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Steam News16 June 202619d ago

Update 0.14.7 - Stylized maps & Re-balance

This patch changes the maps' art style to stylized and cuts down on memory imprint. Lots of small/medium bug fixes all over the board. A LOT of balance changes on every level.

Full notes

Full Chronocide update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes1 addition3 changes1 removal
  • Maps
  • Gameplay
  • Performance
  • Balance
changedThis patch changes the maps' art style to stylized and cuts down on memory imprint. Lots of small/medium bug fixes all over the board. A LOT of balance changes on every level.
changedThere are still a lot of ongoing areas that will be improved, whether they be cosmetic (more emissive materials for that lovely magic look) or heavy backlog items (client prediction when touching enemies in a slightly laggy environment makes a lot of twitching come true). I am working on a free demo version of the game also which contains the first four maps. And, as always, finishing up act 2 in the background.
removedFIXES: - Being silly with mouse buttons in inventory will not remove your items for all time anymore - Many small fixes
changedCHANGES: - Abrina's prototype - aiming is adjusted slightly upwards - Updated Unity version by a lot - Level design and main menu backdrops are switching to stylized - All levels remade/rebalanced from the ground up - Minimaps and level thumbnails remade - Change map quality in settings will now change what textures the materials use instead of LOD groups - Optimized memory usage for every level - Enemy projectiles are now more visible - Enemy variants now have better particle effects
addedBALANCE: - Abrina's prototype - Knock down light enemies upgrade: 100% -> 35% - All levels now have at most 15 monster types (including variants) per level except for boss levels which have 17 - Mike's weapons are now 3% cheaper in mana - Arcane wand nerfed slighly - Ammo belt duration 10s -> 12s
BALANCE: - Abrina's prototype - Knock down light enemies upgrade:100%35%BALANCE: - Abrina's prototype - Knock down light enemies upgrade: decreased, nerf

Chronocide changes

changedThis patch changes the maps' art style to stylized and cuts down on memory imprint. Lots of small/medium bug fixes all over the board. A LOT of balance changes on every level.
changedThere are still a lot of ongoing areas that will be improved, whether they be cosmetic (more emissive materials for that lovely magic look) or heavy backlog items (client prediction when touching enemies in a slightly laggy environment makes a lot of twitching come true). I am working on a free demo version of the game also which contains the first four maps. And, as always, finishing up act 2 in the background.
removedFIXES: - Being silly with mouse buttons in inventory will not remove your items for all time anymore - Many small fixes
changedCHANGES: - Abrina's prototype - aiming is adjusted slightly upwards - Updated Unity version by a lot - Level design and main menu backdrops are switching to stylized - All levels remade/rebalanced from the ground up - Minimaps and level thumbnails remade - Change map quality in settings will now change what textures the materials use instead of LOD groups - Optimized memory usage for every level - Enemy projectiles are now more visible - Enemy variants now have better particle effects
addedBALANCE: - Abrina's prototype - Knock down light enemies upgrade: 100% -> 35% - All levels now have at most 15 monster types (including variants) per level except for boss levels which have 17 - Mike's weapons are now 3% cheaper in mana - Arcane wand nerfed slighly - Ammo belt duration 10s -> 12s

This patch changes the maps' art style to stylized and cuts down on memory imprint. Lots of small/medium bug fixes all over the board. A LOT of balance changes on every level.

There are still a lot of ongoing areas that will be improved, whether they be cosmetic (more emissive materials for that lovely magic look) or heavy backlog items (client prediction when touching enemies in a slightly laggy environment makes a lot of twitching come true). I am working on a free demo version of the game also which contains the first four maps. And, as always, finishing up act 2 in the background.

For this patch, though...

FIXES: - Being silly with mouse buttons in inventory will not remove your items for all time anymore - Many small fixes

CHANGES:

  • Abrina's prototype
  • aiming is adjusted slightly upwards
  • Updated Unity version by a lot

Level design and main menu backdrops are switching to stylized - All levels remade/rebalanced from the ground up - Minimaps and level thumbnails remade - Change map quality in settings will now change what textures the materials use instead of LOD groups - Optimized memory usage for every level - Enemy projectiles are now more visible - Enemy variants now have better particle effects

ADDITIONS: - Floor fires, similar to wall torches, but can set heroes/enemies aflame

BALANCE:

  • Abrina's prototype
  • Knock down light enemies upgrade: 100% -> 35%
  • All levels now have at most 15 monster types

(including variants) per level except for boss levels which have 17 - Mike's weapons are now 3% cheaper in mana - Arcane wand nerfed slighly - Ammo belt duration 10s -> 12s

Source

Steam News / 16 June 2026

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