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Chronos Builder: SciFi & Cyberpunk mapmaker

Created by Chronos Builder

Outstanding 3D map creator tool for Sci-Fi, Cyberpunk, 19th Century, Medieval and Fantasy for TTRPG environments

Latest Updates from Our Project:

Update 1.4.3: 100x100 maps, Wide Screen support and more!!
11 months ago – Tue, Jul 04, 2023 at 03:34:10 AM

Hello again dear Time Travelers!

It's been a month since the last Kickstarter update and a lot has happened since then: For those unaware, a couple of weeks ago we released another Chronos Builder patch with some notable improvements to the game. 

And...well, we are releasing another patch TODAY!

Today, we're packing this KS update with both the info from the previous patch and the one we are releasing now! To simplify things, we won't make any distinction between what was includen in either version 1.4.2 or 1.4.3 and we'll instead go over all of the main details.

Lets go over what's new!

1.- Chronos Grows: 100x100 Maps and Wide Screen!!

Each of these is pretty different, but hopefully you allow us to be a bit cheeky with the title and include them in a single section as now Chronos is able to take up more space in both your editor AND your screen 😉.

Wide Screen Support: This is something that has been asked about in the forums since we released the beta versions of the game and we're proud to finally bring to you all! We only lament that it took so long but you already know it's because we were hard at work ironing out all of the kinks!

The way the Wide Screen implementation is set up, will make it so that the library will fit as many asset slots as possible within the given horizontal space.

100x100 sized Maps: You can now make maps up to 100x100 grids! It's crazy how much more you can fit in and we're certain it'll lead to a lot of creative opportunities on your end!

Those with lower end computers should still tool carefully with bigger maps, as the performance will be impacted the more assets and grids there are.

Here's a preview of what we were able to create with the extra size!

Oh and btw this is only using 80x100...think about how much more your could add with an extra 2000 grids 👀

As always, we will upload this map to the Chronos Builder community! Make sure to search by "Most recent" to find it without trouble.

2.- The UI rework is finished!

With this update we close the cycle of UI rework we've been iterating on for the past couple of months. We're grateful for the feedback you've given us in this area and pleased with the generally possitive reception to these changes!

New Load Menu: A much clearner look. The number of visible slots at any moment has increased from 5 to 6 and you can now move through the pages using the mouse wheel or the pagination buttons and slider at the bottom.

Additionally, map data is loaded in groups and ahead of time now, so it will mean a slight delay when opening the game but a much faster time when scrolling through save files.

New Map Configuration Menu: We kept the same layout structure and simplified where we could. You can also use the new search input to help you add new tags to your map.

New Effects Tool Menu

New Community Menu

3.- Quality of live improvements and more

Here are some of the other changes we've made in this update in an effort to improve your map making experience:

Structure type filters: A simple change that really helps when placing down structural assets. You can now filter them by type, those being: Floor Tile, Wall, Window, Door and Column.

Reverse mouse scroll option: You can access this feature from the system options menu. It will affect the camera zoom command.

Per-asset modify terrain toggle: You can determine whether or not assets will modify the terrain beneath them. This makes it so that you can place assets over water or terrain elevations. Access this option from the tweaks menu.

We created a fort on top of shallow waters with this new feature. What's cooler than that??!!

New map tags: We added new tags pertaining to all of the available environments to allow for better map descriptions and filtering in the community.

They are also so much easier to add now thanks to the search input in the map configuration menu!

Hide the horizontal menu: You can do so by double tapping on any of the tool tabs.

Fantasy grounds video export option: You now have the option to export to video, which will use the VP8 format, the only one possible in said VTT. We'll update to VP9 as soon as they make the change.

Groupred assets and Copy/Duplicate commands: Technically more of a bug fix than a QoL update. Asset groups are now carried over whenever you copy-paste or duplicate them.

Map thumbnails won't display grid or bounds gizmo: After this update, all map thumbnails taken won't show such elements.

Even faster loading times!: Previously, the loading screen hid the process of updating the terrain so that it'd mold to the placed assets. We've decided to move that task outside the loading menu so that you can start editing your map as soon as possible! The terrain task will continue working in the background and you'll be notified of it thanks to a new indication in the UI.

The camera will now initialize orientated towards the north section of the map

4.- Autobuilder Improvements

We've made modifications to the Autobuilder algorithm. Some rooms will now be generated symetrically, leading to much better ressults. 

The affected rooms are: Dungeon Crypt, Laboratory Server Room, Moon Base Reception, Castle Dining Hall, Corpo Office, Corpo Reception, Spaceship Hallway, Laboratory Greenhouse, Alien Throne Room, Moon Base Factory, Mansion Hallway, Mansion Library, Cemetery Graveyard and Cemetery Tomb.

5.- A note on Kickstarter updates

You might have noticed that we've been updating both kickstarter pages (base CB and WW) with the same content for the last few updates.

Our plan is to continue updating this one up until the Linux version launches, as it will mark the definite end of the planned goals for this campaign. Beyond that all kickstarter updates will take place exclusively on the Wishing Well page. Discord and Steam communication channels will continue working the way they always have.

6.- What's next?

With the recent set of patches, we've addressed issues that were present in Chronos Builder since launch, these being: Improved Performance, Wide Screen support, a full UI rework and the option bigger maps.

Going forward, and looking towards the coming Wishing Well expansion, we'll try our best to improve our quality assurance so that new features are shipped in a state as good as possible, also avoiding any kind of unplanned rework in the future.

And yes, Wishing Well is still planned for launch in September, just a couple of months from now! The team is already working hard on it to ensure the best possible experience once you finally get your hands on it.

In the meantime, July is going to be a busy month here at MistWall Studio as some of our staff will be going on vacations. Our plan is to release another smaller patch in August but we can't promise it as our top priority is to release Wishing Well the month after and we might have to redirect resources towards that front. 

Here's a more detailed list of our roadmap:

- Wishing Well launch: Including Multi-level systems, the Norse asset pack, winter biomes and weather effects. As always, we'll move on to stretch goals right after!

- Linux Support: No progress has been made on this front since the last patch but we'd like to have it working before the launch of WW in September. At the very least, we ensure a detailed explanation of our current troubles with Linux by the time the next KS update goes live.

- More Autobuilder improvements: We plan to continue improving the algorithmn for multiple rooms as well as some other restrictions to improve the placement of door and windows. Additionally, we want to add an option to spawn random rooms of a given environment or setting

- Translated asset names: Not a full priority but something we want to address in the long run. Currently, asset names are all in english and we'd like to have them translated into other languages, just like the rest of the UI.

- First Person Camera mode: Classic first person mode without many limiations, for those who want to take up close photos of their maps. This one is also not at high priority but something we want to do eventually.

7.- Patch Notes

Version 1.4.3 + 1.4.2

Additions:

  • Maps can now have a grid size up to 100 x 100!!! Terrain and assets will remain intact when increasing the size of a map. Please note that, naturally, bigger maps with a lot of assets will impact performance.
     
  • Added the option to hide the horizontal menu. You can do so by double tapping on any of the tool tabs.
     
  • Added Widescreen support!
     
  • Added a toggle option in the tweaks menu to determine whether assets will affect the terrain or not.
     
  • Added video export option for Fantasy Grounds, which uses the VP8 format.
     
  • Added new map tags. Now extending to all available environments and settings.
     
  • Added the option for inverse scroll wheel input in the Options menu.
     
  • Added Structure Filtering options to the Structural assets library.
     
  • Added scroll wheel functionality to the Load Map menu.
     
  • Asset group configurations will remain whenever they are copied or duplicated.
     
  • Updated UI graphics for the Load Map menu.
     
  • Updated UI graphics for the Map Configuration menu.
     
  • Updated UI graphics for all warning menus.
     
  • Updated the UI graphics for the Community menu.
     
  • Updated the UI  graphics to the Effects tool menu.
     
  • Slight algorithm improvements for Autobuilder.
     
  • New Autobuilder Rooms:

          Tavern: Kitchen

          Market: Interior

          Alien: Lab, Nursery

          Mansion: Dormitory, Hallway, Library

          Corpo: Meeting Room, Reception, Office
     

Fixes:

  • Fixed a bug that prevented exclusive assets from ever loading.
     
  • “Global options” menu was renamed to “Map Configuration”.
     
  • Fixed a bug that would display walls and doors as duplicated in the Fantasy Grounds export file.
     
  • Both grid and bounds graphics will remain hidden formap preview screenshots.
     
  • Fixed a bug that would cause non-grouped assets in custom folders to be duplicated whenever a map that uses them is loaded.
     
  • Improved the algorithm for multiple autobuilder rooms, including: “Dungeon Crypt”, “Laboratory Server Room”, “Moon Base Reception”, “Castle Dining Hall”, “Corpo Office”, “Corpo Reception”, “Spaceship Hallway”, “Laboratory Greenhouse”, “Alien Throne Room”, “Moon Base Factory”, “Mansion Hallway”, “Mansion Library”, “Cementery Graveyard” and “Cementery Tomb”.
     
  • Fixed a bug that prevented the Chronos Button tool from replacing certain structural elements.
     
  • The “Replace all assets” toggle in the Chronos Button has been disabled by default as it doesn’t always produce the most desirable ressults.
     
  • Maps saved without a description will now display the text “Map has no description” in the load and community menus.
     
  • Fixed a bug that would clear the icons in the library menu if the user moved from a custom props folder to the Structures Tool.
     
  • Performance has improved in the Load Map menu.
     
  • Fixed a bug that would prevent maps from being duplicated if a previous duplicate of said map was deleted first.
     
  • Fixed a bug that would keep the “Delete asset” buttons active when moving from a custom folder into a genericSetting folder.
     
  • “Hide tweaks” and “Hide Palette” buttons have been removed from the taskbar.
     
  • The General Buttons menu on the top right corner of the screen has been removed as all of those functions are already present in the taskbar under the “File” menu.
     
  • Camera zoom speed has been tweaked for a smoother experience.
     
  • Isometric camera view has been improved to prevent it from cutting out sections of the map.
     
  • Fixed a bug that would keep the “Replace” tooltip visible when a structure spawn action is cancelled with the Right Mouse Button.
     
  • Fixed a bug that prevented the user from doing the duplicate/copy/paste commands repeatedly until they let go of the CTRL key.
     
  • Fixed transparency on the material for “Restaurant Windows”.
     
  • Fixed map loading bar going back and forth in the 80% - 90% intervals.
     
  • Fixed the icons for multiple assets, including: “Hospital bed 2”, “Soap Holder”, “Mansion Barrel” and “Farm fork”.
     
  • Fixed a bug that would cause assets to spawn grouped if a  group including the same type of assets was deleted previously.
     
  • Fixed Popup message box not scaling up to the correct text size.
     
  • Fixed a bug that would cause issues when exporting to directories with “.” on their path.
     
  • Fixed asset’s grid assignment. Sometimes they’d reference grids outside of their bounds.
     
  • Fixed a bug that would prevent a new map from loading sometimes if the user had loaded another map previously.
     
  • Fixed a bug that would end the highlight of a selected grid during multi selection.
     
  • Fixed preview scene for non-editable community maps.
     
  • Fixed a bug in the preview scene for non-editable community maps that caused the “Show grid” option in the export menu to be active when it shouldn’t.
     
  • Performance improvements.
     
  • The camera will now initialize orientated towards the north section of the map.
     
  • The text on the tooltips will now be centered instead of left-aligned.
     
  • Fixed exclusive kickstarter assets not working.
     
  • Fixed Cyberpunk Corpo structural assets not working correctly.
     
  • Fixed Alien setting door and window having misplaced vtt positions.
     
  • Fixed door assets not being correctly exported to Fantasy Grounds.
     
  • Modified the size, position and color values of multiple UI graphics.
     
  • Removed old deprecated Autobuilder rooms.
     

Update 1.4.1: Corpo Office asset pack + Performance Improvements!
12 months ago – Wed, Jun 07, 2023 at 08:03:48 AM

Hello again dear Time Travelers!

Back at it again with another update you dont want to miss! 

The Cyberpunk Corpo Office asset pack is finally here!  

We are also releasing the Weapon packs unlocked through the social media goals in the Wishing Well campaign!

On the technical side of things, with this new patch wealso address the issues some of the new users are having with the program. We also implemented the finished menus for the Effects Tool, Autobuilder, Export and Main Menus...Oh and there's a surprise new Export Option!

Lets quickly go over what's new in Version 1.4.1:

1.- Optimized Map Loading

Some users reported the game crashing on start up,  likely due to a heavy memory use while loading. In order to fix this, we're now loading individual asset rendering data on demand whenever the asset is needed in the scene.

The crash issue isnt something we've been able to replicate here at the studio but we believe this solution should fix most cases of it. Beyond that, we recomment keeping your GPU drivers up to date and verifying the integrity of game files through Steam.

As always, we'll be available on Discord and the Steam forums, checking up with you in case more problems surface.

 2.- Cyberpunk Corpo Office + Weapon pack assets! 

Enjoy this new cyberpunk pack that will bring some life to your interior maps. Perfect to go alongside the Apartment and Bar environments! These types of maps are some of the most popular ones on the campaign and we cant wait to see what you create with them 👀.

With this we complete all of the promised stretch goals for the original Chronos Builder campaign! (Time really flies uh?). The art team is already hard at work on the Wishing Well packs.

Oh and speaking of Wishing Well, we are also releasing the futuristic weapons asset pack that was unlocked in the Wishing Well campaign! This one is also available to everyone!

3.- New UI Update!

As promised, we continue with our UI update, this time regarding the two missing Tool menus that were still using the old graphics!

Effects Tool Menu: A far more simplified version in line with the rest of the UI.

Autobuilder Tool Menu: The advanced options now occupy a smaller space without the need for a scroll menu. Additionally, you will see thumbnails of the selected assets at the top, where you'll also be able to un-select them.

Export Menu: Finally, the export menu gets an update which makes it far more comprehensible through the use of different sub-menu tabs. 

4.- And there's more! 

New Fantasy Grounds export option!: You can now use the "Fantasy Grounds" option within the VTT Export menu, which will output an XML file alongside the map image. 

New Autobuilder updates: We modified the way the autobuilder generates certain rooms so that some of them don't require walls. Such is the case with exterior environments.  We also improved the algorithm to prevent items from spawning right in front of doors.

5.- What's Next?

As always, we aim to release the next patch within a month! Here are our current goals:

- Finished UI: There are some menus that have yet to be upgraded, such as the Community menu, and the Global Options menu.

- Releasing the Norse setting asset pack (Wishing Well): That's right! We'll start fulfilling our Wishing Well goals real soon.

- More autobuilder Improvements: We plan to improve the structure placement even more.

- Wide Screen support: This one is something that has been asked for a long time on the forums and we finally are at a point were we can tackle it head on!

- Resume work on Linux Support: As we explained on Discord, this branch was put on hold because the game was having a lot of performance issues which prevented a big chunk of players from opening the program. We had to make the hard decission of moving our programmers into that front

6.- Path Notes

Version 1.4.1

Additions:

  • Added Cyberpunk Corpo assets pack
     
  • Added Futuristic Weapons asset pack.
     
  • New Effects tool UI graphics.
     
  • New Autobuilder tool UI graphics.
     
  • New Export menu UI graphics.
     
  • New Main Menu UI graphics.
     
  • New fantasy grounds export option.

Fixes:

  •  Improved performance. Maps should now load faster and assets will be loaded in the background whenever needed. Item slots cant be used until their assets has been loaded.
     
  • Autobuilder algorithm improvements.
     
  • Fixed a bug that let users paint nature props outside the terrain bounds.
     

Patch 1.4.0 is live! New UI and autobuilder updates!
about 1 year ago – Thu, May 18, 2023 at 06:35:02 AM

Greetings, dear Time Travellers. Long time no see!

It's been 3 weeks since the last patch where we started the process of updating the User Interface and Autobuilder features. This time we bring a complimentary update to cover (for the most part) what was missing from the last update as well as many other fixes and performance improvements!

And of course, We're launching the update on both Windows and Mac at the same time. We apologize for Mac users feeling a bit left out during the last patch and assure you that the wait will have been more than worth it!

Get ready for Version 1.4.0!

1.- Today we begin sending out Wishing Well KS keys!!

Starting today, we'll be sending out the keys to all of the Wishing Well backers! The Chronos commmunity keeps growing 💕.

These keys are the ones pertaining to base Chronos Builder itself (those who bought the game through the new campaign), exclusive asset packs and addons!

2.- New exclusive Kickstarter Assets!

The gift asset pack we promised on the Wishing Well campaign has been implemented. Everyone who participated on that campaign, no matter the pledge level, will receive a key that they can redeem on Steam.

You can find these new assets inside the Cyberpunk > Street folder!

3.- New User Interface improvements

Continuing with the visual updates, this time we focused on finishing the menus you interact with most often during map making

We expanded all of the possible menus to show as many elements as possible!

Looking much cleaner now, don't you think 👀?

Well, wait 'til you see all of the other menus. There's more!

For starters, here's a look at the new folder menu. The search bar will be active at all times, making it easier for you to find specific assets. You will select the Setting at the top, while at the bottom you have individual folders for all available Environments within said Setting.

Here we are using the advanced search option, which lets you sort assets by their tags. By default It'll be hidden, giving you even more precious map making space!

The new asset library has much bigger asset icons and they are also transparent now!

We went down from 16 assets per row to 14 but its not that big of a change when compared to how much better this looks!

The tweaks menu takes up less than half of the screen space it used to! You can also hide specific sections of it. Overall, we gained a lot of much needed screen space thanks to this change.

And here are all of the new Terrain Tool menus!

We kept the same functionality but reduced the horizontal space as much as possible.

The System Options was also simplified:

Remember when we used to have 4 different volume sliders??...Yeah thankfully that's all in the past now.

And let's not forget the new loading graphics!

There are many more little UI changes but we won't spoil them all here hehehe...

We hope you enjoy the new changes and, as always, we'll keep an eye on all of the discussion on our Discord and Steam servers. We are open to your feedback!

We wanted to get this update in time for when Wishing Well newcomers join the community, hence why there are still a couple of menus using the old graphics. Namely the Autobuilder, Effects, Global options and Export menus. We'll have those ready as soon as possible!

Simply put: Chronos has never looked this good. 

4.- Autobuilder Structual update

We improved the procedural algorithm and the way it places doors. It makes way more sense now.

From now on, it should only place 1 door per room and it'll always match any door on a neighbor room. Additionally, sometimes It'll create a matching set of doors on a neighbor wall even if it didnt have a door previously.

5.- Quality of life changes

New Transparent Grid: By default the grid will be invisible. This will help make the scene way less noisy. Only the grids of selected assets or the ones under the mouse will be highlighted.

If you miss the old system, worry not! You can still make your grid visible at all times through the Global Options menu. We are planning more updates for this system, such as choosing if you want the grid to be visible through elevated terrain and assets...but these changes will have to wait until next patch.

User Folders are now shared across maps: The way it should have always worked! You can have a custom folder filled with your favourite assets and it'll always be there no matter which map you load. Simple.

Improved ClickThrough system: By clicking repeatedly you will now select the items behind the current selection. After the last item has been reached, the following click will select the item on top once again. This previously worked with up to 2 items but now it'll reach as many as its possible!

6.- What's next?

If you remember the last update, you'll agree that so far we are sticking to our plans! Here is our current projection for the next patch, which should launch in a couple of weeks:

- Continue updating the UI: Possibly one of the last few UI update patches that we'll roll out. At the very least, we want to address the missing tool menus.

- Releasing last promised asset pack from the first KS campaign: That'd be the Cyberpunk Corporative Office!

- More autobuilder Improvements: We plan to improve the structure placement even more.

- Export option for Fantasy Grounds: Export an excel file of your map compatible with Fantasy Grounds

7.- Patch Notes

Version 1.4.0

Additions:

  • User Folders are now shared across different maps.
     
  • Added new Cyberpunk Street assets for Wishing Well Kickstarter backers.
     
  • The click-through system has been updated. By clicking repeatedly you will now select the items behind the current selection. After the last item has been reached, the following click will select the item on top once again.
     
  • New transparent grid system:

    The grid cells will only be visible when highlighting them through item selection or moving the cursor over them.

    The previous grid option can still be selected through the global options menu.

    A new gizmo will display the current grid bounds.

    The grid cells are now visible through different terrain elevations.

    You can now toggle visibility for individual tweaks menu elements.

    Visibility buttons for the tweaks and library menus have been removed as they now take up a much smaller screen space. We’ll consider implementing similar features in the future.
     
  • The UI has been updated*:

    Text and graphic colors have been normalized across the entire system.

    Text size has been normalized across the entire system.

    Added website and discord invite links to the taskbar.

    New graphics for multiple UI elements.

    Library item slots are now bigger and use transparent backgrounds.

    The quick palette functionality has been removed.

    “All assets” folder has been added.

    *: Global options menu, Autobuilder menu, Effects menu, Export menu, Load menu and Main menu have yet to be updated.
     
  • Added procedural rooms for the Moon Base thematic.
     
  • Procedural rooms door spawning modified. Rooms will now only spawn one door by default. If spawned next to another room, it will always connect them with doors.
     
  • Misc. Procedural generation small improvements.
     

Fixes:

  • Fixed copy and paste/duplicate not working with large groups of assets.
     
  • Fixed assets stacked on other assets losing their vertical positions after copy and pasting.
     
  • Fixed some assets increasing their vertical position while rotating the asset they were stacked on.
     
  • Fixed VTT exports getting mosaics effect in their image output.
     
  • Fixed Video export not producing any output at all.
     
  • Fixed Laboratory Walls 1x1 not being correctly displayed on VTT exports.
     
  • Fixed print exports having misplaced outputs when the number of image to create was an odd number.
     
  • Fixed the rotation and pivot of multiple assets.
     
  • Fixed Cyberpunk Hallway floor being tagged as a door.
     
  • Fixed Cyberpunk Police car doors.
     
  • Fixed an error that prevented the advanced search system from working as intended if the tag for the currently selected folder was pressed through the tweaks menu.
     
  • Disabled spawn rotation for multiple assets of grid size bigger than 1x1.
     
  • Fixed “Delete” tooltip from showing up whenever the delete button is disabled in the item editing menu but the user mouses over its position.
     
  • Fixed nature paint spawn rate.
     
  • Fixed nature paint placing assets outside the terrain bounds.
     

24 hours to go!
about 1 year ago – Tue, May 02, 2023 at 02:34:48 PM

Hi, fellow travellers!

Finally, we have entered into the last 24 hours of our campaign!

We are very grateful to everyone for believing in us. You have made it possible for Chronos Builder to become a reality, just as you have made Wishing Well a dream come true.

This is our last chance to spread the word and make this journey even better! However, whatever it happens, you'll always have a place on our little black hearts! :D

Let's go for it! For the last 24 hours!

Cheers!

Chronos Builder gets a fresh new look and lots of new assets!! V 1.3.3 has arrived!!
about 1 year ago – Thu, Apr 27, 2023 at 09:33:36 AM

Greetings dear Time Travellers!

It's been 3 weeks since we launched our Wishing Well campaing... and a lot of things happened!

First of all, thanks to you this expansion will be a reality! And we have also unlocked 3 crazy new settings:

- Zombie Apocalypse (braaaaains)

- Pirates! (Yarrrr!)

- Western (Draw, son of a gun!)

Of course, we cannot forget about the many other unlocked features that will go towards ALL Chronos Builder owners!

Enjoy the new Multi-level grid system, the Winter Weather Effects and Snow Biome! All unlocked through the base funding goal of Wishing Well!

Collapsed Urban Biome: New biome with 4 unique textures to create a wider variety of roads and floors!

Biome combinations will let you create your own custom biome and combine whichever 4 ground textures you want to use to paint your map! We also added 2 new terrain biomes with their own unique textures each so that you have even more combination options!!

 With the new Deep Waters feature you’ll be able to modify the depth of water areas. No more shallow ponds! Perfect to go with the pirate assets!

Rocky Desert Biome (Available to all CB owners!): A new biome with 4 new textures to paint the terrain. Take your players to a rocky Canyon where they'll meet their fate!

Desert nature props (Available to all CB owners!): A new asset pack with 10+ nature props for you to paint using the Nature Brush!

This is your archivement. Thank you so much!

However, we are only 6 days away from the end of the campaign! Lets make this last stretch count and see how far we can go! The far, grim and NOT 40k future looks pretty cool, right?

By the way, we haven't been idle... that's why we proudly present to all of you a new update to the live version of Chronos Builder!

Here's what's new in Version 1.3.3:

1. - New Moon Base assets have arrived!

We unleash the new Moon Base asset pack!

Enjoy the new asset modules that'll let you create your own train track system and become the boss of your own space mining facility. These new assets are as exciting as they are big, so get ready to expand the size of your grid (oh and worry not, as we'll let you go up to 100 grid cells in the future!). We think this will add a lot of personality and value to outdoor Sci-fi and Cyberpunk maps.

Well, what do you think?

2. - We are listening to your feedback!!

But that's not all! NOT AT ALL!!

As you all know, we've been active on the discord server, listening to your feedback and bug reporting. This time we're tackling something you've been asking for some time now: The User Interface! (Well, alongside a few more quality of life updates, as always 😊).

Chronos looks different! Much cooler now :)

For some time now we've been re-designing the layout of the UI and with this update it finally gets unveiled. We focused on a more minimalistic look that's easier to read while also keeping all of the functionality we already had.

For starters the new directory system lets you navigate different Environment folders for each of the available Settings. This way you can filter through assets much faster without resorting to the search menu.

Oh and we added a "New Assets" folder to display all of the recently added goodies 👀.

The library items are now organized using a pagination system, which has resulted in significant performance improvements. You can still use the mouse scroll to move through different pages or use the new slider graphic.

The taskbar is now static and has a much more simplified look to it. We generally cleaned up the screen space to let you focus on what matters: Making new maps!

Command Tips and descriptions now have a dedicated section in the UI! Whereas before they'd take up the Tweaks Menu spot and fill a big chunk of your screen, they will now pop up over the library bar.

There's more to come but we didnt want to make you wait any longer to experience these changes! Our focus is on finishing the rest of the UI overhaul before the next month is over. We'll tackle the rest of the tool menus and tweaks next. We already have a lot of plans for those!

Multiple other performance and Quality of Life improvements

Yes. There is more. A LOT MORE!

The maximum frames per second have been limited to 30 for “Low” quality settings and 60 for all other settings. There has been an improvement in performance.

You can now cancel item spawn actions and autobuilder selection by tapping the right mouse button. As always, you can still do so by pressing "Esc" or by clicking outside the grid bounds.

3. - New Autobuilder Improvements

As we promised, the Autobuilder too is getting an update!

We focused on the correct placement of props first. They should have much better compositions now.

Here are some examples of autogenerated rooms.  Granted, we rotated some assets, but the rest is what we got :)

We wouldn't call this version 2.0 just yet, as we still need to finetune the placement of doors and windows a bit more, but we feel like this is a step in the right direction.

At the moment, some room types work better with the algorithm, such as Medieval Tavern, Victorian Attic or Cyberpnuk Industrial storage rooms.

We have "room" for improvements! :)

Stay tuned!

4.- What's next?

Here are our plans for the next set updates!

- Only the last stretch goal left! : You heard that right, we only have one Cyberpunk environment pack left to deliver from the original kickstarter campaign.

We're tentatively calling it "Cyberpunk Corporative Office". You get the idea ;)

- Continue updating the UI: As we said earlier, there's still work left to do but the most crucial parts have been already addressed. We'll tackle the rest of tool menus and the tweaks menu next, then the main configuration windows.

- More Autobuilder Improvements: We plan to focus on placing the doors in more desirable positions and improving the algorithm for some of the rooms available.

- Continue listening to you: Your constructive feedback and constant help make us improve. Thank you very much for your support and pats on the back, let's keep going in this direction!

Go for it!

5.- Patch Notes

Version 1.3.3:

Additions:

  • New Moon base setting assets have been added!
  • New UI! Limited to selected menus. The rest will be updated in the future.

    Multiple new UI graphics.

    - Consistent text size across the library menu.

    - The item library now uses pagination to display items and it has resulted in significant performance improvements. You can still use the mouse scroll to move through different pages or use the new slider graphic.

    - New folder Layout system. You can now navigate different Environment folders for each of the Settings.

    - A new folder has been added to showcase the most recent assets included.

    - Quick palette is now disabled by default. You can enable it in the “View” menu inside the taskbar.

    - “Expand library” button and functionality have been removed.

    - Command tips and other descriptions will now display within its own dedicated space. The tweaks menu is now exclusive to item tweaks.
  • New “Ultra” quality setting added.
  • Max frames per second have been capped to 30 for “Low” quality settings and 60 for all other settings. There has been an improvement in performance.
  • New Autobuilder improvements! Props should have much better compositions. Structure placement is still a work in progress.
  • You can now cancel item spawn actions and Autobuilder selection by tapping the right mouse button. As always, you can still do so by pressingesc or by clicking outside the grid bounds.

Fixes:

  • Fixed a bug that would cause items to be de-selected whenever the user interacts with the tweaks menu.
  • The Terraforming tool gizmo will now hide whenever the cursor is on top of the UI.
  • The search menu now correctly opens with the tags relative to the currently selected folders.
  • Fixed some post processing effects not applying on higher quality settings.
  • Fixed an issue that prevented the contextual menu from updating when a user cancels in the middle of a rotate or scale action by pressing the “Esc” key.
  • Fixed a bug that caused system errors if the language was changed while the search menu is open.
  • Fixed an error that prevented the game from working after finishing the tutorial.
  • Quick palette visibility config will remain consistant upon opening/closing the program
  • Multiple performance improvements.
  • Multiple other minor bugfixes.