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The most requested aspect of Chronoclysm is finally available!
Cascading time paradoxes are no longer limited to a simple couch phenomenon. Players can now collapse realities with both local, online and mixed multiplayer!
Along with adding multiplayer you will notice most of the game has gotten a rather large overhaul: code, visuals and sounds.
Patch Notes
The most requested aspect of Chronoclysm is finally available!
Cascading time paradoxes are no longer limited to a simple couch phenomenon. Players can now collapse realities with both local, online and mixed multiplayer!
Along with adding multiplayer you will notice most of the game has gotten a rather large overhaul: code, visuals and sounds.
Patch Notes
Things seem to be going pretty well thus far. Some bugs but smoothed them out. And here's what's been addressed:
Things seem to be going pretty well thus far. Some bugs but smoothed them out. And here's what's been addressed:
After many months of finger breaking work I'm happy to announce that the Online version of Chronoclysm is nearly complete. It just needs some further testing Sign Up Here to Help Test, if you would ever so kindly A small sampling of screens of the upcoming version
After many months of finger breaking work I'm happy to announce that the Online version of Chronoclysm is nearly complete. It just needs some further testing Sign Up Here to Help Test, if you would ever so kindly A small sampling of screens of the upcoming version
Since a week into development when I first tested the prototype I've known that Chronoclysm was something special. I've put a lot of work into it since then but that raw chaotic paradox fun at the core of the gameplay is stronger than ever. The rest of the game has all been put in to try and get the core experience to be more accessible to people. I initially very much wanted to enforce a local experience. Part of the design was to give the experience of playing the SNES on a couch on a Saturday morning. Time changes though and PC gaming has changed the way we can approach multiplayer and I've had a change of heart on the online based on your guys feedback. It's limiting the experience not having it. Deciding to switch to online play means the game has to change in a lot of ways. Couch multiplayer isn't going anywhere though, no worries. It will be expanded though so that 1-3 people can play online from the same computer. Or 4 still too but that will fill all of the slots so it's not really online is it? Made a dev log post about the technicals a bit more in depth here I had nearly completed a level editor for the workshop before making this decision. So I'm going to be lumping all of it into a really big update. Wanted to give you guys a bit of heads up with the features. All of this will be made available for anyone who has purchased the game, not DLC. Just more content for the same price you already paid! Brief overview of coming changes:
Since a week into development when I first tested the prototype I've known that Chronoclysm was something special. I've put a lot of work into it since then but that raw chaotic paradox fun at the core of the gameplay is stronger than ever. The rest of the game has all been put in to try and get the core experience to be more accessible to people. I initially very much wanted to enforce a local experience. Part of the design was to give the experience of playing the SNES on a couch on a Saturday morning. Time changes though and PC gaming has changed the way we can approach multiplayer and I've had a change of heart on the online based on your guys feedback. It's limiting the experience not having it. Deciding to switch to online play means the game has to change in a lot of ways. Couch multiplayer isn't going anywhere though, no worries. It will be expanded though so that 1-3 people can play online from the same computer. Or 4 still too but that will fill all of the slots so it's not really online is it? Made a dev log post about the technicals a bit more in depth here I had nearly completed a level editor for the workshop before making this decision. So I'm going to be lumping all of it into a really big update. Wanted to give you guys a bit of heads up with the features. All of this will be made available for anyone who has purchased the game, not DLC. Just more content for the same price you already paid! Brief overview of coming changes:
Had a great time at Anime North! The console really went over well and I met a lot of new Chronoclysm fans! Got another chance for some great live feedback and have reworked the game a bit. An extra big thanks to Josh B for being so damn hooked on the game he decided to be a great help this weekend. Mage Changes:
Had a great time at Anime North! The console really went over well and I met a lot of new Chronoclysm fans! Got another chance for some great live feedback and have reworked the game a bit. An extra big thanks to Josh B for being so damn hooked on the game he decided to be a great help this weekend. Mage Changes:
Alright these have been awhile coming. Was gonna roll them out with some bigger updates but those are taking longer than I wanted and this adds some stability.
Alright these have been awhile coming. Was gonna roll them out with some bigger updates but those are taking longer than I wanted and this adds some stability.
Thanks a lot to you guys helping me get the linux build moving. Great source of information thank you. The linux beta is available. You should be able to access it under the betas for the game. To access them:
Thanks a lot to you guys helping me get the linux build moving. Great source of information thank you. The linux beta is available. You should be able to access it under the betas for the game. To access them:
Hey Everyone! It's Chronoclysm all day everyday over here for me. The first few months since launch have been somewhat slow outwardly but things are progressing for the game. I'm pleased but hungry haha. My plans as for now with the game is continued content/improvements that is free, not DLC/expansion based. All new content will be covered by the original purchase. Little Level Editor Dev Log Taking what is currently there and allowing expansion on the concept is a first step. I'm working on a level editor that when complete will allow for better level design not just for myself but for anyone. Allowing for anyone to make levels like in the game but improved with top notch tools. Moving it onto more platforms is still moving forward, but never as quickly as I hope. Though we should see it on a console and linux in the coming months. I may be getting some help with that finally. And trading cards have been floating along. Having difficulties finding an artist to work with for the cards themselves. I've made the idea sketches up but I wanted to get some nice cards for you guys and that's not my strong suit artistically. So when I can get those finished I'll finally be integrating cards. So sadly nothing new for you guys to play with yet, but I wanted to chime in I'm still here everyday working away on new things / fixing old things. Cheers! -Shane
Hey Everyone! It's Chronoclysm all day everyday over here for me. The first few months since launch have been somewhat slow outwardly but things are progressing for the game. I'm pleased but hungry haha. My plans as for now with the game is continued content/improvements that is free, not DLC/expansion based. All new content will be covered by the original purchase. Little Level Editor Dev Log Taking what is currently there and allowing expansion on the concept is a first step. I'm working on a level editor that when complete will allow for better level design not just for myself but for anyone. Allowing for anyone to make levels like in the game but improved with top notch tools. Moving it onto more platforms is still moving forward, but never as quickly as I hope. Though we should see it on a console and linux in the coming months. I may be getting some help with that finally. And trading cards have been floating along. Having difficulties finding an artist to work with for the cards themselves. I've made the idea sketches up but I wanted to get some nice cards for you guys and that's not my strong suit artistically. So when I can get those finished I'll finally be integrating cards. So sadly nothing new for you guys to play with yet, but I wanted to chime in I'm still here everyday working away on new things / fixing old things. Cheers! -Shane
[strike] Made the linux build available for beta testing.[/strike] ugh lies, more issues... this technical stuff is where a one man team is suboptimal. I'll get a VM with linux up here and then report back The previous versions have worked on linux so this is more of a steam linux test. To get the build
[strike] Made the linux build available for beta testing.[/strike] ugh lies, more issues... this technical stuff is where a one man team is suboptimal. I'll get a VM with linux up here and then report back The previous versions have worked on linux so this is more of a steam linux test. To get the build
The first time you play the game next you will be put in the tutorial. No worries, you will get the option to skip if you want.
The first time you play the game next you will be put in the tutorial. No worries, you will get the option to skip if you want.
It's got a lot of information about how the game works. I've meant for it to be the online manual. Also looking for contributors! Here's the link! I was hoping to avoid some heavy handed tutorial stuff but I'm getting the feeling I've certainly gone too far in that direction. Please have a look at the wiki in the mean time. I'll be continuing to work on it and I'll find a solution to some of this tutorial stuff. Thanks a lot!
I'm listening and what I've heard is "what do these buttons do". I underestimated how much I assumed this stuff could be just figured out. So I went ahead and made some changes to make things clearer with input. My bad guys, sorry.
-Achievement bug fix -Input screen clarification Ooops found a bug all on my own. You guys may have gotten one of the achievements incorrectly. Mostly because it was programmed incorrectly. Sort of a dead dove situation. Fixed that. Also made a minor tweak to the controller input section. A pause before exiting as to be clear its completed.
All and all launch has gone smoother than expected. Thanks so much to everyone who has picked it up so far. And extra thanks and my apologies to those who experienced issues and reported them. Along that note a small patch to fix one of the issues reported -Fixed issue where joystick axes didn't bind on XBOX controllers Other than that please feel free to leave feedback, comments, suggestions whatever. I'm the sole developer so you guys can have a lot of influence on the direction we go from here. Seriously I'm all ears.
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