Chrono Survival cover
Chrono Survival screenshot
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Chrono Survival

Patch 0.62

Corrections in descriptions and many small fixes.

Balance:
Reworked pyromancy and almost all items that cause flame, pyromancy is now a targeting spell that deals damage equal to the power of the burn and imposes a burn with a chance of 100%. Items that used to cause Flame simply cause burns to your opponents.
Water Shot, Specialization - Now the main shot does not hit a fixed angle, but at the nearest enemy.
Armor of Darkness - now only 1 level (3 levels was a mistake).
Poison Ball - added: Simple +1 modifier slot.

Patch 0.61

Content:
4 New Meta-progressions.
12 New Items (for 7-12 loops and 6 for New Unlocks in "Collection")

Balance:
Less gold dropped from opponents.
Less gold from roulette chests.
Bonus enemies damage from loops slightly reduced.
Slightly reduced intensity of the waves of the last two minutes (does not apply to the final locations).
Increased base health of all bosses (by 10-20% on average).
Bosses get 50% resistance to debuffs (chance to avoid them).
Gold Idol - Damage +2|4|6 -> 1|2|3 for 100 gold.

Bug Fixes:
Princess was dying immediately when starting on late cycles.
Lots of minor fixes.

Patch 0.60b

Fixed bugs:
Some abilities unlocked from new heroes could not be encountered.
Sometimes Weirdo received synthesized abilities.
In the dark forest ended on the 4th wave.
Some critical problems. (If you come across any run-breaking errors again, please let me know again)

Balance:
Spirit of Fire, Spirit of Water, Spirit of Earth, Sylph - greatly enhanced in one way or another.
Spirit of Nature - +3 Base Damage. Base Crite chance 25 -> 5 (this was a mistake). Speed Increased.
Toss of Coins - Base damage is -4, Damage on levels -2
Meteorite - Base damage +2, +4 Damage per level.
Evolution for meteorite appeared (VERY DANGEROUS).

Patch 0.60 (Release coming soon)

I plan to release by the end of this week. The release does not mean the end of work on the game, it's mostly a marketing (in principle, there is a chance that I will change my mind). At least 2 more global patches are planned, in addition, a lot of small patches are expected in the near future.
I also ask for maximum feedback.

New Content:


  • 2 New Characters. (One of them opens for 150 achievements, if you already have more, you will need to open one more any).
  • 2 Final Locations. (Available on loops)
  • 50+ New Unlocks.
  • New Loops.

Balance:
Effects are applied through enemy opponents' blocks.

Slightly weakened enemy abilities (mainly an increase in cooldown of abilities spamming projacktails (this does not apply to bosses))

Shell- Added 15 seconds cooldown.
Tornado - -1 damage base, -2 on levels.
Clubs - -2 damage base. Maximum 5 targets.
Axe - Reload -1.5
Burger - Heals 500 -> 300. Reduced drop frequency.

Patch 0.48

Now the game acceleration option has been moved directly to the run start settings instead of the store, in addition to which the player will get a small bonus to rarity for playing in accelerated mode.
Scammer reworked.
Now points of interest should not spawn on top of each other (there may still be problems, need to test).
Mechanics "Movement" - It is triggered after passing a certain distance. (previously worked on the time of movement).
Saws - now recharge from movement, not time (which at 35 is a little less than one and a half times faster if you're actively moving), lifetime +1.
Chakrum - base damage + 3, level damage +2.
“Chicken” - CD 11 -> 7.
Coin toss - now costs 1->3 coins (2->6 for the improved version)
Clubs - Juggle automatically. Halved the bonus to juggling damage. Duration -4.
Pyromancy - slows in a small radius. Speed (for specialization) increased.
Trident - now the time it is held in his hands is scaled from the lifetime.
Tomahawk - now when firing to the right is aimed at the nearest enemy, as in the synthesized version. (The synthesized version remains the same).
Wolf - Damage -1 :(

Patch 0.47d

New visual effects, so far this is a test and I would be happy to hear feedback on them (Water Shot, Pyromancy, Explosions, Lightning, Meteorite, and various other little things).

Water Splash - Base Damage 10 -> 6.
The megachest now has 4 variations.
Two new merchants (but they are extremely rare).
Slightly easier gravity event.
Evil Squirrels life time of 30 seconds.
Laser in the Sanctuary stops working after the start of the boss fight.
Added a setting to disable control tips.

Bug fixes:
Fixed the problem with fps in the jungle.
Dinosaur egg finally works correctly. Fixed a bug that caused summoned creatures and some abilities to not deal damage in stopped time.
Fixed a bug that caused the split event to bifurcate megachest.
And much more.

Patch 0.45

Four-leaf Clover - Luck: +3|4|5. -> Luck: +3|6|9 (18 Total).
Alchemy - Food: Healing +30|60|100%. -> Food: Healing +50|100%.
Jackboots - Rarity Level 1 -> 2.
Steel Boots - Rarity Level 1 -> 2.
Watering Can - Rarity Level 1 -> 2.
Fire Cloak - Burn: Duration +10. -> Burn: Duration +5|10, Spread +20|40%. (Spread is the chance that the effect will be transferred to one of the nearest opponents after death)
Novice Medal - If the hero's level is below 40: Cooldown -20%. -> If the hero's level is below 50: Cooldown -20%.
Ideal - Before taking damage for the first time: Damage +100%, Speed +4. -> Before taking damage for the first time: Damage +200%, Speed +4. Rarity Level 1 -> 2.
Generator - Rarity Level 1 -> 2.
Simplicity - Damage for non-synthesized abilities: +7|15|25%. -> Damage for non-synthesized abilities: +10|20|30%.
Ginger - Regeneration doesn't work anymore. Damage: +10|20|30%. -> Regeneration doesn't work anymore. Damage: +10|25|40%.
Anchor - When received and at the beginning of each location gives 25|50|80 armor. -> When received and at the beginning of each location gives 30|60|100 armor.
Empty Watches - Time Stop: Limit -5 seconds. Damage: +15|30|50%. -> Time Stop: Limit -5 seconds. Damage: +20|40|60%.
Giant Belt - Size: +7|14|21%. -> Size: +6|12|20%. Rarity Level 2 -> 1.
Steel Armor - Rarity Level 2 -> 1.
Heels - Rarity Level 2 -> 1.
Fire Shield - Rarity Level 2 -> 1.
Golden Apple - Food: +10|20|30 Gold. -> Food: +20|40 Gold.
Closed Book - Gives you 5 levels. -> Gives you 7 levels.
Gemini - Rarity Level 2 -> 3.
Silver Key - Open: +30|50|80% Experience. -> Open: +40|80% Experience.
Broken Key - Rarity Level 2 -> 1.
Asceticism - Rarity Level 2 -> 1.
Gold Fish - Rarity Level 3 -> 2.
Armor of Darkness - Night: Reduces damage by 50%.
Tower Shield - Meditation: Incoming damage -80% -> Meditation: Incoming damage -70%.
Summoner's Dress - Summon Count: +1. -> Summon Count: +0|1.
Chosen One's Robe - Time Stop: You don't take damage. -> Time Stop: You don't take damage. Time Stop: +3 sec. Rarity Level 3 -> 2.
Gravity Ring - Rarity Level 3 -> 2.
Oil Jar - Rarity Level 3 -> 2.
Strange Lantern - Rarity Level 3 -> 2.
Hellfire - Burn: Additionally inflicts another 1% of the opponent's maximum health (0.1% on the boss). -> Burn: Additionally inflicts another 2% of the opponent's maximum health (0.2% on the boss).
Ring of Quantity - Count: +1. -> Count: +0|1.
Mirror Shield - Rarity Level 4 -> 3.
Chimera Poison - Rarity Level 4 -> 3.
Knowledge is Power - Rarity Level 4 -> 3.
Time Potion - Rarity Level 4 -> 3.
Ancient Knowledge - Rarity Level 4 -> 3.



Cave: It's a little simplified.

Patch 0.44c

I got a little sick, that's why there were no patches for a long time, I will slowly get back to the usual mode.

-Significantly redesigned Loops, they have become much more complex.
-There are 2 new items in the store metaprogression (in fact 1, but in the amount of two pieces).
-Damp - Base duration is 8 seconds, and for each activation of a cricket it was reduced by 2 -> 4 seconds.
-Burn - Base damage 5 -> 5 + Level / 10.
-Poison - didn't work correctly (instead of disappearing at the end of the action time it should only remove 1 stack of poison, instead it disappeared completely).
-Now damage from poison and burn are shown in damage table separately (it wasn't included into damage from weapon with this debuff before).
-Water Splash - Reload 1 -> 1.25. At level 3: Count+2 -> +1. In addition, the target selection is slightly revised.
-Damage at pickup bomb is now multiplied by stage number.
-The point of interest with the Elite enemy has been replaced with a new one.
-In synthesized version of fist shot now works correctly modifier specialist.
-Fixed an issue with some of the anloks. (This may close some of your other unlocks, as the problem, more often than not, was that by mistake there were unlocks with the same id)
-Dinosaur egg now works correctly.
-Health bosses 3 locations increased.

Patch 0.42d

-Option to change the font size.
-Bug fixes.

Patch 0.42b

Meta Cost:
Reliable Start 15 -> 12
Arms Supplies 30 -> 25.
Wide Range: 95 -> 60.

Merchant and Smuggler: One less item on average.

Buffs:
Knives, Chakrum: Knockback power is slightly increased.
Trident: Knockback power is greatly increased.
Dark Spiral: Has 2% chance Doom at start, level 5 bonus to chance 4->3%.
Scythe: Has 10% chance Divide at start, level 5 bonus to chance 20->15%.
Spear: Damage +2 (in total)
"Chicken": Cooldown -1.
Shield: Now deals double damage if the hero has armor.

Nerfs:
Sword: Damage -4. Cooldown +0.5. The Knight is not affected by these changes. Details below.
Static Field: Aura Slowdown: 45->20%. The Scientist is not affected by these changes. Details below.
Telekinesis: Damage -8 (in total).
Mind Blast: Damage -2. Fixed a bug that caused the improved version to deal less damage.
Cursed: Start Armor 100 -> 90.

Specialization:
Each hero now has an additional modifier slot for starting weapons, as well as the "Specialist" modifier. This modifier is unique for each weapon, there are no other ways to get them yet, but I will consider adding them to the ability modifier pool.
I should note that "Specialist" shouldn't be some kind of ultimative mod (Sword is an exception), but rather it should diversify builds.
So for example modifier for Knife gives for killing with this weapon 1 gold, which gives a good increase to the gold in the beginning, but practically useless in the later game.
Fists have a HUGE bonus to reloading in stopped time, which is good for builds with stopped time, but useless in other cases.
If any specialization seems like an ultimative solution to you, please let me know, and I'd be happy to get feedback on it as a whole.

Other:
New font and interface.
New interactive objects.

Bug Fixes:
Web was not working correctly.
Eagle Shield, Amulet of Darkness, and Amulet of Light did not work.
Gift - removed from the game (this item was supposed to be the next hero's unlock and was just a dummy that got into the pool by mistake).