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ChronoclysmEventsThe Impending Next Iteration of Chronoclysm
Community

The Impending Next Iteration of Chronoclysm

Chronoclysm · published 22 Jun 2016, 23:14 UTC

All eventsPlayers around this dateRead on Steam

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:

  • Online Multiplayer (All Modes) with up to 3 local players. (4 would be local only. Durr)
  • Custom Challenge Victory Conditions (not just targets and shards)
  • Arena's will be separated into Battle arena's and custom arena's (So capture the crystal and king of the hill will still exist as concepts but will now have dedicated maps along with a huge possiblity of other maps).Battle Arena's will use the classic paradox scoring system. While the Custom ones are like challenges and use a much more open ended logic system to determine rules.
  • Pits/Water will no longer be solid, but instead players will resist being pushed until a threshold is met. So knockback will cause drowning. But you will resist accidentally walking into pits.
  • Challenges will be available for more than one player
  • Level editor with workshop integration
  • New main menu navigation
  • New arena hazards
  • Visual logic tool for creating complex rules in custom maps.
  • Unlimited new arena's and challenges
  • New stage designs (level skins)
  • New Music
  • New equipment
  • Enhanced equipment system to work with Challenges.
  • Baddies will be present in more than just the survival mode
  • Removing elemental system. Replacing with something simpler.
  • Equipment Chests
  • Camera changes to facilitate large maps and multiple people
  • And a whole bunch more things that I'll throw into the final notes when its done!

It's been a long road to get here. The sales have been a lot lower than I hoped for but I could not be happier with the response to the game when I watch people play it. I don't think the low sales are due to an unenjoyable game, it's the issues around getting more people exposed to what makes Chronoclysm awesome.

I'd love to see a thriving Chronoclysm community and I'm working on making the changes Chronoclysm needs to get there.

Thank you so much to everyone who has bought and played it. If I could ask one more favor, remember to tell other people / websites / animals / whatever. I've been running all of this at a loss and I'm not the best marketer. Every little bit you do to help spread it has a huge impact, I'll never ask for more money for more content. I don't want to see it fall by the wayside so I'm gonna bring it online. If you guys want to help, tell others you had fun! That's all!

Finally I can't give a solid timeline on this but I'm personally shooting for before the fall/one year anniversary. Pretty excited to get it to you guys! I will be putting up a beta signup when I have a solid date.

In the mean time, I hope you guys get everything you want in the summer sales!
-Shane

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ChronoclysmGame update3 May 2017The Big Online UpdateThe 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 · Added mixed local/online multiplayer…ChronoclysmGame update6 Apr 20173.0 Beta Patch NotesThings seem to be going pretty well thus far. Some bugs but smoothed them out. And here's what's been addressed: · Quick play sends the server and the client the same map now · Fixed strange GUI issues with 3 non local players · Turrets no longer rotate lazily · Name entry defaults to steamID on first start entry · Fixed error in text key not matching up and making some symbols not the right on…ChronoclysmCommunity26 Mar 2017Chronoclysm Online Beta Signup and ChangelogAfter 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 · New controller code, sign in process and team colors · New map engine meaning workshop backed content · Online play means new lobb…