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


