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Enter the Chronosphere News

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)

Enter the Chronosphere - version 133.4

Ahhh, we got it for real this time! Turns out we were totally on the wrong track. The game was getting stuck in a loop in the localization system. It only occurred when booting the game in a language other than English. This is why we didn't see the issue on our computers.

Honestly so grateful for everyone who reported this in Steam Discussions and via Discord, and then followed up by sending in log files. We're going to implement better localization testing to help catch this kind of issue in future.

For those of you who are finally able to play the game, I hope it was worth the wait. Let me know if there are any other issues. And enjoy the rest of Next Fest.

—Chronosphere team

[h2]Changelog[/h2]

[h3]🤖 Tech[/h3]
  • Fixed a freeze on startup or language change. Thanks to all those that provided logs. (Reported by @giacomo.78)

Enter the Chronosphere - Version 133.3

Hey there, had a few people reporting a crash bug during the "Effort Star" logo splash screen. Apologies if this affected you. We were not able to reproduce this on our machines but took some guesses at what might be causing it.

We've just pushed an update that hopefully addresses the issue.

I'm guessing if you had this crash you're probably not here reading changelogs, but we appreciate all the feedback regardless!

We're keeping an eye on Discord and Steam Discussions, so let us know if you're still having this (or any other issue).

[h2]Changelog[/h2]

[h3]🤖 Tech[/h3]
  • Restructured loading code. This may fix the crash on start-up for some users. (Reported by @giacomo.78)
  • Removed VFX preloading. This may fix the crash on start-up for some users.


[h3]✅ UI[/h3]
  • Tooltips in stations are now shown when focusing the card, not just the keywords.
  • Added a quick fade in to tooltips.


—Chronosphere team