Chrono Odyssey Dev Blog Reveals Combat Changes
We just published the fourth Developer's Note for Chrono Odyssey, diving deep into the combat overhaul based on recent player feedback.
The team has been heads-down refining the "feel" of the game: specifically focusing on responsiveness and physical impact to ensure the gameplay matches the visual fidelity. Loads of GIFs and other details are at the Steam Page linked below. But here are the basics...
Key Highlights:
- Fluid Controls: Movement is now decoupled from camera direction, allowing for independent strafing and retreating. Sprinting is now instant (no startup frames).
- Combat Impact: New "Guard Crush" system and visceral hit reactions make combat feel heavier and more strategic. You can no longer just passively block or trade damage.
- Consumables Rework: HP potions are now a permanent, rechargeable mechanic (removing inventory clutter), while food is now dedicated strictly to long-term buffs.
- QoL Updates: Visual improvements to weapon swapping, new aiming arcs for throwables, and clearer duel boundaries.
You can read the full deep dive with before/after comparisons on Steam here: STEAM PAGE
Here are some links to the YouTube videos that go with the blog!
- Developer's Notes #4: Camera Direction and Movement (Work in Progress)
https://youtu.be/nHPWrb6-GnU - Developer's Notes #4: Jump Landing Animations (Work in Progress)
https://youtu.be/mD2s0v2VIlw
- Developer's Notes #4: Guard Crush (Work in Progress)
https://youtu.be/U_TOMfbMBnM - Developer's Notes #4: Hit Feedback (Work in Progress)
https://youtu.be/DEb64iF97Tg - Developer's Notes #4: Faster Combat Recovery (Work in Progress)
https://youtu.be/9uAhtehgxvQ






