This update mostly changes the progression system and adds quality of life improvements. Still a work in progress. If you have anything to share about Chaos Crown, our Discord is always open :) Here are the changes!

Additions :
- Killing enemies grants xp.
- With enough xp, you level up. There is no cap to levels, howerver each level demands more xp. For the sake of the demo, you gain quite a lot of xp per monster.
- You gain a skill point on level up.
- Champions start the game with a free skill point and a free ability upgrade.
- You can spend skill points in the skills tree. You can also upgrade an ability for free for each level up.
- You can open the character menu with the TAB key or the select button of the controller.
- Opening the skills tree pauses the game.
- You can open the skills tree with T or the upper arrow on the controller. Note : this binding has not been added (yet) to the options menu.
- The inventory menu now shows the skills tree button and lets you upgrade your character (its the same menu opened by the TAB key now).
- @Nelsieoo added a new currency icon for the skills points :
- Combat texts show the xp gained.
- Combat text show the skill points gained.
- You get notified on level up with a white explosion and a text on top of the screen. You still have to remember to upgrade your skills which is no easy task if you level up in the midle of a difficult fight. If you have an idea of what could improve this process let us know in the comment section.
- Collecting collectibles such as critical orbs or fire gems will show a combat text too.
- You lose all upgrades, stacks, gold and items on death, victory or abandon.
- A brand new Combat Menu by @Nelsieoo on Instagram!
- Behind the scenes, Antoine Fortin has started to work on the ice rooms. We have nothing conclusive to show in this early stage, but it really feels good to test in a completly new environment!
Quality of life improvements :
- A new font has been added to the game.
- Small minions such as baby spiders have now 20 hp, you should oneshot them with any champion.
- Most of the monsters have reduced health. We want our game to feel fast-spaced, this is only the first step towards achieving this goal.
- Damage over time texts are now smaller than direct damage. This should help keep track of what damage you just did with a fire ball for example.
- Outside of combat, players get a 35% movement speed increase. We hope this will ease the exploration of big rooms without making small rooms unwalkable.
Fixes :
- Some ground calculations weren't functionning as expected. We fixed what we've found.
- The character voices volume weren't following the master volume.
The gold is useless now lol. Dont you worry, we'll find something for you to invest in soon ;)
We are currently exploring the idea of a crafting system that involves merging item rewards togheter.
One item would define the context : "whenever you deal direct damage," and the other what happens : "you cast a fire explosion". Would this be more exciting than the shop we talked about?
Have a nice day!
The team.
