Developer's Notes #4
29 January 2026·Steam announcement·CM Jenny
Greetings Sentinels,As a follow up on the last Developer’s Notes #3, this fourth installment focuses on specific improvements to combat.The updates we are sharing today represent our path forward in light of diverse player feedback, as well as deep internal deliberation within the development team. We hope this note conveys our commitment to refining the combat experience.Beyond the highlights listed below, various other improvements are being implemented across the entire combat system on both macro and micro levels.(The following details are currently under development and are subject to change)Developer's Notes #41. Controls and ResponsivenessCamera direction and movementLeft/right strafe runningAttack direction changesSprint input improvementsJump landing animation2. Combat Impact and FeedbackHit reactionsGuard Crush systemGeneral adjustments3. Consumables HP recoveryFoodSpecial potions4. MiscellaneousDuelThrowablesWeapon swap1. Controls and ResponsivenessFeedback from the first Closed Beta Test indicated that character reactions (including movement, jumping, and combat) felt sluggish relative to player key inputs. We have implemented the following changes to provide a more fluid and intuitive experience.Camera Direction and MovementPreviously, movement and skill usage were tied to camera direction. This often required excessive input to change attack directions or dodge effectively, particularly on controllers. To reduce fatigue and heighten the sense of action, we have decoupled movement from the camera.Now, players can move in any direction regardless of camera direction. This allows you to retreat or reposition while keeping your eyes on the enemy, making it easier to read monster patterns and respond effectively. We have also added the following:Left/Right Strafe RunningBy adding strafe running motions, players can now move quickly to the left or right while locked onto a target. This allows for better evasion of AOE or linear ranged attacks and creates more opportunities for flanking maneuvers.Attack Direction ChangesSince movement is no longer camera-locked, normal attacks and skills are now employed in the direction the character is facing, allowing you to check your surroundings more easily while attacking enemies in front of you.This aligns the character's movement direction with the attack trajectory, providing a more intuitive combat experience where you hit exactly where you aim.Sprint Input ImprovementsTo eliminate the slight delay felt when sprinting, we have removed the starting motion. Sprinting now triggers instantly upon input. Additionally, if the sprint key is pressed mid-jump, the character will immediately enter a sprint state upon landing.Jump Landing AnimationsThe automatic roll animation that occurred after jumping has been removed based on player feedback. This prevents the character from moving away from the intended landing spot.In addition, character motions are being adjusted as a whole in big and small ways to ensure that the character does not look awkward in any gameplay environment.2. Combat Impact and FeedbackTo increase the tension and density of the combat experience, we have implemented the following:Hit ReactionsCharacter hit reactions are now more pronounced when struck by normal attacks. Previously, combat often felt static because only damage numbers were exchanged. Now, enemy hits will visibly shake the character's posture, providing immediate visual and physical feedback that you have taken a hit.As a result, players will rely less on simply trading damage while ignoring monster attacks. Instead, combat will require more active interaction, such as timing attacks carefully or countering after a dodge.Guard Crush SystemWe have added a Guard Crush system and categorized attack intensity levels to ensure that the enemy's presence is palpable through your controls, going beyond simply blocking an attack. Blocking is no longer just a way to nullify damage, but a strategic element where you must manage your character's position and stamina based on the strength of the incoming strike.Guard Crush: Blocking attacks consumes stamina, and if your stamina drops to 0, a Guard Crush occurs and leaves you defenseless. Additionally, we added an effect where your block immediately breaks regardless of stamina if you are hit from the side or rear (outside the blockable angle), making positioning during combat all the more important.Attack Intensity Levels: When a Guard Crush occurs, different animations will ensue depending on whether the enemy used a light or heavy attack. Stronger attacks will result in a more significant Guard Crush motion that pushes the character further back. Since these larger animations require more time to recover and re-enter the fight, players must make tactical decisions such as dodging heavy attacks or carefully monitoring remaining stamina. General AdjustmentsKnockback durations have been reduced to maintain combat flow after interruption and to minimize exposure to unintended follow-up attacks. Additionally, total CC (Crowd Control) immunity has been removed from several powerful monsters and replaced with conditional systems. This allows players to strategically use CC skills to forcibly interrupt enemy patterns.3. ConsumablesThe overlapping effects of potions and food have been restructured to better define their specific purposes.HP RecoveryHP potions no longer function as individual consumable items. Instead, they are now a permanent, rechargeable system. Potion usage is mapped to a dedicated key, freeing up consumable slots. Your potions also auto-refill upon death in instanced content, removing the need to return to town for crafting or replenishing supplies.FoodFood now functions as long-term buff items (stats, movement speed increases) rather than immediate healing.Special PotionsSpecial potions have been added that provide powerful effects over very short durations. These are intended to be used at critical moments to turn the tide of battle.4. MiscellaneousDuelDuels have been improved through the addition of a visible boundary and more intuitive victory/defeat signage.ThrowablesA visible trajectory arc was added for aiming throwable objects to prevent items from hitting unintended obstacles.Weapon SwapVisual effects for weapon swapping have been enhanced, allowing players to track changes more easily during intense combat.The latter half of 2025 was quite meaningful for the Chrono Odyssey team as we engaged in many intense discussions and carefully considered the game’s direction. Fueled by your feedback, we are grateful for this journey and remain dedicated to perfecting the game for its full release. Moving forward, we plan to share more of our journey through various channels and updates, and we hope you will continue to join us in the days to come.Thank you for your patience and support. We will return soon with our next Developer's Note. Sincerely,The Chrono Odyssey Development TeamP.S Please join our Discord for our upcoming Q&A sessions!* Discord Channel
Republished on Chronotector for ease of reading. Original content © Chrono Odyssey Studios / Kakao Games via Steam.