About the Game
Time is on your side
A bullet hell shooter that gives you time to plan your next move.Between each turn, bullets hang in mid-air and enemies are frozen. When you move, so does everything else. Alternate between bold action and careful planning. Dodge through a field of bullets, reload your shotgun, knock enemies into pits, call an artillery strike, or heal up just before you get hit in the face.
Exotic equipment
Mix weapons, gear and gadgets from different worlds to create powerful builds. Incinerate enemies from afar with sweeping lasers, fire your shotgun around a corner with bouncing bullets, modify your chainsaw to implant alien eggs, and then detonate your hatched minions like living bombs.They eat ‘em, you beat ‘em
Every chronosphere contains biomes from the worlds it has consumed, each with its own enemies, objectives and gear. Choose a chronosphere to run. Retrieve coordinates from a bug-infested hellsphere, unlock a shiny new six-shooter in the wild west, or take on the smallest sphere (because you’re really meant to be working).The rules of physics melt inside a chronosphere: anticipate distortions, mutations, and plunderable paradoxes. Do you stabilize your wounds, or your reality? The deeper you go, the weirder it gets.
Aboard the Starseer
From the “comfort” of their starship home, our heroes pursue the galaxy’s greatest threat: The mysterious chronospheres. Unlock new characters with alien skills and stories. Complete missions to learn new abilities or to expand the game with new threats and challenges. Conquer special chronospheres for massive rewards. Listen to the crew argue over whose turn it is to do the dishes.Screenshots
6 images
Version Information
Steam Patch Notes
Official update history
🏓 Gameplay
- Fix bug where Pepperbox woud not fire.
- Fix bug where Fracture Rifle would not fire its shrapnel rounds.
- Fix bug where Shrapnel Cutter unique mod would not fire.
Full changelog
Allow me to expound...
Biome eras
Each biome now offers an unlockable second "era". This comes as an extention to its existing biome missions, and offers a permanent difficulty increase along with new enemies and weapons.
Spoilers ahead!
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Lillypilly pinned between a Wheely Big and two menacing Dire Clockworkers
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A showdown between Urtar and a Bushwacker and his two roughnecks companions (one deceased)
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Marcia pinned down hard by a squad of Warmonkeys shock troops
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Lillypilly runs into a rowdy group of mole revolutionaries!
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Lillypilly tries and fails to slip away from the reprehensible Dronenest and some hovering False Eggs
Bellusect weapons
In addition to the new unlockable rare weapons, Bellusect's starting weapon pool has been expanded with an additional 8 weapons.
Behold the "Dismembered Claw":
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Bullet readability
A major area of focus for us is general clarity or "readability" of the game. There are so many little things to tune to remove those frustrating moments of "what the hell hit me?" and "why did I take damage?"
An obvious place to start is making the bullets bigger. We've done a pass on the basic "bullet" type projectiles, bringing them up so that the scarier bullets take up much more screen space. Size is now better correlated with damage.
Note that while the bullets appear bigger, they are functionally the same size—their physics size has not changed, and they are no harder to dodge.
This may be a bit of a shock at first, but we got used to it pretty quick.
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Dodge this!
First level
We've made a few tweaks to make the first level less bland and give it a bit more meaning to your run.
We've added a chest that will give you a secondary weapon right off the bat. This chest contains mostly basic weapons and means you can start quickdrawin' earlier.
The space has been opened up a bit so you can get out of there quicker too.
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_A typical first level._
Community bugfixes
Shout out to everyone who's out there reporting bugs (via Discord or Steam). As per our tradition we will shout you out if you drop a bug in our Discord. We're keeping en eye on Steam Discussion too, not to mention in in-game bug reporter.
If you reported it, we read it. So keep them coming, thank you! 🙏
- Reworked the distortion Filth Zone to prevent many overlapping poison pools. It now no longer creates poison pools, but applies more poison to projectiles it buffs. (Reported by @iced_lemon)
- The unlock requirement for Lillypilly has been reduced from 60 to 45 floors. (Reported by @nicodemous52, @kindlymorg)
- Replaced all uses of 999 damage to kill player/minions/enemies. (Reported by @juh9870, @keyonchi)
- Fixed an issue causing the Chaining mod to not perform correctly on weapons like Porber. (Reported by @sir.jesus)
- Added a potential fix for a softlock caused by the Masochistic mutation healing enemies at 0 health or less. (Reported by @xgit)
- Ensure Toxic Shot and other similar effects apply to all weapon attacks as appropriate (eg. Shotgun Attachment). (Reported by @darloth)
- Fixed an issue causing Mr Stim's needle shots to apply buffs to hazards (eg. barrels) on hit. (Reported by @pentaberry)
- Flipped the lunge direction of the Starshard to match the quickdraw text description. (Reported by @darloth)
- Fixed kill attribution for Smoko so you can have more Molio. (Reported by @juh9870)
- Fixed Personal Touch being completable by any characters. (Reported by @keyonchi, @.sylverone, @pp3480, @_volby).
- Weapon chests will no longer offer a given weapon if you're already holding 2 copies of it. (Reported by @catastrophy427)
- Fixed a bug where a hidden status (poisoned by player) was appearing in UI when it shouldn't. (Reported by @wifflez)
- Fixed the gamepad inspect cursor line persisting on screen. (Reported by @vershokk)
- Missions are now shown in order based on their thread. (Reported by @seasonsb)
- Mod stations are no longer always consumed when closed. (Reported by @elzheiz)
- Fixed a typo in the weapon mastery objective text for the first 2nd mod. (Reported by @mike239x)
- Fixed volume options being unselectable without mouse when muted. (Reported by @keyonchi)
- Fixed used stations retaining the name of the equipment they contained. (Reported by @.swoopie)
What's next
We've talked about these a bit on the roadmap, in Discord and in Steam Discussions. But here's a quick overview of what we're working on.
Steam Deck verifications
We don't have the Steam Deck "verified" stamp. This should be coming soon, the main blocker is UI scaling. Currently text is a bit small and not readable enough on the Deck.
Gamepad support
Steam have given us the "full controller support" rating, but we're working on ergonomics. Currently it can be a bit fiddly to walk onto a transporter or aim a thrown grenade, something we are keen to improve.
We're also going to add proper PlayStation and Xbox glyphs based on the kind of gamepad you have plugged in.
Please let us know if there's anything else gamepad-related you'd like to see.
Hunters
As seen on our Roadmap. The hunters are very close to ready. These enemies will appear and hunt you down.
Minor biomes
More biomes? Yes. Some lesser biomes that can show up in small pockets in a sphere. Quite excited about this one.
Performance
Many reports of crappy performance or crashes. Yep, it sucks, we're doing our best. We're chipping away at performance issues. If you do find an area that performs poorly, use the "Report an Issue" button in the pause menu so we can take a look. Often it's just one little thing that we've overlooked.
If you're experiecing generally bad performance—we're doing our best to smooth it out.
Final words
Alright! That's all for now. Thanks for reading. Thanks to everyone who's reported an issue, left a review, or simply enjoyed the game. Loving the feedback and we hope you enjoy the update.
You can read the full changelog here.
Get in touch via Discord or Steam Discussions.
🦋 Progression
- Fixed Personal Touch being completable by any characters. (Reported by @keyonchi, @.sylverone, @pp3480, @_volby)
Full changelog
Generally, the goal was to prevent situations where players have to deal with ridiculous numbers of enemies in large floors, and improve gameplay variety.
🏓 Gameplay
- Completely retuned spawn rates for Bellusect enemy types for every level.
- Fixed a bug where egg host was spawning FAR too many larva.
- Changed the larva spawned by egg host and infested host to die on a timer, to prevent unfair amounts of bugs while retaining some localized hordes of enemies.
- Larva which die on a timer now simply die, instead of taking 999 damage.
- The Bellusect Soldier had been reworked into a melee enemy, with an attack pattern that is easier to understand while playing quickly.
- The Bellusect Worker now has a slightly larger delay before spitting acid, making it easier to dodge up close.
- Bellusect Worker attack fires one less acid glob.
- Pupa and Cocoon explosions now deal less damage, in a lower radius. There were too many instances of players insta-killing themselves during frantic gameplay.
- Pupa, Cocoons and the Chrysalis can no longer mutate.
- The Bellusect Scout now spends less time fleeing in an annoying way.
- Bellusect Scout attack now fires two drones, in a different pattern. This should be easier to notice in busy fights.
- Removed the small chance Cocoons had to hatch into Demiqueens.
- Reduced the number of larva spawned from hitting Squirming Mounds.
- Demiqueen now fires less drones in her drone nova attack.
- Demiqueen sticky strand attack no longer deals damage; it just pulls you in.
- Demiqueen ovipositor attack no longer has friendly fire (in practice, this was leading to some confusing larva spawning.)
- Fixed an issue causing the molestone mastery mod "Hot Potato" to apply to the player if hit.
- Fixed issues related to The Highwayman hitting enemies that can't reload.
Full changelog
This was made possible by your reasonable objections, so keep 'em coming.
🏓 Gameplay
- The hateful Orbs of Porb have been adjusted. They now telegraph their attacks better, their attack pattern has changed, and they are easier to read when playing the game quickly.
- Fixed an issue where the Scatterbomber was not licking bombs. It is now licking bombs. Beware it's bladed tongue!
- Reduced frequency of Miners and Bushrangers.
Full changelog
Chronosphere version 0.137.15
Quick patch on the EA build. Let us know if you catch any more issues. Otherwise hang tight for next content update. ✌️
Leave us any feedback via Discord, Steam Discussions or (for our Chinese players) QQ.
🤖 Tech
- Do not restore in-progress run from demo. Instead abandon it and take the player to the title screen so they can see the new cinematic and first run. (Reported by @sboxle)
- Resolution is reduced to 2k per device on first-time launch as a better default for devices with high DPI monitors.
- Fixed a discrepancy between the apparent and actual positions of actors at the end of a turn. (Reported by @ilovelizards)
✅ UI
- Fixed incorrect mod color persisting in the replace view. (Reported by @juh9870)
- Fixed incorrect centering of actor statuses without a count.
- Renamed the confirm button on the quit dialog to clarify it just exits the game.
- Fixed mastery showing negative kills remaining due to ported demo progress. (Reported by @xgit)
- Fixed typos in Overstimulator's description and Gunfighter Poncho's name. (Reported by @darloth)
- Fixed Flame Turret gadget being assigned to Mole Mines instead of War Monkeys. (Reported by @darloth)
🦋 Progression
- Fixed bug where missions with completed progress could get stuck (seen with Back Pain). (Reported by @pesky_lich)
- Fixed issue that caused Return to Sender achievement to not unlock. (Reported by @sealsovereign)
Full changelog
You can see our entire changelog here.
😈 Bosses
- Rexogenus is gone, the Heart of the Chronosphere is beating...
- Reworked Fated Assassin.
- Reworked Mizza, Mud Maverick.
- New miniboss: Bellusect Queen.
- Rustler now has increased beef throughput.
🚪Doors
- Allow opening a door's gate when its barrier is active.
- Allow destroying a door's gate when its barrier is active.
🐲 Enemies
- Made enemy Larva slightly less aggressive when they hatch.
- Added spawn delay for certain secret enemies when ambushing you.
⚔️ Weapons
- Removed The Highwayman from the rare weapon pool.
💊 Mods
- Added 24 new unique mods for weapons.
- Added a new Piercing weapon mod.
- Updated the description of Double Pistols' unique mod "Gun Kata" to better reflect it's function.
- Fixed an issue causing Siege Microwave's unique mod to fire a laser beam on quickdraw.
- Fixed issues with Crumbler, Rapier, Starshard and Splitter's unique mods that caused them to not fire correctly on quickdraw.
- Reduced the range of Solar Sword's unique mod from 24m to 2.4m as intended.
- Improved the Homing mod, now continually searches for targets to prevent unintuitive projectile curving.
- The "Homing" mod can now appear on Mr Blitz.
👜 Gear and gadgets
- Fixed case where enemies could walk back and forth instead of reaching their intended destination.
- Fixed Lucky Coin causing Saucy Mule to rebound against walls, repeatedly firing. (Reported by @hvarf)
- Reworked Deathclock. It now has a more powerful active effect, and no passive effect (explosive barrel huggers, rejoice).
⚠️ Statuses
- Ailments have been reworked. They no longer have weak and strong effects; instead, they are strong immediately. Gas mask has been adjusted to reflect this.
- Poison ailment duration clarified in description.
- Removed Strong condition from ailments.
🦋 Progression
- Created 8 new tactics as rewards for beating irregular spheres. All of them now reward a tactic upon first completion.
- Fixed an issue causing kills with certain weapons to not correctly be detected for weapon mastery progression.
- Weapon mastery now enabled! Completing objectives with weapons can unlock new unique mods.
- Updated objectives for several missions which required completing chronospheres as specific characters.
- Updated the "Tools of The Trade" mission objective to require 5 unique Mole Mines weapons.
- Back Pain mission now requires taking much less damage as Urtar to complete.
- Weird Weapon mission now requires more unique weapons to complete.
🤖 Tech
- Updated to Unity 6.3.14f1.
- VSync and FPS limit have been removed from cloud-synced save data.
- Persist sphere options between runs to disincentivise restarting the game to get better options.
- Improvements to the game loop that should reduce jumps between turns.
- Fully unload levels on exit, reducing memory usage at runtime.
✅ UI
- Many status effects now display underneath the thing that they affect.
- Ailment overloads now indicated by a text effect.
- Provided more detail on how Powerful and Fast statuses work.
- Added missing flavour to all tactics. (Reported by @catastrophy427)
- Hide Steam button in title screen.
- Improve version number display on title screen and in-game.
- Hide move indicator when holding quickdraw with no holstered weapon.
- Non-standard Issue potent weapons show the unique mod as equipped.
- Added "New!" indicator to previously unused equipment in stations.
- The "add mod" slot is hidden when replacing a unique mod.
- Duplicated attacks are collapsed to fix some cases where weapons like Junkgun didn't fit within the station UI. (Reported by @silentj28)
- Added drop shadow to tooltips to increase visual separation.
- Added buttons under chest options to indicate focused choice and the action performed. (Reported by @tera_enemy, @ryanm6440)
- Add bug report button to pause menu. (Reported by @catastrophy427)
- Added mission callouts to unlockable equipment in stations.
- Tweak text popup feedback animation and font.
- Show aim indicator on Demiqueen's drone attack.
- Improve(?) Absolute Unit icon.
- Improved styling of missions in the rewards popup.
- Improved visibility of hover state for instability increase buttons.
- Added phase indicators to the boss health UI.
- Added infinity ammo icon for empty attacks.
- Reorganised Empty attacks to be under primary Attack.
- Weapons with empty attacks no longer flash red when out of ammo.
- Improved styling of Killed By UI with long actor names.
- Add confirm to quit.
- Show "skip tutorial" in pause menu during run.
- Reworked splash screen, decreasing mandatory startup time.
- Clarified Disposable Dolls description.
- Clarified Under New Management rules.
- Clarified Humbling.
- Updated mission reward text.
- Extend duration of "window spurs" feedback text.
- Fixed tooltips appearing multiple times when nested twice.
- Added UI pointers for some enemies which cause rooms/stations to become locked.
- Corrected ammo icons for several weapons.
- Re-enabled the health bar for the Toxic Waste hazard.
🖼️ Art
- Restore missing Hovertank weapon models.
- Blind status from pocket sand now has actor VFX
- Angler weapon appearance
- Add Lightcarver weapon appearance
- Add lights and VFX to door pylons to better indicate where they are.
- Ricochet VFX is now more subtle.
- Add a flash to projectile power effect and increased size.
- Powerful status VFX ends faster when turned off
- Projectile clear VFX now lasts longer onscreen and is more apparent
- Add glint VFX for active abilities coming off cooldown
- Visuals for locked weapon/item stations
- Animate pipes faster during action phase
- Fixed a bug where some poison explosions were erroneously pink.
- New chronoshaft appearance
- Add death animation to "building" type enemies.
- Animate throw on Grenade Gadget.
- Simplify tunnelguard bomb mesh
- Add "dissolve" effect on death and victory.
- Add camera zoom on death and victory.
- Added death animation for buildings.
- Added a new appearance for some reward rooms in dark maps that didn't have one already.
- Disabled muzzle flash on Rollerstakes.
- Hid Rexogenus' actor shadow.
- Minor floor shader visual fixes
🌏 Localization
- Update all localization.
- Fixed French using the Arabic percent sign.
- Fixed floor callout not including index in simplified chinese.
- Localize "Enter the Chronosphere" logo for Chinese and Japanese.
- Replaced stylized "Ƶ" character with a regular "Z" to reduce confusion in Polish language.
- Replace Discord links with QQ links when playing in China.
- Hide bug reporter in China, because its endpoint is currently inaccessible from Chinese internet.
🗺️ Level Generation
- Change the way you reach the core.
- Moved the entrance to several miniboss floors further away from the arena room.
- Added rare + starting weapons to the Adaptive Arsenal irregular sphere.
- Reduced how frequently long dead end areas generate between major gameplay areas.
- Added a new miniboss to the second half of each run.
- Fixed an issue causing some sphere modifiers to override enemies/hazards much more than expected.
- Weapons, gear and gadgets will no longer appear in stations if their associated biome is not unlocked yet.
- Sphere modifiers (eg. Larva Outbreak) will no longer be applied if their associated biome is not unlocked yet.
- Fixed an issue causing some distortions to generate as a hollow ring instead of the expected appearance.
- New landmark rooms appear.
- Reduced how often encounter modifiers (eg. Larva Outbreak) effect enemy spawns.
- The strong enemy on the last floor of each chronosphere will now spawn within the Idealizer room.
- Added significantly more variance in standard combat room sizes across all spheres.
- Interactables should now generate further from doors.
- Improved the appearance/generation speed of most grid warping effects.
- Breakable walls no longer generate special texturing around where they meet the floor like other walls.
- Broke up the transition line between different floor textures a bit.
- Reduced how noisy the edges of some large blocks / holes in the maps tend to be.
📖 Story
- Add intro cinematic.
- Add special first run.
- Added more conversations to the Starseer.
- Edited down some conversations.
- Fixed typos in knitting skit. (Reported by @reinerevans)
🔊 Audio
- Barrelman Enemy SFX
- SFX for Enemy Sand Sniper
- SFX for Enemy Dune Dervish
- Obsidius Mini-Boss SFX
- Magma Diver Enemy SFX
- Clutch Enemy SFX
- Caged Hate Enemy SFX
- Mad Doctor SFX
- Stim Cultist SFX
- Rifleman SFX
- Shock Trooper SFX
- Bushwhacker SFX
- Pub Crawler SFX
- Gunfighter SFX
- Roughneck SFX
- Heart of The Chronosphere SFX
- Pyrocrystal SFX
- Tick SFX
- Wheelie Big SFX
- Dire Clock Worker SFX
- Secret Station SFX
- Scrub + Ghillie SFX.
- Larva's chittering is now subtle. (Reported by @Kniites)
- Lilly Pilly SFX.
- Changes to spatialization for small sounds (no longer hear them in only one ear).
🐛 Bugs
- Fixed an issue causing the Clockwork Slugger/Thunder weapons to crash the game if used with the Torching mod.
- Fixed an issue causing the War Crimes gear to apply ailments to the player if they hit themselves.
- Fixed an issue causing some larva spawned by the Eggs Inside ailment to stand in place and not follow the player.
- Fixed an issue causing the Adaptive Arsenal irregular sphere to randomly give the player weapons from locked biomes.
- Fixed an issue where gunfighter poncho was lasting twice as long as it should.
- Fixed an issue where the Chaining mod would cause Explosive Penetration to activate.
- Fixed an issue where the Chaining mod would not work correctly on projectiles with multi-hit, eg. Ricochet Rifle.
- Fix bug where using kinetic surge and other abilities could increment heat attack on your equipped weapon. (Reported by @ilovelizards)
- Fixed bug where enraged Bellusect Workers were sometimes non-hostile.
- Fixed issue where certain bombs would instantly explode on contact with hazards.
- Porbs and other sticky projectiles now correctly stick to hazards.
- Fixed issue where Laser Drills mod fired an infinite length laser, instead of the correct length.
- Fixed a bug where Flamelobber Turret bombs could be destroyed by explosions. (Reported by @hvarf)
- Fix issue where sphere options would change after getting any unlock, even if that unlock did not introduce new run content.
- Fix random jitter in expiring projectile animation (flames, flamelobber grenades).
- Fixed dpad navigation crashing the game when you have no items. (Reported by @piepop101)
- Fix possible error on importing invalid save files.
- Fixed an issue causing the tutorial to get stuck when loading in.
- Fixed issues where certain high-speed actions could appear to penetrate walls when hitstop occurred.
- Fix issue where analytics toggle would always appear disabled in options window. (Reported by @.swoopie)
- Fixed weapon UI disappearing momentarily when Non-standard Issue changed weapons.
- Fixed being able to equip multiple unique mods.
- Fixed a word in the Start Somewhere mission popup breaking over multiple lines.
- Fixed invalid tooltips on the character select screen (Reported by @catastrophy427)
- Fix issues where move indicator was predicting a move through doors.
- Fix direction of explosion damage number movement.
- Fix issue where Chronosphere exteriors would not be regenerated in title menu after completing a mission.
- Fixed narrow paragraph width during dialogue for some languages.
- Fix bug where actor animations were sometimes not playing.
- Fixed an issue causing enemy ambushes to occur on the final floor.
- Fixed an issue causing small patches of separated floor to generate adjacent to rooms, creating useless doors.
- Fixed an issue causing the shaft on the final floor to generate with multiple openings.
- Fixed an issue causing the shaft to occasionally be inaccessible from the final floor.
- Fixed an issue causing the shaft to occasionally be inaccessible from the final floor.
- Fixed a rare issue causing rare weapon stations to appear multiple times on a single floor.
- Fixed a rare issue causing large centrepiece rooms to appear multiple times on a single floor.
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Uploaded Jun 20, 2026
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How to Install
Enter the Chronosphere.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
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23425363
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