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Enter the ChronosphereNewsEnter the Chronosphere - version 0.139.7
In-game event

Enter the Chronosphere - version 0.139.7

Enter the Chronosphere · published 2 Jul 2026, 05:09 UTC · build 24012451

All newsPlayers around this dateRead on Steam

Hello! So after a bit process disruption moving into early access we have finally settled into our new release schedule.

You can expect a new version every two weeks. The regular release schedule is intended to get fixes and improvement to you as soon as possible. Critical bugfixes will still be released as soon as they're fixed.

However, not every new release is a big one. Some are just regular maintenance and updates, and today is one of those. If you've been waiting for a specific fix or improvement, check out the changelog below.

Open beta

We announced our open beta last week. We release a new beta one week in advance of the normal release. So, today version 0.139 is the default version, but if you'd opted in to beta you'd have had access for the last week.

The idea of the beta is for you to check out new features before they drop. For community feedback and a final bug test. Do so at your own risk though—the build has gone through our internal testing but may still have problems.

Feedback

There has been so much great feedback since we went into EA. We have our work cut out for us.

Just want to take a assure you that we read everything!

  • Steam Discussions
  • Discord
  • The in-game bug reporter
  • Steam reviews

We see it all.

If you give us feedback via Steam we'll reply when it's addressed. If you give us feedback in Discord you'll be credited in the changelog and notified.

Note: If you use the bug reporter, we don't know who you are, so keep an eye on the logs. If you record your report ID you can ask us for an update.

Changelog

🏓 Gameplay

  • Fixed an issue causing ammo-based mods to appear on the Giga Spiral weapon. (Reported by @.swoopie)
  • Stacks of the Sprinting buff are no longer removed when interacting with a door.
  • Tactical Flexibility now correctly reflects the amount of Fast which is gained on weapon swap.
  • Requisitions now correctly reflects that it applies the Power status to attacks.
  • Fixed an issue causing infinite-piercing projectiles like Big Iron to not trigger the effect of Explosive Penetration.
  • Removed the meaningless charge (1/1) visual counter from the Avalanche ability on the HUD. (Reported by @wifflez)
  • The first two missions, First Steps and Into the Fray can now be completed at the same time. This change is to allow players who do very well on their initial runs to progress through the game faster.
  • The unlock requirement for Lillypilly has been reduced from 60 to 45 floors. (Reported by @nicodemous52, @kindlymorg)
  • Fixed issue where Bullethead wasn't performing it's full attack.
  • Added some weak aim assist to the Porber to help aiming on gamepad.

🦋 Progression

  • Codex entries are available when indicated, no longer requiring equipment be unlocked in the hub.

🗺️ Level Generation

  • Fixed an issue causing weapon chests to be enabled in the Handsome Ranger irregular sphere. (Reported by @octonalxx)
  • Sphere selection will now guarantee that multiple unique sized spheres will be offered, if unlocked.
  • Increased the interaction range of all interactables (doors/stations/transporters) by +50%.
  • Fixed a rare issue that could cause the floor mesh to not align with the exterior wall.
  • Updated triangulation algorithms to reduce the frequency of failure cases, causing broken flooring and other meshes.

🖼️ Art

  • Reduced visual noise in some floor materials.
  • Changed timing of explosion vfx elements.
  • Edited longgun sniper projectile colors so they stand out more against purple floors.
  • Fixed bad logic on melee stab vfx sizing, optimized vfx graph.
  • Reduced intensity of powderhorn projectile vfx, added smoke trail.
  • Added a new VFX for reversed projectiles in Nadja fight and decreased intensity of time frozen projectile VFX.
  • Orb of porb now has a death animation.
  • Boosted clockwork enemies' projectile colors.
  • Silhouettes now visible through breakable walls.

✅ UI

  • Fixed the underground portions of actors being visible in previews (first seen in 0.138.2).
  • Fixed the screen shake toggle being inverted. (First seen in 0.138.2).
  • Fixed case where actor statuses could remain on-screen if applied quickly.
  • Fixed incorrect font being used for numbers in Japanese and Chinese status indicators.
  • Fixed typo in Bellusect Eggs' attack.
  • Updated gamepad icons and added PlayStation icons.
  • Weapons without reloads now display an infinity symbol.
  • The reload amount is now hidden when a weapon can reload completely.
  • Added a + next to the reload amount on weapons.
  • Added quality labels to mods.
  • Removed placeholder mod icons, replaced with mod names.
  • Lever Action Shotgun and The Highwayman now have a separated rule for their unique behaviour.
  • "Minions" is now styled as a text keyword.
  • Renamed Customizer to Mod Station.
  • Renamed Idealizer to Mastery Mod Station.

🤖 Tech

  • Removed some logs that were increasing file size in some cases.
  • Broad performance improvements targeting some high spikes.
  • Improved the performance of all graphs (our designer-level logic), reducing some lag.
  • Improved performance and stability of explosion and area of effect mesh generation.

🌍 Localization

  • Update Japanese localization.
  • Update Traditional Chinese localization.

Sign off

Thanks for reading. Watch this space for the next update.

You can read the full changelog here.

Get in touch via Discord or Steam Discussions.

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