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Enter the Chronosphere News

Enter the Chronosphere - Version 127

Chronosphere version 127


We've made some fundamental changes to our our level generation system. This is the foundation for more complexity and variety of runs, as well as enabling more interesting mission objectives (stay tuned!).

We've also made a few of quality of life improvements, as well as the usual bugfixes and some tweaks to the new tutorial.

Our focus at the moment is building out more content and generally smoothing out the experience. We're always looking for feedback, especially if you're just playing for the first time. So let us know what you think of new changes, tell us about anything that irks you, and what else you'd like to see.

While some of the new content is for the release (no date announced yet), the next demo is going to include a few new missions and unlocks. :-)

[h2]Changelog[/h2]

[h2]🏓 Gameplay[/h2]
  • Changed stabiliser heal to 40HP (from full heal). They now appear on nearly every floor.
  • Updated the amount of enemies/hazards over the course of a full run.
  • Removed the "Wild Card" irregular sphere.
  • Cows no longer try to herd through walls.
  • The final boss will now start spawned in, instead of appearing suddenly after 1 turn.
  • Fixed a bug causing drilling and ricochet to occasionally fail with certain projectiles.
  • Statuses now attribute to the last applicant, so gear like Company Policy will trigger when killing enemies with fire, poison etc.


[h2]🦋 Progression[/h2]
  • Coordinates can now only appear after the first miniboss floor has been passed.


[h2]🖼️ Art[/h2]
  • Updated tutorial hazards visuals.
  • AOEs and explosion indicators should now correctly update when doors change between open/closed nearby.
  • Fixed bug where spawn effects could persist when abandoning a run.
  • Restored lighting on thrown weapons.


[h2]📚 Tutorialization[/h2]
  • Added instruction to kill all targets in quickdraw tutorial when failure is triggered.


[h2]🗺️ Level Generation[/h2]
  • Archways will no longer generate over doorways which are closely aligned with the camera direction. (Reported by @googlefrog)
  • Created 3 new spheres for the main game, replacing the old ones.
  • Small spheres now have 11 floors and large spheres have 15 floors.
  • Small spheres have now have 1 main biome, and large spheres have 3 (in varying amounts).
  • Added more authored layout generation to larger maps. Keep an eye out for the "chronut" floor!
  • Updated grid generation to produce far less spindly areas around the perimeter of the map.
  • Enabled generating floors in any order, reducing load time when restoring a an in-progress run.
  • Removed Reality Leak and Biome Core special floors.
  • Removed stabilizers from irregular spheres with special health-related mechanics.


[h2]✅ UI[/h2]
  • Added callouts to various points of interest on the sphere select screen, such as specific rooms.
  • Fix bug where control prompt would overlap final boss health bar.
  • Fix bug where enemy aim indicators would turn red when making an invalid aim (e.g. aiming an empty gun or item with no charges).
  • Add confirmation dialog before resetting progress from options.
  • Show reload amount when hovering player for reload.
  • Show item name when aiming item that's out of charges, cooling down, or otherwise unavailable.
  • Fix issue where reload amount was not previewed when enemies were reloading.
  • Moved narrative to a new system, this also fixes characters going off-screen on ultrawide. (Reported by @barrygillis)
  • The amount reloaded is shown as text in the world.


[h2]🔊 Audio[/h2]
  • Added Success and Failure SFX for Tutorial.
  • New SFX for Twisted Biome Enemies


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 126

Chronosphere version 126


The biggest thing in 126 is the tutorial rework. We saw a lot of people struggling with it at PAX, so hopefully this new version creates a nicer intro to the game.

If you're reading this you've probably already completed the tutorial. If you're up to it, do us a solid give it a shot anyway. Let us know what you think. 😁

Also a few other fixes and changes below.

[h2]Changelog[/h2]

[h3]📚 Tutorialization[/h3]
  • Reworked tutorial after watching people play at PAX Aus!


[h3]🦋 Progression[/h3]
  • Rewards are shown in the main menu and not at the end of a run.


[h3]🏓 Gameplay[/h3]
  • Reverse Gun bullets will no longer hit you, inflicting statuses or other effects.
  • Reverse Gun now pulls bullets directly out of environmental surfaces ahead instead of thin air, removed drilling effect.
  • Fixed bug where move commands could be immediately executed when exiting a chest.
  • Cows now move in flocks. 🐄🐄🐄
  • Bushranger Armor will no longer active on hits that deal 0 damage to you.
  • Bushranger Armor now activates after Hardened Carapace.
  • Bushranger Armor now shows 1 charge when available.
  • Sprinting now only cancels when in line of sight of nearby enemies.
  • Movement speed while sprinting now increases over several turns and kicks in sooner after leaving combat.


[h3]✅ UI[/h3]
  • Fix bug where control prompts toggle would not apply immediately during a run.
  • Control bindings are now styled differently from paragraph text.
  • Fixed issue where post run statistics weren't updating.
  • Fixed bug where ammo bar width failed to initialize (Reported by @googlefrog)
  • Animated the item cooldown wipe.


[h3]🖼️ Art[/h3]
  • Explosion scorch marks and cracks are masked off over holes.
  • Fixed some projectiles receiving their own drop shadows.
  • Silhouettes of projectiles obscured behind walls are now white for improved visibility.


[h3]🤖 Tech[/h3]
  • Fix bug that could result in a softlock when restoring an incompatible save game file.


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 125

Thanks to everyone who came to visit our PAX Aus booth. We had a lot of fun, and it seems most people who played did too! Hello to all our new players!

This is the first update to our demo. We delayed one week for PAX, but we're back to our two-week cycle from now on!

Biggest change here is adding aim and move indicators to enemies, as well as fixing indicators where they were wrong or missing, including melee weapons.

[h2]Changelog[/h2]

[h3]🏓 Gameplay[/h3]
  • Fixed an issue causing mods to not appear in the demo.
  • Prevent melee clash hitstop when two enemies are fighting offscreen.
  • Fix missing aura effect on Close Combat, Out of Touch, Broodmother, Twitch and Biofuel.


[h3]🤖 Tech[/h3]
  • Resetting control settings properly updates UI.
  • Fixed bug where resetting controls using a different device would fail.
  • Fixed a crash when abandoning run while exiting a level.
  • Optimization: Decorations that respond to touch now use a shader instead of the CPU.


[h3]✅ UI[/h3]
  • Fixed bug where run victory screen said that you died. (Reported by @reuben)
  • Gadgets with no charge limit show as :infinity: in HUD.
  • Fix error calculating scimitar's spinning slash aim indicator mesh.
  • Fixed visual bug where gamepad could focus and toggle task checkboxes.
  • Instability level up has been reduced to one screen.
  • Show enemy move indicators.
  • Show aim indicators for "fire point" spaced weapons (Starshard, Mining Laser).
  • Indicate initial angle of swinging laser attacks (Disintegrator draw attack).
  • Add aim indicators for melee weapons.
  • Beam attack aim indicators reflect beam width adjustment.
  • Extend projectile aim indicators to reflect the length of projectiles (not just the point they move to).
  • Show aim indicators for non-player actors.
  • Fix debrief button hover state.
  • Fixed aim and move indicators not displaying over pits in the tutorial.


[h3]🔊 Audio[/h3]
  • Fixed bug where UI audio played multiple times when hovering (Reported by @atezian)
  • More Rexogenous audio.


[h3]📚 Tutorialization[/h3]
  • Fixed issue where quickdraw tutorial could be completed with attack.


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 123

Just a quick hotfix on yesterday's release. Turns out there was a bug that didn't save mission progress on save. Now fixed, so apologies for any lost progress.

We're generally on a two-week release schedule, but the next update may be delayed a little. We're going to have our hands full with Melbourne International Games Week in early October.

Speaking of—we'll be at PAX Aus. We'll post a proper Steam update with details soon. :-)


[h2]Changelog[/h2]
  • Play less intense music during intro story.
  • Fix issue where mission progress was not saved on save and quit.


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 demo out now!

Enter the Chronosphere demo out now!


We released our new demo along with a new trailer!

[previewyoutube][/previewyoutube]

Thanks to everyone who has helped us with bug reports and feedback. The game is
in a much stronger place because of it—and there is much more to come!

We're shutting down the open beta too, so if you're still playing you'll need to
swap over to the demo. The demo is our new build target so we'll be updating it
regularly.

[h2]Highlights[/h2]

[h2]🦋 Progression[/h2]
  • Add intro story.
  • Added debrief conversations to main missions.
  • Re-ordered and updated some missions.
  • Regenerate spheres and update characters after mission debrief (so that newly unlocked options can be seen).


[h2]🏓 Gameplay[/h2]
  • Removed upgrader stations from all special floors.
  • Changed certain mission objectives.
  • Fixed an issue causing boss phases to count as separate unique enemies for the Beyond Reality mission objective.


[h2]🖼️ Art[/h2]
  • Added a floor path for stabilizers.
  • Adjusted the appearance of mod station floor paths.
  • Fixed explosions playing when re-entering a floor. (Reported by @chatman7304)


[h2]📖 Story[/h2]
  • Update Lillypilly dialogue art.
  • Correctly scale characters in narrative view.


[h2]✅ UI[/h2]
  • Fix issue where aim indicators appeared more opaque than intended (due to many overlapping aim indicators).
  • Tweak UI styles, using white text in more places.
  • A banner is displayed when a mission debrief is available.
  • Added a counter to track the number of new missions.
  • Update title screen and logo.


[h2]🗺️ Level Generation[/h2]
  • Many level generation improvements that should result in more interesting and rewarding maps.
  • Map generation should now be 30-40% faster than before.


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