Chrono Odyssey continues to refine its core gameplay systems, and the latest Developer’s Notes #4 place a strong spotlight on combat improvements. Following the previous update, this new installment outlines meaningful changes aimed at responsiveness, impact, and overall combat clarity, shaped by extensive player feedback and internal testing.
According to the development team, these adjustments represent a clear step forward in improving the feel and depth of combat, while additional refinements continue to be made behind the scenes at both systemic and animation levels. All features discussed remain under active development and may evolve further.
Table of Contents
- Controls and Responsiveness
- Combat Impact and Feedback
- Consumables System Overhaul
- Additional Combat Improvements
Controls and Responsiveness
Player feedback from the first Closed Beta Test highlighted issues with delayed reactions and sluggish character control. In response, the development team has introduced a series of changes designed to make movement and combat feel faster, smoother, and more intuitive.
Camera Direction and Movement
Movement and skill execution are no longer locked to camera direction. Players can now reposition freely while keeping the camera focused on enemies, allowing for better situational awareness and more natural reactions during combat encounters.
This change reduces excessive input adjustments, particularly for controller users, and makes it easier to read enemy patterns while maneuvering.
Left and Right Strafe Running
New strafe running options allow characters to move quickly sideways while maintaining target lock. This improves evasion against area-of-effect and linear attacks and opens up more tactical positioning options during fights.
Attack Direction Adjustments
With camera lock removed, attacks are now executed based on the character’s facing direction. This ensures that attacks land exactly where players intend, aligning movement, positioning, and attack flow into a more consistent combat experience.
Sprint Input Improvements
Sprint activation is now instantaneous, with the removal of the previous startup animation. Additionally, holding the sprint input during a jump will immediately trigger sprinting upon landing, eliminating unnecessary delays in movement.
Jump Landing Animations
The automatic roll animation after landing from a jump has been removed. This prevents unintended displacement and gives players more precise control over their final position after landing.
Alongside these changes, character animations are being refined across the board to maintain visual consistency and fluidity in all combat scenarios.
Combat Impact and Feedback
To increase the sense of weight and tension in combat, several improvements have been introduced to how attacks and defenses feel moment-to-moment.
Enhanced Hit Reactions
Characters now display more noticeable physical reactions when struck by normal attacks. Instead of combat feeling like a simple exchange of damage numbers, players receive immediate visual feedback when hit, reinforcing the importance of positioning and timing.
This change encourages more deliberate play, reducing passive damage trading and promoting active dodging, counterattacks, and engagement with enemy mechanics.
Guard Crush System
A new Guard Crush system adds depth to blocking mechanics. Blocking attacks consumes stamina, and reaching zero stamina triggers a Guard Crush, leaving the character temporarily defenseless.
Additionally, blocking now immediately breaks if the player is struck from the side or rear, making positioning a critical factor in defensive play.
Different Guard Crush animations are triggered depending on whether the incoming attack is light or heavy. Stronger attacks push characters back further and require longer recovery times, forcing players to decide whether to block, dodge, or reposition based on stamina and enemy behavior.
General Combat Adjustments
Knockback durations have been shortened to maintain combat flow and reduce vulnerability to unintended follow-up attacks. Furthermore, full crowd control immunity has been removed from certain powerful enemies and replaced with conditional systems, allowing skilled players to strategically interrupt enemy actions using CC abilities.
Consumables System Overhaul
The consumables system has been restructured to clearly separate short-term survival tools from long-term enhancements.
HP Recovery
Health potions are no longer individual consumable items. Instead, they now function as a permanent, rechargeable system bound to a dedicated input. Potions automatically refill upon death in instanced content, removing the need for repeated crafting or supply runs.
Food Buffs
Food items have been redefined as long-duration buffs that provide stat bonuses or movement speed increases, rather than instant healing effects.
Special Potions
New special potions offer powerful effects for very short durations. These are designed to be used at critical moments in combat, offering tactical advantages when timing matters most.
Additional Combat Improvements
Duels
Dueling has been improved with clearer visual boundaries and more intuitive victory and defeat indicators, making competitive encounters easier to follow.

Throwables
Throwable items now display a visible trajectory arc when aiming, reducing accidental collisions with terrain or obstacles.

Weapon Swap Visuals
Weapon swapping effects have been enhanced, allowing players to more easily track weapon changes during fast-paced combat situations.
The second half of 2025 marked an important phase for the development team, filled with in-depth discussions and evaluations of the game’s direction. Driven by community feedback, the team reaffirmed its commitment to refining combat ahead of full release.
More Developer’s Notes and updates are planned for the future, and players are encouraged to continue sharing feedback as development progresses.








