Here is the next big update for the game. It has some new additions to existing features and systems, new equipment, a new side quest, and a lot more! Check out the change log below!
*Please note that these changes are not in any particular order.*
BETA Update 1.24.0 Changelog:
Bug Fixes:
FIXED some tileset graphical issues
FIXED armored mandible description saying it equipped to the accessory slot when it really equipped to the head slot
FIXED a few tech accessories that were actually giving resistance to interference instead of lowering it
Changes & Additions:
Added new Steam Achievements
Added "Unfinished Business" side quest (Not a huge quest but has a few different ways to complete, optional objective with variant choices - should be a decent fit for Halloween)
Added Tactical Headset accessory
Added Cannibal Mask head gear (Thought it would go with Halloween)
Added Kitchen Knife melee weapon (Thought it would go with Halloween)
Added Improvised Gas Mask head gear
Added Eon Espresso shop area (Crescent Strip)
Added several new roleplay options to existing quests to expand the possibilities for them
Added a few new quest outcomes to existing quests
Added new random metro travel event - Junkie OD
Added new random metro travel event - Rundown
Added new random metro travel event - Short Rest
Added new random metro travel event - Rolling Ammo (Several variations)
Added new random road travel event - Street Preacher (2 variations)
Added new random road travel event - Gutter Sludge (2 variations)
Added new random road travel event - Synth Coffee Stand
Added new random road travel event - Scavver Harvest (3 variations/outcomes)
Added new random road travel event - Thug Toll (Several variations/outcomes)
Expanded a lot of the graffiti in game to be more customized and unique for Chaos Chain
Recolored and improved some tileset graphics for several buildings
Added some new character graphics (Sprites) for some generic characters
Added new character graphics (Sprites and faces) for some quest related characters
Added some extra shop characters to The Slabs
Updated some shop listings
Updated randomized container loot drop lists
Updated all face files to have names baked into the image for the character involved in the dialogue (This should help with identification)
Improved detail on some item icon art
Added some more scenery to a few exterior areas
Rebalanced some gear that was a bit OP
Added some new item icon art
Added noxious sludge troop (Lone variant)
Tech accessories now universally lower interference resistance by 5% (Won't affect anything unless cyberware is installed on the character so don't worry)
Added some extra lore for the main storyline (Messages, events, dialogues, etc - There's quite a bit of new stuff)
Added icon art to the various actions available during system hacking to give an indication of what stat you are going against in each scenario
Renamed "Forced" capture during system hacking to "Stealth" capture to be more specific on what the action represents
Added some more visual feedback regarding events during system hacking
The maximum boost for any of the three (Detection/Denial/Counter) stats during system hacking is 25% (I did this because the numbers would keep climbing and make it extremely difficult)
Node takeovers during system hacking can now result in a glitch if a takeover fails (Glitch chance is equal to 100 - (5 + (15%
the integrity rating)) of the system in question - there are 6 types of system glitches which can occur - there is a version to boost 5% denial/detection/counter chance and there is a version which resets each of them - this idea is to add a sort of "wildcard" event during system hacking to make it a bit more engaging)
Added Burnout status effect (-15% max mettle, -5 initiative - this status has a medium duration)
Drones now have natural immunity to the Burnout status effect (Making them even more appealing as hackers)
Disconnecting from ongoing system hacking will now give the burnout status effect (This is to encourage you to stick with the ongoing hack instead of just quitting the moment something bad happens)
Resting now removes burnout status effect
Synergy Stims now remove burnout status effect (No cost adjustment)
Doctors automatically cure burnout when you pay them to heal you
Updated quick reference screen
Updated tips screen
Added some missing sound effects to some of the plot related cutscenes
Various other minor tweaks and adjustments
Please let me know of any bugs or issues you may encounter so I can fix them. This update will be available shortly.
A gentle reminder: if you're enjoying the game so far or have critiques you'd like to share, please consider leaving a review for me. This not only helps with much needed visibility, but also gives me important feedback for the game to help it become a better final product. Also, if you have questions, concerns, or requests, please visit the official Chaos Chain Steam Forums or join the official Discord Channel!
That's all for now, enjoy!
-Cryptic ːCStudiosː
Chaos Chain Week Long 30% Off Sale!
Chaos Chain
Call all freelancers, rebels, runners, and outcasts!
For this week only, Chaos Chain is on sale for 30% off! This sale is in celebration of all the updates that I've been releasing lately, with over 15 of them in the past two months!
Here is the next update for the game. There's a new drone type, some fixes, and some more content mixed in! Check out the change log below!
*Please note that these changes are not in any particular order.*
BETA Update 1.23.0 Change Log:
Bug Fixes:
FIXED some dialogue formatting inconsistencies
FIXED Greene not having several medical items in his shop
FIXED Street Ramen not allowing selection of companions to consume it
FIXED inventory display sometimes showing a ton of 0's in container screens
FIXED some enemy drone stats being too high
Changes & Additions:
New drone class: Mutt (Dog style security drone - Best for fast combat or quick support roles - Thanks to Acehangman for helping by creating the main sprite for them!)
Added Mutt drone graphics
Added Pounce unique Mutt drone attack skill
Added Mutt drone to the Ex Machina shop (Can be purchased for 650 Cred)
Added Mutt drone enemy battler and encounters
Added Electro Whip exotic weapon
Added Electro Whip attack skills and animation
Added some new icon art
Updated all items and skills to allow/prohibit the Mutt drone to use them as necessary
Updated Credits scene
Added some new environment graphics
Added some new sprites for NPCs
Added an area intro to The Slabs subdistrict
Added some more generic NPCs to some areas
Added some NPC blockers to The Slabs to avoid them blocking tight pathways
Added some new environment graphics to The Slabs (Smoke, dust, etc)
Updated some enemy stats
Updated some ship listings
Added 10 generic employee phrases and responses for some NPCs in certain locations
Various other tweaks and changes
Please let me know of any bugs or issues you may encounter so I can fix them. This update will be available shortly.
That's all for now, enjoy!
-Cryptic ːCStudiosː
Corrosive Studios 9 Year Anniversary
Happy Birthday Again To Corrosive Studios
Corrosive Studios is 9 today! Wow!!!
It's been one heck of a ride - ups and downs, leaps and bounds. I just wanted to say once again to everyone who has supported me and my work, THANK YOU! It wouldn't be possible without you guys!
Updates have been coming out for it every few days! Check the announcements!
We also now have an Official Discord Server for Corrosive Studios, so feel free to join in! We need some more people in here! ːWWFAKː
Unfortunately, I've been running a ton of sales and discounts lately, so I am not allowed to do any at this time, but I'll run some more in the near future as soon as I'm able! ːAflashlightː
Thanks again to everyone here!
-Cyptic ːCStudiosː
9/15/23 - Chaos Chain Update 1.22.0
Chaos Chain
Salutations, dwellers...
Here is the next update for the game. Check out the change log below!
*Please note that these changes are not in any particular order.*
BETA Update 1.22.0 Change Log:
Bug Fixes:
FIXED a few pathing issues
Changes & Additions:
Added Side Street Diner (In The Slabs subdistrict)
Criminal background now starts with only 10 cigarettes instead of 20 and they no longer get a shortcut (Drug side effect skipper consumable) but they get a molotov
Updated some main plot areas and dialogues
Added some new unique NPCs to interact with
Added some new character graphics (Faces and sprites) for some of the new NPCs
Updated some dialogues to have new skill/stat checks for more roleplay opportunities
Added Shovel melee weapon
Updated some existing areas
Added Grubby Burger consumable item
Updated some tilesets
Updated the randomized soundtrack lists for exploring
Updated some shops
Updated randomized container loot drop lists
Updated several item descriptions
Added some new effects to cutscenes to make them more visually appealing
A few other minor small tweaks and adjustments
Please let me know of any bugs or issues you may encounter so I can fix them. This update will be available shortly.
The main focus of this update is the new companion chatter system. I've thought about how to add this system for a while, but I finally got it working in a way that adds some flavor to the game and is lightweight so it doesn't cause any lag or slowdown in gameplay.
Basically, companions will now occasionally make small comments here about different things. They are randomized, but are unique to each companion. There are 12 unique phrases per companion right now and 1 that any of them can say, except for drones. They share a list of 6 only.
I've been trying to make companions feel more like they are actually part of the game world, have some personality beyond just being a combat assistant, and wanted to make them feel more unique. This goes along with the recent update that made it so you can speak directly to them. I feel like this should help a bit.
Check out the change log below!
*Please note that these changes are not in any particular order.*
BETA Update 1.21.0 Change Log:
Bug Fixes:
Fixed some typos
Fixed some dialogue text formatting inconsistencies
Changes & Additions:
Added some new global end comments for companions after combat
Added custom end comments for drone companions after combat
Communicate ability will no longer show in the combat skill list
Communicate ability is now hotkeyed to "T" - pressing T will now allow you to quickly chat with your party
Updated Controls scene
Updated Quick Reference scene
Tracked quest names are now displayed in light green on the main screen
Tracked quest names are now displayed in light green on the quest screen
Quest location text is now displayed in purple on the quest screen
Quest giver text is now displayed in pink on the quest screen
Added a randomized chatter system for companions (In the current party - the more active companions you have, the higher chance of chatter happening)
Added 13 chatter variants for each companion (Drones got 6 but they share the list)
Caffeine Tablets now recover 50 stamina for the main character
Slightly lowered font size for pop up messages
Please let me know of any bugs or issues you may encounter so I can fix them. This update will be available shortly.
A gentle reminder: if you're enjoying the game so far or have critiques you'd like to share, please consider leaving a review for me. This not only helps with much needed visibility, but also gives me important feedback for the game to help it become a better final product. Also, if you have questions, concerns, or requests, please visit the official Chaos Chain Steam Forums or join the official Discord Channel!
That's all for now, enjoy!
-Cryptic ːCStudiosː
9/9/23 - Chaos Chain Hotfix Update 1.20.1
Chaos Chain
Salutations, dwellers...
Here is a quick hotfix for the game. Check out the change log below!
BETA Update 1.20.1 Change Log:
Bug Fixes:
FIXED using drug items or rotten food causing a crash (This sounds like an ironic joke but it isn't)
FIXED consumable items in quickslots causing a crash (Due to the recent update where the companions can now use them)
Changes & Additions:
Added some more definition to some icon art graphics
Re-added the warnings for side effects when they occur from taking drugs and eating rotten food
Updated some character creation dialogue window formatting
Please let me know of any bugs or issues you may encounter so I can fix them. This update will be available shortly.
So, a common misunderstanding/complaint that I've seen is that most consumable items were mainly only for the main character. This included any and all food/drink items, some medical items, some drug items like booze or cigs, and even some other various items. Well, I've gone through EVERY item manually and made it so they can be used on companions now. Given this change, it should be SIGNIFICANTLY EASIER to manage your companions in terms of their health and mettle.
This change makes it so that companions can much more easily have their health and mettle restored outside of combat - no longer only relying on passive healing, sleeping and specifically designated medical items. Companions can now use ANY and ALL ITEMS.
Another big change comes from community input and is in regard to how easily you can get your hands on low-quality consumable items such as snacks and so on. Vending machines! Yes, you can now use either of the two vending machine types - snacks or drinks - to buy some cheap items for a FIXED PRICE. The prices in the vending machines DO NOT shift with the in game economy fluctuations, so you'll always be able to reliably know exactly how much cred you'll need to buy from them.
Another small request from the community was to add some misc items to drop from killing monsters/creatures other than the humans or the drones. Animals and creatures already had some various loot items in their drop lists, but they now have some special loot drops that are unique to them. They can be sold for a bit of cred to help you pay for that fancy new augment or that expensive gun that you've had your eye on.
Some other notable changes are that some of the colors in the game (especially related to mouse-over text) have been changed/swapped to look a little better than they did before, toxic rain now affects companions since they are so much easier to manage now, and some new gear/usable items have been added.
[I]Vending machines
Check out the full change log below!
*Please note that these changes are not in any particular order.*
BETA Update 1.20.0 Change Log:
Bug Fixes:
FIXED some typos
FIXED the terribly annoying sound bug related to using the mouse in selection menus which caused the mouse-over sound to play endlessly if your cursor was in the exact middle between two separate choices
Changes & Additions:
Optimized several background processes
Changed the tan color representing taking actions during dialogues and for the standard mouse-over text to be a very light blue-green
Changed mouse-over colors of several NPC types to be orange to represent possible danger
Added new mouse-over colors for several NPC types to be yellow to represent neutrals
Added more environmental details to The Slabs subdistrict
Added some randomly walking civilians to The Slabs subdistrict
Added Last Line gun shop area to The Slabs subdistrict
Updated some shop listings
Consumable food items can now be used by companions BUT THEY DON'T RECOVER STAMINA AND CONDITION AS THAT PART IS ONLY FOR THE MAIN CHARACTER
Consumable drug items such as booze, beer, cigars, etc can now be used by companions BUT THEY DON'T RECOVER STAMINA AND CONDITION AS THAT PART IS ONLY FOR THE MAIN CHARACTER
Toxic rain now removes 1 mettle in addition to removing 1 condition if you don't resist the damage and can now affect companions (Removes 1 mettle from companions if they don't resist the damage)
Added umbrella gadget (+15% Chemical Resistance, Cannot suffer from Damp Status)
Entering ANY interior area from being outside in toxic rain will now restore 1 Mettle to ALL party members
Toxic rain now removes 1 mettle from ALL enemies of a combat encounter (Enemies and allies) at the end of each combat round AND companions - only if they don't resist the damage
Toxic rain can now affect you during conversations (It was not technically a bug before, but it wasn't working exactly as intended - the weather is no longer polite and absolutely does not wait for your conversation to be over)
Updated randomized container loot drop lists
Updated enemy loot drop lists
Added some new unique NPCs to interact with
Updated some quest related hints
Fade out duration of screen elements has been sped up, but fade in has been slowed a bit to allow ample time for background processes to catch up when loading a new area (Should not really be noticeable since I just shifted where the timers start but have not extended them)
You can now choose to sleep for 12 hours (Counts as resting twice, quicker to use so you don't have to keep clicking the bed, community request)
The random price fluctuation at the start of a new game will only be a max of -5% or +5% until the following game day (This means you won't get hit with insanely high prices at least for the first game day)
Vending machines can now be used (There are 2 versions: food and drink) and will be a good way to easily stock up on consumables since their prices are set and will NEVER change - unlike in shops
Added new graphics for flashing cred symbols over the new vending machine events
The main character (Player character) will now recover 1 Mettle in addition to the 1 Health when out of combat and their condition is above 0 over time
Synth Coffee and Energy Drinks now restore 5% AP at no extra cost
Here is the next update for the game. It contains the outline for the next subdistrict - The Slabs - and a new pet that you can get! The new subdistrict is NOT COMPLETE YET AND HAS NOTHING TO DO INSIDE THE AREA - YOU CAN SIMPLY GO THERE TO SEE WHAT I HAVE SO FAR IF YOU WANT TO.
Check out the change log below!
Some previews of the new subdistrict:
BETA Update 1.19.0 Change Log:
Bug Fixes:
FIXED Jackal's Survivor's Guilt Flaw description being a bit misleading (It said +5% confused chance and it was meant to be -5% confused resistance)
FIXED some typos in dialogues
FIXED a testing section of code related to the dynamic weather system which could cause weather effects to trigger indoors when the weather changed
FIXED Healing Efficiency showing the wrong stat in the character stat panel
Changes & Additions:
Added The Slabs Subdistrict (THIS AREA IS NOT EVEN CLOSE TO BEING FINISHED BUT YOU CAN GO CHECK IT OUT SO FAR IF YOU WISH - THERE IS NOTHING TO DO INSIDE OF THE AREA YET - THIS IS WHAT I AM ACTIVELY WORKING ON IN THE NEAR FUTURE)
You can now get Steel (My dog in real life) as a pet in the game - Find him on the first floor of The Views (And yes, you can pet him - it restores Mettle - he's not a companion that can follow you and help in combat, just a pet)
Added Pet Bond passive trait (Added when you get a pet, gives a 5% max mettle buff)
Added a Steam Achievement for getting a pet
Daytime hours (Sunrise to sunset in game time) will now have brighter overall environment lighting and more vivid colors
Cassia can now repair the broken processor item that you can buy from a certain shifty individual
Added sonic discharger weapon (Less lethal, does damage directly to mettle, exotic class)
Added sonic discharger attack skill
Added barbed whip weapon (Exotic class)
Buffed calm ability (3 Mettle Recovery is now 5 Mettle Recovery)
Added all in learnable ability (Heavy melee attack)
Added all in ability animation
Added all in ability to melee enemy skill lists
Vex now starts with all in and sharp as starting skills but lost the deadly talent (Will ONLY affect NEW SAVES)
All enemies lost 1 health and 2 mettle
Reduced enemy randomized stat fluctuation gain by 2.5% across the board
Updated learnable skill lists
Updated some shops
Added some more free healing items in some of the main plot related areas
Sleeping restoration effects have been doubled (Health recovered is now 10 instead of 5 and Mettle recovered is now 30 instead of 15)
Experience values are now rounded to the nearest integer instead of rounded down
Skill costs are now rounded to the nearest integer instead of rounded down (If you have a skill or status that affects such things)
Slightly lowered the opacity of the central orb glow for lighting effects (They looked a bit too solid in the exact middle)
The chance to get sick from weather effects is now less if you're indoors (Outdoors is unaffected)
Broke down the always running dynamic weather system into separate methods to be more efficient and to only run certain sections of the code under certain circumstances
Added some new icon art
A few other various tweaks and changes
Please let me know of any bugs or issues you may encounter so I can fix them. This update will be available shortly.