (Warlock Shadow Mastery) not increasing the effect of Masochism.
    [/p]
  • [p]Fixed Wolfmother (Warden Frost Mastery) working without any wolves.
    [/p]
  • [p]Fixed missing hotkey for final tab of the Shared Stash (can now press 8 to open it).
    [/p]
  • [p]Fixed several rounding errors in tooltip displays.
    [/p]
  • [p]Fixed the Enchant Index in the enchanting view showing Ammo enchants for non-Mechanists (visual only, as these would not roll anyway).
    [/p]
  • [p]Fixed some UI-related crashes in local co-op (let me know if you still get any, these are very obscure and hard to pin-point).
    [/p]
  • [p]Possible fix for the rare "Medella casting blood bolts forever on death" visual bug.
    [/p]
  • [p]Fixed some Ultimate ability visual effects such as wings rendering in front of characters when moving upwards, rather than behind them on their backs.
    [/p]
  • [p]Fixed the Master's Command set incorrectly forcing healthbars on player companions and Ancient Beasts to be rendered.
    [/p]
  • [p]Fixed similar issue where Master's Command would also remove companion nametags despite being enabled in the options.
    [/p]
  • [p]Fixed issue where Ancient Beasts would have healthbars rendered when Overhead Healthbars was enabled, despite being non-combat and invulnerable.
    [/p]
  • [p]Fixed Mechanist set items being in the wrong order in the Codex. (Weapon and Offhand were swapped)
    [/p]
  • [p]Fixed some missing characters for Chinese.
    [/p]
  • [p]Fixed some missing strings for several languages that defaulted to English.
    [/p]
  • [p]Should now be able to swap audio devices (such as a BT headset) without restarting the game.
    [/p]
  • [p]Added missing icon for the "Random Lesser Rune" transmutation recipe.
    [/p]

Chronicon 5th release anniversary & Revival

[p]Hey everyone!

Today marks the 5th anniversary of Chronicon 1.0, and a little over 10 years since we first hit Steam Early Access. I can't believe it's been so long! [/p][p]It's also been about 2½ years since I released The Final Update and the Complete Edition... which I guess should soon be renamed to the Completerer? Completerest? Because, yes, I am indeed back and working on Chronicon again![/p][p]Next week, we're launching update 1.53.0, featuring extended and updated (and collectible) lore, a wardrobe function for your Ancient Beasts, a proper auto-cast system that can be toggled on/off, controller/keyboard hotswapping, and some fixes, tweaks, build buffs, QoL changes, and more.[/p][p]This is only the start however, as you can expect more similar updates as we catch up on feedback gathered over the past few years - and hopefully new feedback as well! [/p][p]...and for the future, even larger things are on the horizon.[/p][p][/p][p]We're of course still supporting and actively working on new content and improvements for Chronicon: Survivors as well, and our other, secret-ish, project is making good progress! The team has grown significantly, so tackling 3 projects at once is actually possible - and a lot of fun![/p][p][/p][p]Anyway, that's all for now! Keep an eye out for when the update hits, and check in on our Discord to hang out and share any ideas, suggestions, or even gripes you may have with either of the games, and we'll be happy to take your feedback!

Hope to see you there!

- Squarebit[/p][p][/p][p]Join our Discord![/p]

Into 2025 and beyond!

Hey Everyone!

Thank you for another great year in the Chronicon community!

This year has been very exciting as we announced two new games in the Chronicon universe, and then immediately released one of them! We also welcomed a lot of new members to our Discord, now totaling nearly 4,500 people. Pretty neat!

For 2025 we are continuing work on Chronicon: Survivors with more updates, in particular a big update with new weapon mechanics and progression mechanics. C:S is already in a much better state than on launch (which, admittedly, we fumbled), and with the upcoming changes and additions, we think it'll be in a pretty good spot!

We're also getting our next game into BETA sometime in the second half of the year. Once that happens, we'll be ready to make some more public posts with screenshots, game name, and such, so keep an eye out for that!

We also set up a Chronicon Universe bundle in which all current (and future!) games and related DLC, soundtracks, etc., will go.

You can find that here:

https://store.steampowered.com/bundle/44000/Chronicon_Universe_Bundle/


That's all for now!

Thanks again for another great year of Chronicon - and we'll catch you in the next one.
Happy holidays, and a happy new year!

- Squarebit & Marruu

New Games!

Hello everyone!

It's been a while. And we've been busy.

Today marks the release anniversary of Chronicon 1.0. I can't believe it's been 4 years already!
And to celebrate, we're releasing a small game. Right now!

As we were making good progress on our next game, we moved out of prototyping and onto creating all the art. And since I (Squarebit) can't draw at all... I found myself with a lot of free time as our team of artists got to work. So I started a little pet project and it turned into...

Chronicon: Survivors!

To absolutely no one's surprise, I imagine. ːsteammockingː

It's my personal take on the recent horde survivors trend, with a faster pace as Chronicon players will be accustomed to, and many familiar characters, enemies, and locations. It also gave me a unique opportunity to add things that were scrapped from Chronicon (due to being a bad fit for that game in particular) such as weapon/item/skill ideas, some unused assets, etc. Of course, there is also a bunch of new things, enemies, etc introduced! I partnered up with Mike again and he produced a heavy 13 part soundtrack for the game.

So if any of that sounds interesting, you can check it out here:

https://store.steampowered.com/app/2815610/Chronicon_Survivors/

We've also made a Chronicon Universe Bundle, which is basically everything Chronicon, that lets you grab anything you don't own already with a slight (permanent) discount. We'll be adding any and all future games/dlc/soundtracks we make in the Chronicon universe to this bundle, always giving fans of the game(s) an extra discount.


https://store.steampowered.com/bundle/44000/Chronicon_Universe_Bundle/


[h3]But what of the next game?[/h3] I'm not going to spoil too much just yet, But I can tell you it's indeed part of the Chronicon universe, and more of a roguelike format. It's also a pretty big undertaking - despite being a smaller, shorter project - and our team has grown significantly! (We do have a spot open, if you're interested in joining us, read more here.)

I have some cool concept art to share with you, courtesy of our environment & prop artist, gab_paints.





As you can see we're working hard on trying to produce better visuals than previous game(s)!

With that in mind, the next game will take a while, and we'll do our best to keep you updated every once in a while. We'll slip in an update for you guys in our yearly end of year post, I think!

Until then, be well, be safe, and have fun!

Squarebit & Marruu