Update log
Full Enter the Chronosphere update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Balance
- Store
- UI and audio
- Performance
Another huge changelog, here are the highlights!
Rare weapons
20 new rare weapons have been added to the game, only available on the upper levels of the run. Additionally, some existing weapons have been marked rare.
New bindings
We've updated the default keyboard control scheme.
Ability: A → Shift
Quickdraw: E → Space
Interact: Space → E
We feel these controls are a bit more conventional and easier to learn. If you've been playing for a bit you may prefer to switch those controls back in the options.
New enemies and rebalance
Molemines has undergone a rebalance, and now features some new enemies. Naildrones and have been replaced by Moledrones, and there is a new mech enemy to fight. It is also possible to find Molio.
Outerback has a new encounter—but I'm not spoiling anything!
Changelog
Here's the whole changelog in no particular order. Thanks as always to everyone who reported issues. You can reach us in Discord or Steam Discussions
🏓 Gameplay
Tweaked camera smoothing to prevent motion during input phase.
Stop camera from drifting during command phase after a move.
Restore per-actor knockback scaling.
In the final boss fight, the camera now responds to player movement.
It's a him, Molio!
Fix some cases of melee strikes clashing when they were intended to pass through each other.
Tunnelguard no longer shows up in trios.
Surveyor drills now last for 5 turns, and explode.
Fix bug where camera would drift after exiting via transporter.
Added three new mods to the game.
Reduced double barrel shotgun hitstop slightly.
Catchable projectiles now have a visual effect, and are easier to catch.
Shiny belt has been reworked and added to the game.
After investigating rumours of unionization, mole corporate has terminated all naildrones and banned the distribution of nailguns.
Moledrones now appear in molemines, and will have to make do with literal rocks.
Also, the moles have built mechs.
Enemy pipebombs are now safer (for enemies).
Drilldrones now take a moment after they emerge from the ground before attacking you.
Drilldrones are more consistent at deflecting projectiles.
Drilldrones now deal significantly less damage.
Molefactories now have less hitstop, two thirds less rate of moles, and more health.
Mole health has been standardized across the workforce.
Moles now weigh less.
There might be scrubs in the shrubs.
Reduced hitstop on several clockwork enemies and weapons.
20 new 'rare' weapons added to the game.
Rare weapons may now appear in the upper floors of many chronospheres. Take them at your own risk.
A few particularly powerful existing weapons have been reclassified as rare weapons.
Fixed an issue causing the Lucky Coin item to redirect projectiles incorrectly.
Added a short hitstop when a door is destroyed on-screen.
Fix issue where Larva hits had too much hitstop.
✅ UI
Fix shiny belt icon so it doesn't overflow its bounding box.
Fixed inconsistencies when holding left click to skip dialogue.
Fix issue where HUD tooltips would not open during action phase.
Allow toggling HUD buttons during action phase.
Fix HUD performance issue that contributed to hitch when changing between action and command phase.
Fix bug where move indicator would appear after exiting via transporter.
When no unique mod exists for a weapon yet a "not ready" label is shown in the Idealizer.
Tooltips are cleared when entering and exiting a run to prevent them possibly persisting. (Reported by @catastrophy427)
Fixed mission parts being numbered incorrectly when many are shown.
The pause menu now also shows sphere name, size, floor count, and
Source
