- Update 0.14.9 - Feedback received! - 11 July 2026
This is the first patch that focuses on feedback coming in from (mostly) the demo version of Chronocide. The biggest changes here are the balance tweaks in casual diificulty. FIXES: - Sky areas on Quarters map could have ceiling traps - Catching on fire and then dying quickly, the fire particles were still present after resurrection - The volume sliders for narrator and voice chat were broken - Arcane wand projectile impact sounds were non-existent for whatever reason CHANGES: - Endless enemy wave algorithm rewritten, now considers different probability for each enemy type - Demo version: Show more clearly which levels are included + some shameless plugging after the 4 levels are completed - If no cutscenes are unlocked, there is now a text saying that instead of just an empty box - Help screen is easier to read now and there is less blur behind help texts - Trap cost shown while lookin…
- Development update - July 2026 - 9 July 2026
Free demoThe free demo of Chronocide is finally out! And with it, there has been some player feedback, some of it interesting. I will soon release a patch focused mostly on player feedback, most importantly casual difficulty balance and the readability of the help section.BalanceRegarding balance; I have, IMHO, been quite clear in the store page and in the game itself that this is a challenging game that will contain some grinding. You will not be considered godly on the first level and having to replay some levels will be a part of the game. As is the case with any trap (or tower) defense game.With that out of the way... again... I will be continuously rebalancing the game as I (and the players) see appropriate. Act 2Act 2 is ongoing. The current stretch of development is focused on the maps and their balancing.Mechanics around challenge, adventure and endless levels are being changed…
- The free demo is now available! - 4 July 2026
The first four levels are now free to play in the demo version of the game.That's right, you don't have an excuse anymore. Go play and find out your favorite hero character!
- Update 0.14.8 - 23 June 2026
This is just a quick patch for addressing a few bugs that were quite annoying. FIXES: - Enemies can no longer walk through the bookcase in Apothecary - Enemy melee knockback was not working - Texture glitch on heavy zombies - Skeleton warrior walk animation too draggy - The sky now does not allow ceiling traps on Gates - Minions stopped working if ordered to move to a place very close to where they are CHANGES: - Drencher rain and the "on acid" effects are now more emissive
- Update 0.14.7 - Stylized maps & Re-balance - 16 June 2026
This patch changes the maps' art style to stylized and cuts down on memory imprint. Lots of small/medium bug fixes all over the board. A LOT of balance changes on every level. There are still a lot of ongoing areas that will be improved, whether they be cosmetic (more emissive materials for that lovely magic look) or heavy backlog items (client prediction when touching enemies in a slightly laggy environment makes a lot of twitching come true). I am working on a free demo version of the game also which contains the first four maps. And, as always, finishing up act 2 in the background. For this patch, though... FIXES: - Being silly with mouse buttons in inventory will not remove your items for all time anymore - Many small fixes CHANGES: - Abrina's prototype - aiming is adjusted slightly upwards - Updated Unity version by a lot - Level design and main menu backdrops are switching to styl…
- Development update - April 2026 - 14 April 2026
So, patches are few and far between at the moment so I thought it might be good to at least post a development update to let you know that the bee that is me is busy as all heck.This post will be mostly about... drummest roll... MAPS!First off, there will be a pretty noticable change in the graphics design of maps. I will go all the simple fools' way and change the graphics style to be stylized instead of the current semi-realistic textures. There are a lot of things that will be better with this. The trade-off is of course just that as a serious game developer you are chucking your creative soul into some offskirt of hell. Note that it will just be the maps that will have a more stylized esthetic, not heroes, enemies, weapons or traps.What will improve then?- Well, stylized graphics means less detail and more flat areas with accentuated edges, thus, it is easier to create your own text…
- Update 0.14.6 - 16 February 2026
Maybe THIS will be the last bigger patch until act 2 drops.This update had much to do with reworking network functionality to make sure that new mechanics that are coming will be supported. There is also more of a physics impact in things you do and some much needed balance changes.FIXES:- Flippers dealt damage sometimes- Enemies colliding with map buggy if too far away- Minion hit sounds not played for other players than Anthia- Melee should feel like it connects better now (minions and players)- Interrupting enemy attacks works better now- Bolter preview- Unity changed execution order at some point, animations were played in wrong order- Many small fixesCHANGES:- Blood splats look a bit better- Rewritten weapon and trap networked actions for more flexibility- Network player actions now transmitted more often- Better projectile interpolation for clientsADDITIONS:- Traps can now create…
- Update 0.14.5 - 6 January 2026
This should be the last bigger patch before act 2 drops. Much focus has been put on minions and game balance.FIXES:- The weights of different enemy bodyparts are now better- Footstep sounds were triggered a lot more than they should and silently failing- Some particles were too blurry- Bestiary didn't write some boss names correctly- Ragdolls should be more stable now- Multiple player projectiles in one burst fixed (some projectiles not shown)- A myriad of small bug fixesCHANGES:- Optimized enemy projectiles and added features (e.g. affected by gravity, exploding, etc.)- Bestiary stats now shown as 10-graded scale for damage and speed (instead of 5-graded)- New or changed sound effects: Ammo belt, confused effect- Improved help screen a lot- Improved tip texts for heroes and items- Improved enemy variant particles- Items are now stacked in loadout if more than one of them (minions too)A…
- Update 0.14.4 - 31 August 2025
In this patch we replace Anthia's face and improve her appearance. There are also some small bugs fixed and minor paladin balance fixes. FIXES: - Removed some null references in code - If host still in game while client in menu, don't play portal entry sound - Enemy walk animations sometimes not triggered (experimental fix) - Enemy rubber banding after finishing attacks CHANGES: - Replaced Anthia's face and improved her appearance - Bumped Unity version - Improved item and hero preview lighting - Made trap tips text block the view less BALANCE: - Bolter - Physical damage: 4.5 -> 5. - Iron pill - Physical damage taken: 30% -> 35%
- Short update about act 2 - 18 August 2025
There is so much going into making a game, you wouldn't believe. Or maybe you would, if you've been dabbling in making interactive content. Any-a-who, I needed to replace an SSD so while I'm waiting for everything to be done file-wise with the new drive, why not post a lesser update?At the moment, the block of content being worked on is the one with all the new fun monsters of act 2. This means to (sometimes in an annoyingly iterating loop) do something like this...BlenderModel the monster; vertices + lines + polygons, all sorts of shenanigans.Rig the monster; create a skeleton that covers bigger and smaller limbs (down to each individual knuckle sometimes).Weight paint; make sure all parts of the model know what bone(s) they're influenced by.Animate; make all necessary idle, walk, attack, get up, etc. animations.Substance PainterTexture; putting that lipstick on. Make them look good en…
- Update 0.14.3 - 16 August 2025
This is mainly a balance patch. Patches are few and far between right now as the main work is still being done on creating content for act 2 but I wanted to get at least something out before act 2 rolls out. CHANGES: - Show available levels of an upgrade even if it is fully upgraded - Enemy path guides reworked, less CPU intensive ADDITIONS: - Text indicator if a potion is taken/consumed BALANCE: - Every round of every level now slightly easier to help with skill issues (please, try "casual" difficulty also)
- Update 0.14.2 - 1 May 2025
Another huge patch, a few months in the making. After this one, it's full steam ahead trying to get act 2 out. FIXES: - Memory leak after ending a level - Hero animations have wrongly been 24 fps instead of 25 since a few months ago - Enemy stats modifiers calculated more exactly - Melee enemies swing more accurately at their target - Changed how client actions are cancelled, might remove rare cases when Electrum gets stuck on nothing - Looping ambient level sounds didn't care for volume settings - Adventure modifier for pickup radius was wrong - Some rounding issues in the arsenal - Visual inconsistencies with some upgrades in the arsenal - Paladin "more damage" aura not applied to every damage type - Damage modifiers calculations more consistent (and more correct) - An insane amount of bug fixes CHANGES: - More traps/skins have better visibility in-game - Slightly more control while i…
- Update 0.14.1 - 28 December 2024
Here is a patch for you audiophiles! And everyone else. FIXES: - Bolters will no longer shoot recently deceased recently deceased - Bomb lobber sounds often didn't play - Timing issues in cutscenes - Impaler model slightly smaller to avoid sticking out of walls - Contrary to games in general, the startup animation now takes volume settings into account - Adventure modifier visual glitches removed CHANGES: - Sound effect falloff changed, better culling and priorities of different sound effects - Rebalanced sound volumes of most sound effects - Nicer looking subtitles - Many trap skins are now easier to see in-game ADDITIONS: - Different reverb settings in different places in the levels - Lava gets a sound loop - Portal gets a sound loop - Torches get a sound loop - Boomstick's secondary attack now has different sounds per skin BALANCE: - Graveler damage nerfed - Adventures a bit easier b…
- Update 0.14.0 - 12 December 2024
Patch 0.14.0 is out now and it's a huge one. FIXES: - If walking and starting to chat, don't have walk keys get stuck - Bad loop of music on A1E8 - Disconnecting while establishing a connection to host caused some bugginess - Error central if removing most items from loadout, leaving only consumables - Unaffordable traps didn't get dimmed out if still in prepare phase - Lots of interface fixes - Monsters in level details now look better - Infinite ammo belt hopefully fixed - A1E7 had a broken ceiling - Switching to previous / next item will not auto-consume a pill - Nutcracker moving part was a bit off center - Previewed heroes' hand particles appearing in the background in the arsenal CHANGES: - Different sound effects for UI buttons - UI redesigned and rewritten from scratch - Improved brightness/contrast ADDITIONS: - Contours graphics option, can make enemies easier to see - "Owned"…
- Update 0.13.6 - 30 August 2024
Lots of fixes and small additions but most of all, multiplayer will suffer from a lot less disconnects now. FIXES: - Wrong particle size on "buy skin" button - Explosions throwing enemies are now calculated better - Visual glitches when reloading bullet weapons - Camera clipping through walls should happen less - Rare cases where mouse buttons could get stuck - Fall damage registering differently than other damage - Another player's trap placement hovering should now show upgraded range - Paladin armor became blue on A1E7 - Networking is a lot less disconnecty now - One Claymore skin was uninteractable CHANGES: - Show name of trap you're looking at (or placing) - If trap cannot be placed, show reason in red text - Optimized player input over network - Experimentally slightly better physics - Less force on player ragdoll from walking in a direction while dying ADDITIONS: - Network qualit…
- Update 0.13.5 - 11 August 2024
This update has many tiny UI things but also some needed balance changes for new player experience. FIXES: - Consuming a red or blue pill made health/mana wrong value - Arsenal list box (in lobby) didn't scroll correctly - Visual issue when dragging a curio from the arsenal CHANGES: - Only show the best quality model of items while previewing them in Arsenal - Continuous effects (e.g. on fire, bleeding) don't cause neverending grunts from enemies anymore - Updated Unity version - More subtle lava splashes - Items in lobby and arsenal are slightly easier to look at - Got rid of the Unity splash screen - Smoother animations for Skeleton and Ghoul BALANCE: - Trusty sidekicks - Reload cost: 9 -> 8. - Enemy HP in multiplayer now a bit lower
- Update 0.13.4 - 30 July 2024
This is mainly a graphics update that introduces fog and volumetric lighting to the game, which makes it quite a bit prettier to look at. There are also some smaller bug fixes and UI changes. FIXES: - Newly bought traps lost their highlighted grid if in level countdown - A description box with bad text could appear in hero selection - Electrum spazzed out if locked onto an enemy entering a portal - Reset pickup counter correctly between games ADDITIONS: - Fog effect (togglable in video settings) - Volumetric lights (togglable in video settings) - Setting for disabling mandatory help texts - Pulsing effect on "Create character" button when starting with a new hero BALANCE: - Level 8 is now just a little easier
- Update 0.13.3 - 28 July 2024
This is mostly a patch for new players. The game IS meant to be challenging but not while navigating the in-game menu. FIXES: - Ugly artifact behind company logo removed - Enemies could leap a bit forward after being unfrozen - Projectile collision fix (visual) - Bad rounding in screen refresh rates CHANGES: - Slight animation change in intro - Tutorial screen now shows one help box at a time - Made level description text for a1e1 more clear - Be super clear about upgrades not available before first level - More clear headings in UI and item descriptions - If defeated and in normal difficulty, get a tip to try casual difficulty BALANCE: - Casual difficulty - Enemy health: 80% -> 75%. - Increased most pill consumable effects
- Update 0.13.2 - 21 July 2024
I'm hard at work with development on act 2. This patch is for existing content though. FIXES: - Typos - Cutscenes were not playing in intended 25 fps if VSync is enabled - The game should look better now in very wide resolutions CHANGES: - Changed a hover text to be more clear about acts 2 and 3 not yet available in Early Access - Clicking your ready status button as client now does the same thing as the "Make ready" button in the top right - Moved player 4's starting position on a1e2 (to prevent from falling down stairs the first thing that happens) - Hero colors default ON in minimap for new players - Pressing Escape now exits ready if you're a client that is ready - Trusty sidekicks - Grenade explosions now look a bit more impactful. They will also more clearly show effective blast area. - Exploding player projectiles will give nearby enemies a visual pain reaction ADDITIONS: - Auto…
- Update 0.13.1 - 14 July 2024
Super small but slightly important patch: FIXES: - Cutscene after first act was a bit broken