Time compresses in this paradox battle arena.
Gameplay consists of short quick paced action rounds. Each one echos forward. Every missile summoned, bridge built, bomb laid, or sword slashed plays out again. Unless you change it.
Round after round the battle builds up. Selecting a new class to utilize in the fight for victory.
3 Game modes covering the gamut of couch multiplayer experience
Heavy customization for the arenas and options with multiple maps and hazard layouts for refining gameplay to your personal tastes.
Equipment and items to tweak core gameplay mechanics.
Gameplay consists of short quick paced action rounds. Each one echos forward. Every missile summoned, bridge built, bomb laid, or sword slashed plays out again. Unless you change it.
Round after round the battle builds up. Selecting a new class to utilize in the fight for victory.
3 Game modes covering the gamut of couch multiplayer experience
- Arena 2-4 player head to head action
- Survival 1-4 player co-op hero defense.
- Challenges Single player puzzles that demonstrate the full range of mechanics
Heavy customization for the arenas and options with multiple maps and hazard layouts for refining gameplay to your personal tastes.
Equipment and items to tweak core gameplay mechanics.
Chronoclysm Online Beta Signup and Changelog
Additionally I'll be reworking some aspects of the meta for the game on steam. Including revisiting achievements and statistics, since their relevance will change significantly with the next version.
A point form list of the upcoming changes:
Player saturation is important for testing so with the sign up thing, I can coordinate that a bit better. I'd like to avoid some of the mistakes I made with the last release and being a bit more thorough is part of that.
Your help is very much appreciated, it'll go a long way in expanding the player base. Looking forward to testing with you guys!
-Shane
After 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 lobby based map creation
- Gameflow has changed to accomodate online play
- Equipment changed to focus on the battle arena gameplay with improved UX
- Gameplay remains the same chaotic fun it has always been. Now including a new class: The Ninja.
- An included level editor is workshop capable and includes an inbuilt logic editor to really open up the rules of Chronoclysm. Gameplay has been segmented into battle and custom arenas.
Additionally I'll be reworking some aspects of the meta for the game on steam. Including revisiting achievements and statistics, since their relevance will change significantly with the next version.
A point form list of the upcoming changes:
- Multiplayer is now mixed online/local.
- New class: Ninja
- Added Alliances, allowing for team battles.
- Pit avoidance made elastic not solid. Meaning knockback can kill
- New team colors. Beyond blue, red, yellow and purple.
- Added workshop enabled level editor.
- Reworked maps to be categorized 'Battle' and 'Custom' instead of Arena, Challenge and Survival.
- More Level skins added.
- Reworked music and sound effects.
- Added more particle effects.
- Adjusted equipment to be battle focused.
- Added Quickplay option to simplify map creation.
- Reworked map settings to work with online play.
- Remade time recall code.
- Added round rewind effect.
- Added chat window for online play.
- Overhauled menu code.
- Added new controller input module
- Made maps shareable and optionally subscribable from game
Player saturation is important for testing so with the sign up thing, I can coordinate that a bit better. I'd like to avoid some of the mistakes I made with the last release and being a bit more thorough is part of that.
Your help is very much appreciated, it'll go a long way in expanding the player base. Looking forward to testing with you guys!
-Shane
[ 2017-03-26 04:50:15 CET ] [Original Post]
Chronoclysm Online Beta Signup and Changelog
Additionally I'll be reworking some aspects of the meta for the game on steam. Including revisiting achievements and statistics, since their relevance will change significantly with the next version.
A point form list of the upcoming changes:
Player saturation is important for testing so with the sign up thing, I can coordinate that a bit better. I'd like to avoid some of the mistakes I made with the last release and being a bit more thorough is part of that.
Your help is very much appreciated, it'll go a long way in expanding the player base. Looking forward to testing with you guys!
-Shane
After 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 lobby based map creation
- Gameflow has changed to accomodate online play
- Equipment changed to focus on the battle arena gameplay with improved UX
- Gameplay remains the same chaotic fun it has always been. Now including a new class: The Ninja.
- An included level editor is workshop capable and includes an inbuilt logic editor to really open up the rules of Chronoclysm. Gameplay has been segmented into battle and custom arenas.
Additionally I'll be reworking some aspects of the meta for the game on steam. Including revisiting achievements and statistics, since their relevance will change significantly with the next version.
A point form list of the upcoming changes:
- Multiplayer is now mixed online/local.
- New class: Ninja
- Added Alliances, allowing for team battles.
- Pit avoidance made elastic not solid. Meaning knockback can kill
- New team colors. Beyond blue, red, yellow and purple.
- Added workshop enabled level editor.
- Reworked maps to be categorized 'Battle' and 'Custom' instead of Arena, Challenge and Survival.
- More Level skins added.
- Reworked music and sound effects.
- Added more particle effects.
- Adjusted equipment to be battle focused.
- Added Quickplay option to simplify map creation.
- Reworked map settings to work with online play.
- Remade time recall code.
- Added round rewind effect.
- Added chat window for online play.
- Overhauled menu code.
- Added new controller input module
- Made maps shareable and optionally subscribable from game
Player saturation is important for testing so with the sign up thing, I can coordinate that a bit better. I'd like to avoid some of the mistakes I made with the last release and being a bit more thorough is part of that.
Your help is very much appreciated, it'll go a long way in expanding the player base. Looking forward to testing with you guys!
-Shane
[ 2017-03-26 04:50:15 CET ] [Original Post]
Minimum Setup
- OS: Mint.Ubuntu
- Processor: 2.0ghzMemory: 1 GB RAMStorage: 300 MB available space
- Memory: 1 GB RAMStorage: 300 MB available space
- Storage: 300 MB available space
Recommended Setup
- Storage: 300 MB available space
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