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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:
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