Timeless Playtest · published
"Lord of All Time. He alone holds together everything we know. No end, no beginning."The final boss of Act 3 is now available. The Chronarch is a three-phase encounter built around his orbiting sword arsenal and mastery of time itself.Phase 1 — The Arbiter The Chronarch maintains a preferred distance and strafe-orbits the player, flanked by 5 orbiting swords. Periodically throws his full sword volley at the player. Swords regenerate after each throw.Phase Transition — Clock Shield The Chronarch becomes fully invulnerable and summons two ChronarchClocks. Destroy both to break the shield. The sword count upgrades to 7.Phase 2 — The Judge Sword throws now carry a slight homing arc. The Chronarch continues to orbit and strafe while maintaining pressure.Phase 3 — The Absolute The Chronarch charges directly at the player at double speed. His sword count upgrades to 9 with strong homing on all throws. Two new attacks activate:
Temporal Reversal — Periodically reverses your movement controls for 3 seconds
Lightning Smite — Targets your position with a 1.5 second warning, then strikes with a lightning bolt
The Chronarch also enrages over time, escalating attack rates.
The Codex is now live. Accessible from the main hub, it tracks everything you discover across your runs.
Upgrades — Unlocked when you purchase or receive an item. Displays name, rarity, and lore.
Enemies — Unlocked when you encounter a new enemy type. Displays their idle sprite and flavor text.
Mini-Bosses — Unlocked on first encounter with each elite variant.
Bosses — Unlocked on first encounter with each boss.
All entries persist across runs in your save file. Deaths don't erase discoveries.
A new class of upgrades built around engagement distance. Bullets now have a base travel range — how you build determines your effective playstyle.
Item
Rarity
Effect
Close Quarter
Uncommon
+35% damage when within 180px of an enemy
Long Shot
Uncommon
Bullets travel 60% farther
Blood Rush
Rare
Killing an enemy within 120px grants +2 seconds
Sniper's Mark
Rare
+8% damage for every 100px a bullet has traveled
Point Blank
Epic
Killing within 100px triggers a 130px shockwave
Close Quarter and Blood Rush reward aggressive play. Long Shot and Sniper's Mark reward staying at range. Point Blank punishes anything that lets you get that close.
Ambient Volume slider added to Settings (independent of music volume)
Default SFX volume set to 15% (was 1%)
Nova Burst — Dash-fired bullets now correctly respect room boundaries
Bullet base range — Bullets travel approximately 340px by default before expiring