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Chaos — patch notes and updates

Stored observation / content update:

Dated developer announcements recorded from Steam. Open the source for the complete update.

UpdateDateExcerpt / source
Small Updates2021-09-06This update features slight performance improvements in various areas as well as overall improvements to LOD systems. This means you should experience less "popping" of environment assets like trees, grass, bushes, etc. This takes awhile as I have to tailor the system to each individual asset to improve the experience without drastically reducing performance overall. As always, please send me any info on bugs or suggestions for improvements, either on the community hub, email, or feel free to join the discord server for more direct contact. Cheers! Jerry
Bug Fixes2021-07-07Some bug fixes addressed in the latest update: - Zone loading issues fixed when traversing from the Mountain Pass / King's Castle areas back to Cathedral Road - Cutscene issues fixed after defeating the Chimera in the Temple, as well as the final end cutscenes - Save point fixed on the Castle Lookout to prevent the player from entering a permanent falling/death loop when loading at that save point I appreciate the feedback I've received from new players that picked up the game during the Summer Sale. Thank you all for giving my game a chance, I truly appreciate it! As always, feel free to reach out with any questions, comments, or concerns by
Steam Summer Sale2021-06-24Steam Summer Sale event is live! Get 60% off my first official release, Chaos, before it ends! Chaos is a souls-inspired action RPG game created by a solo developer. Fight your way through the world's enemies using magic and melee combat skills and discover your purpose as you vanquish manifestations of your worst nightmares! Updates planned for the near future: - Continuous improvements to performance and optimization - Improved gameplay, AI, and combat - Improved environment design As always, your feedback is more than welcomed and encouraged. If you have any questions or issues, please reach out and I will do my best to address them all! F
Welcome New Players!2021-04-05Welcome New Players! I will be getting back into the swing of things here shortly and will begin making some more much needed improvements based on player feedback. Please don't hesitate to hop into the discord channel or write a message on the community page if you find an issue or need help with anything. Latest News: I hope you're all doing well with these crazy and unprecedented times, and I hope Chaos can bring even just a few moments of relief for you from our reality. For anyone who's curious, I've taken a short break from the development/improvement of Chaos to refresh and refocus on a few others things in my life that are important t
Small Update 1/17/20212021-01-181.2.2 - Fixed issues with the fog wall going from the bridge in the Cemetery area to the Fortress Bazaar area - Fixed/Removed some trees growing in places they shouldn't have been as a result of procedural generation - Fixed some destructible boxes that were scaling up or down when broken - Added invincibility frames to special abilities. This should help make them more viable in most combat situations. - Fixed some trees with missing colliders - Fixed some environment props with missing textures - Reduced closing speed of the first boss - Fixed more audio issues with some enemies later in the game - Minor performance improvements in various
Major Update2021-01-08Upgrade to version 1.2.1 - better rendering pipeline, which improves performance and increases capabilities - improved visuals and lighting throughout the game with post processing - One excessively large level (Ancient Ruins, Old King's Castle, and the Hidden Tomb) was split into 2 separate levels and significantly redesigned for significant performance increases. It was too big as one giant level, took up too much memory, and I don't have the resources to manage that properly yet. - Improved level and environmental design in most open areas with new procedural instancing features and higher quality props - New save point pillar located in c
Into the Future2020-12-06Current News for Chaos Chaos has been a passionate project of mine for quite some time now. With that being said, I want to see it become the game so many of you have expressed that it could be, and be successful in the long run. I will continue to make improvements based on player feedback, resource and technology access, and continue learning more about game development as a whole. I appreciate all of you who have taken the time to give Chaos a chance and play it through to the end. Your feedback has been extremely helpful! Current Development: I am currently upgrading to a new rendering pipeline to take advantage of more advanced and optim
Updates2020-11-14Todays update will be addressing the following issues: - hit boxes on the wood club were not activating appropriately during attack animations, but should be fine now - heavy attack animation for the stone axe was stationary and had very little reach, which coupled with the size of the hit box for the weapon, made it basically worthless. it made sense to change them. - some LODs for rocks and various items were fixed to avoid "popping." Trees will be addressed next, as well as more changes to the general environment to help fill in the world. - Added more input options for keyboard/mouse players to change quickslot items using numbers. This i
PlayStation and other Controller Issues2020-11-13Hello, I've recently had quite a few players point out some issues with various types of controllers they are trying to use. The core game architecture fully supports XboxOne/360 controller input, and Steam handles the input mapping for all other types of recognized controllers in use, but I unknowingly had to tell it to do so. Most of those issues should now be resolved. If you continue to have issues, there are a few things you can try: - Go to Steam -> Settings -> Controller -> General Controller Settings, then make sure that the box is checked next to your type of controller. - Right-Click on the application in your library view, select s
Updates2020-11-09Changes coming in today's update: Gameplay and QOL Updates: - added "tutorial" markers in the opening Cemetery area for players that display basic input commands when selected - added dynamic stagger potential to each weapon. It is no longer random, and the stagger percentage chance can be viewed on the item info overlay in the inventory menu. bigger weapons have a higher chance of staggering enemies. some enemies can not be staggered - updated the item info overlay in the inventory menu to show stagger and critical hit potentials for each weapon. spells have a static 10% stagger and critical potential - updated the item info overlay with mor
Bugs2020-11-03There is a bug where some players are loading into the game and can't move and UI isn't loading properly. I am putting out a fix in just a short while. A recent change affected something unintended but it will be addressed shortly!
Game Update2020-10-31The reviews and PMs are coming in already, and I appreciate all of the feedback! That being said, I understand the expectations of a game like this have not yet been met. Just know that I am listening and will continue to improve the game to make it a more enjoyable experience for all! Changes: - added the ability to walk/move during certain animations, such as using an item and casting certain spells. - added lighting effects to the pyromancy catalysts' heavy attack flamethrower - changed the background music for the Hobgoblin General boss fight. - Hobgoblin boss battle balances: decreased it's initial attacking distance, added sound effects
Routine Updates2020-10-28I've been searching for and patiently awaiting feedback from players from all over the world who have been tearing apart the demo and I appreciate it all! Gameplay mechanics and other Updates: - A stamina-based stat ring was added to the game to significantly reduce the cost of stamina while running - Doors that can't be opened from one side now display an announcement that says so, making it a bit more obvious that the door is intended to be opened later in the game as a sort of short-cut. - 1 new boss and 1 new enemy type were added to give a bit more diversity and more gameplay experiences. - audio balancing. more to come in the future bas
Upcoming Release2020-10-28The time is near! Ready your skills and prepare for battle against the manifestations of mankind's worst nightmare's and repel the incoming evil entity. Chaos is set for release on Friday, October 30th, 2020. The time is currently set for 4:00PM EST, but that is fluid and may change on the day, so be ready!. Your feedback has been heard and much appreciated (good and bad) - keep it coming! Pay attention to other announcements regarding updates to see what issues have been addressed and what is next on the list! Thank you, I'm looking forward to you all playing very soon!
Chaos Demo - Autumn Game Festival2020-10-08Chaos is a solely developed souls-like action RPG by ShenaniganZ Studio. The demo features the introductory area "Cemetery", the introductory boss, and the main hub "Sanctuary", along with various enemy types, weapons, player classes, and a few surprises! Check it out now!
Small Update: 10/3/20202020-10-03This week: I've spent the last week or so preparing the demo version for the Autumn Game Festival by making improvements to the introductory levels "Cemetery" and "Sanctuary." This includes environment updates, new areas, enemy modifications, etc. Fixes, Additions, and Notes: - Intro cutscene as been included when starting a new game - Endings have been included when beating the game. - Small lighting changes to affect mood throughout the world. - More slight tweaks to enemy behavior should make them a bit more responsive. - New cave area underneath the Sanctuary. Visit the sanctuary basement to see it. - New cave area behind the Cemetery. He
Small Update: 8/9/20202020-08-09This week: i spent time playing through the entire cemetery area checking for environment issues (such as missing collision on trees, issues with terrain slope or places where a player can escape the intended play area, structure placements, etc.), enemy behaviors, and overall feel of the game play. In doing so, I noticed that at some point while modifying terrain I created other issues. For example, the location of the stairs to the sanctuary became hidden from the player beneath the terrain but has since been fixed. Fixes and Notes: - Changes in the terrain required a new enemy path finding mesh to be baked as well. - Slight tweaks to enemy