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Enter the Chronosphere News

Enter the Chronosphere - Version 135.3

Just squashing a few pesky new bugs. Thanks for the reports!

If you have any feedback or issues, you can reach us in Discord or Steam Discussions.

[h2]Changelog[/h2]

[h3]🏓 Gameplay[/h3]
  • Prevent issue where instant acting gadgets and abilities (e.g. Named Bullet) required an aim input, this also meant that they didn't properly
  • activate when clicked by the mouse because the UI was blocking aim. (Reported by @juh9870, @c1nnbun)
  • Fix issue where key up events were not respected, causing the player to get stuck in a move or aim action. (Reported by @ninmonkey, @ivan_jv)
  • Fix reverse gun not firing. (Reported by @xgit)


[h3]✅ UI[/h3]
  • Fix the little heat/combo/random indicator above the player's head from blocking mouse input and interrupting aiming.


[h3]🤖 Tech[/h3]
  • Added protection against partially running view logic when something goes wrong.


Check out the full changelog.

—Chronosphere Team

Enter the Chronosphere - Version 135

Another huge changelog, here are the highlights!

[h2]Rare weapons[/h2]

20 new rare weapons have been added to the game, only available on the upper levels of the run. Additionally, some existing weapons have been marked rare.

[h2]New bindings[/h2]

We've updated the default keyboard control scheme.
  • Ability: AShift
  • Quickdraw: ESpace
  • Interact: SpaceE


We feel these controls are a bit more conventional and easier to learn. If you've been playing for a bit you may prefer to switch those controls back in the options.

[h2]New enemies and rebalance[/h2]

Molemines has undergone a rebalance, and now features some new enemies. Naildrones and have been replaced by Moledrones, and there is a new mech enemy to fight. It is also possible to find Molio.

Outerback has a new encounter—but I'm not spoiling anything!

[h2]Changelog[/h2]

Here's the whole changelog in no particular order. Thanks as always to everyone who reported issues. You can reach us in Discord or Steam Discussions

[h3]🏓 Gameplay[/h3]
  • Tweaked camera smoothing to prevent motion during input phase.
  • Stop camera from drifting during command phase after a move.
  • Restore per-actor knockback scaling.
  • In the final boss fight, the camera now responds to player movement.
  • It's a him, Molio!
  • Fix some cases of melee strikes clashing when they were intended to pass through each other.
  • Tunnelguard no longer shows up in trios.
  • Surveyor drills now last for 5 turns, and explode.
  • Fix bug where camera would drift after exiting via transporter.
  • Added three new mods to the game.
  • Reduced double barrel shotgun hitstop slightly.
  • Catchable projectiles now have a visual effect, and are easier to catch.
  • Shiny belt has been reworked and added to the game.
  • After investigating rumours of unionization, mole corporate has terminated all naildrones and banned the distribution of nailguns.
  • Moledrones now appear in molemines, and will have to make do with literal rocks.
  • Also, the moles have built mechs.
  • Enemy pipebombs are now safer (for enemies).
  • Drilldrones now take a moment after they emerge from the ground before attacking you.
  • Drilldrones are more consistent at deflecting projectiles.
  • Drilldrones now deal significantly less damage.
  • Molefactories now have less hitstop, two thirds less rate of moles, and more health.
  • Mole health has been standardized across the workforce.
  • Moles now weigh less.
  • There might be scrubs in the shrubs.
  • Reduced hitstop on several clockwork enemies and weapons.
  • 20 new 'rare' weapons added to the game.
  • Rare weapons may now appear in the upper floors of many chronospheres. Take them at your own risk.
  • A few particularly powerful existing weapons have been reclassified as rare weapons.
  • Fixed an issue causing the Lucky Coin item to redirect projectiles incorrectly.
  • Added a short hitstop when a door is destroyed on-screen.
  • Fix issue where Larva hits had too much hitstop.


[h3]✅ UI[/h3]
  • Fix shiny belt icon so it doesn't overflow its bounding box.
  • Fixed inconsistencies when holding left click to skip dialogue.
  • Fix issue where HUD tooltips would not open during action phase.
  • Allow toggling HUD buttons during action phase.
  • Fix HUD performance issue that contributed to hitch when changing between action and command phase.
  • Fix bug where move indicator would appear after exiting via transporter.
  • When no unique mod exists for a weapon yet a "not ready" label is shown in the Idealizer.
  • Tooltips are cleared when entering and exiting a run to prevent them possibly persisting. (Reported by @catastrophy427)
  • Fixed mission parts being numbered incorrectly when many are shown.
  • The pause menu now also shows sphere name, size, floor count, and biomes.
  • Flipped the biome widget so the most common biome is on top.
  • The run summary now shows found/total coordinates, hidden if none.
  • Replaced "demo complete" text on run summary screen so it's clear you can keep playing. (Reported by @ephyles)
  • Fix issue where suggestion to use stabilizer would be shown constantly when max health was low. It will now only show when your heath is down 40HP (the restore amount of a stabilizer) or below 50% health (if that is higher).
  • Add a red vignette shown briefly when hit, with increased prominence when health is lower.
  • Added tooltip for Aura.
  • Hide interact bubbles while previewing other actions.
  • Restore interact bubble blocking clicks (to prevent performing a move with a misclick).


[h3]🤖 Tech[/h3]
  • Change default keyboard bindings: use ability on shift, quickdraw on space and interact on e.
  • Prevent a defeat and victory happening in the same run. It's still possible to die after defeating the boss, but this is now counted as a victory. (Reported by @silentj28)
  • Prevented another rare crash caused by accessing a destroyed physics object.
  • Fixed high speeds tunneling through walls. (Reported by @jotunnofpuns)
  • Add option to scale and disable screenshake.
  • Fixed a major memory leak which held data from previous runs in memory after it completed.
  • Fixed various minor memory leaks.
  • Prevented showing a partially loaded scene if the window was unfocused during loading.
  • Fixed LocaleOverride in options.json not working.


[h3]📖 Story[/h3]
  • Only show a conversation prompt in the hub when there has been no mandatory story or mission debrief.
  • Remove redundant "one year later" from intro story.
  • Stop menu music before starseer flies out.


[h3]🖼️ Art[/h3]
  • Fix bug in Marcia's animation when starting and holding an input during the action phase.
  • Increased the bounciness of level decorations.
  • Made move and aim indicators more visible through walls. (Reported by @superbombsurvivor)
  • Rename quit button to "Save and quit to desktop" (Reported by @red_richard)
  • Restore chest animations when in usage range.
  • Fixed Starseer interior not revealing after intro story.
  • Fixed an issue causing doors to briefly play certain animations at the start of each level.
  • Added some alternate short cutscene variants.
  • Explosions can now push environmental decorations.
  • Mockery bullet new appearance
  • Fix clipping outlines for dynamites and beacon flares
  • Updated MiniBomb appearance
  • Flamelobber and TunnelGuard bomb appearances


[h3]🗺️ Level Generation[/h3]
  • Added protection against broken meshes generating for the floor, blocks, holes, and many other parts of each map.
  • Added protection against hole collision not matching the appearance of the cliff edge.
  • Fixed a bug where larger spheres would prioritize Outerback too heavily.
  • Updated triangulation algorithm to hopefully reduce cases of missing/overlapping floor polygons.
  • The exit to each floor should now appear further from the entry in general.
  • Replaced the "Rewind Time" irregular sphere with a new one.


[h3]🔊 Audio[/h3]
  • SFX for Enemy MoleMech
  • SFX for Doors and Laser Barriers.


Check out the full changelog

—Chronosphere Team

Enter the Chronosphere - Version 134.3

⚠️ Important notice for Apple users

Unity has surprised us by silently changing the default save directory on macOS. If you are a macOS user, you may have found that your progress was reset.

If you haven't noticed the problem then we expect this to resolve the issue cleanly and you can stop reading.

If you did have this issue. Steam will show a Cloud Conflict dialog when you launch the game. Select Cloud Save to use your progress made after the reset, and Local Save for before.

If you haven't launched the game yet, you can find your saves at ~/Library/Application Support/games.EffortStar.EnterTheChronosphere/, and the one created after the Steam Cloud reset at ~/Library/Application Support/Effort Star/Enter The Chronosphere/. If you're unsure, copy these folders before launching the game.

If you have the backups and want a hand repairing the situation, ask us and we'll try to help. You can reach us in Discord or Steam Discussions.

Sorry for any confusion.

[h2]Changelog[/h2]

[h3]🗺️ Level Generation[/h3]
  • Fixed a case where holes could create collision over the walkable area. (Reported by @pseudomasochist)


[h3]🤖 Tech[/h3]
  • Fixed some crashes related to the physics engine being upgraded to Box2D V3. (Reported by @dabor)
  • (OSX Only) Fixed an incorrect Steam Cloud path being set for OSX users, causing their saves to be reset. (Reported by @catastrophy427)


Check out the full changelog.

—Chronosphere Team

Enter the Chronosphere - Version 134

Hello everyone who discovered us during next fest! We had quite a few players though. Hope you all enjoyed our demo! If you did, why not leave us a review over on the demo page? We'd like it. :-)

And thanks again to everyone who reported the awful crash bug we had at the start of Next Fest. It was a doozy, and all the help was appreciated!

Well, we're back on our regular update cycle post Next Fest.

We've had a recent report of memory leaks in the build. We've tracked them down. The worst of has been fixed in this release, and we'll release the more minor ones in the next. We suspect this may have been causing the random crashes and delay on quit. Let us know if you are still experiencing that issue.

You can reach us in Discord or Steam Discussions

There's some new content in here too. I'll let the changelog speak for itself...

[h2]Changelog[/h2]

[h3]🏓 Gameplay[/h3]
  • Fixed bug where grapple bug was failing to fire it's tether beam.
  • Certain actions and melee attacks can now destroy doors. Enter a room in style with Urtar's avalanche!
  • Add "Stabilizing" weapon mod.
  • Improve homing projectile target selection.
  • Hazards are no longer targeted by homing projectiles.
  • Aimed gadgets with invalid aim now have more informative text about why the current aim is invalid.
  • Fixed an issue causing the Homing mod to override the innate homing properties of certain projectiles.
  • Shuriken projectiles are now sticky. More sticky projectile synergies coming later down the line, stay tuned.
  • Removed some cases where weapons (e.g. Flamethrower) could shoot through walls. (Reported by @silentj28)


[h3]🖼️ Art[/h3]
  • Altered some projectile appearances.
  • Updated the explosion indicator for Rexogenus' Qualia of Nuclear Death attack to be less visually abrasive.


[h3]🤖 Tech[/h3]
  • Fix memory leak in aim indicator system.
    • Hopefully fix crash bug. (Reported by @shiftydecrypted).
    • Hopefully fix hang on quit. (Reported by @silentj28).
  • Updated the physics system to Box2D v3, improving performance.
  • Tweaked texture compression to reduce install size.


[h3]✅ UI[/h3]
  • Show text "Grit" on hit when damage is reduced by grit status
  • Tooltips in stations are now shown when focusing the card, not just the keywords.


[h3]🗺️ Level Generation[/h3]
  • Reward and mission rooms will no longer contain the entry or exit transporter.
  • The floor path between entry/exit will now pass through reward/mission rooms less.
  • Exit transporters can no longer spawn "behind" miniboss arenas, they'll always be inside the arena now.
  • Added some larger/smaller combat spaces in the core of each chronosphere, and reduced its maziness.
  • Reduced the number of "pole" obstacles in the native chronosphere biome.
  • Fixed an issue where The Big Boy miniboss could block you into a corner when it spawned. (Reported by @amnorasmus, @dabor)
  • Added a low chance to use a different grid type for each biome area which generates.


Check out the full changelog.



—Chronosphere Team

Enter the Chronosphere - version 133.5

Two updates in one day? Unfortunately for us, the answer is yes.

[h2]Changelog[/h2]
[h3]🤖 Tech[/h3]
  • Defend against a softlock caused by AI line of sight check. (Reported by @kniites)