Chrono Odyssey Developer Q&A Session (May 2026)

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Sang-Tae Yun, the Executive Producer of Chrono Odyssey, recently shared a handful of responses to some questions that came in from the community. These are specific questions asked around the recently shared Developer’s Notes #5, and they were shared directly within the official Chrono Odyssey Discord.

Each of these questions, and their responses, are captured below.

Matrix System Questions

Q1. What is the development team’s philosophy on class balance? While the Matrix System aims to align classes, its sprawling node structure seems difficult to balance. How do you plan to manage this complexity?

A: The Matrix System is designed to enable playstyle diversity within the same weapon type. It is not designed to endlessly increase a class’s total power, but to let players using the same class build different combat identities. Adding more nodes will not simply raise a character’s power ceiling. And even when using the same weapon, combat can feel very different depending on which nodes you choose. Balance will be handled based on full builds, not individual nodes. We will continuously track content data, and if a certain build becomes too dominant, we will make adjustments on a seasonal basis. Rather than chasing the unrealistic goal of making every single node perfectly equal, our objective is to maintain a state where many strong builds can actively coexist.


Q2. Will resetting Matrix nodes be free, or will it feature a restrictive cost system similar to Path of Exile?

A: The Matrix System is designed to let players freely experiment and discover their own combat meta. Accordingly, Matrix nodes will be resettable through in-game currency without placing a heavy burden on players. We do not want players to feel they need to remake their character over one wrong build choice. Instead, we want build experimentation to feel like a natural and enjoyable part of the gameplay loop.


Q3. While the Matrix System offers extensive customization, how does the development team plan to prevent meta-stagnation and encourage players to experiment with different gameplay combos?

A: Our core goal is to avoid creating one single “correct” build. Combat will change depending on which nodes you choose, even within the same weapon type. Different types of content will also require different capabilities, making it difficult for one build to be the best in every situation. As mentioned in Q1, we will continuously track build data across all content and apply seasonal adjustments if a specific build becomes too widely used. Keeping node reset costs low is another intentional mechanism to prevent meta stagnation. Our goal is not to have one absolute strongest build, but to create a state where many strong builds can exist together.


Q4. Regarding Matrix progression, do node advancements provide flat damage increases, enhanced utility effectiveness, or a combination of both? Additionally, how do you plan to balance these progression metrics over time?

A: The Matrix consists of active and passive skills that let you customize your playstyle for each weapon. Unlocking skills tailored to a specific combat style will fundamentally shift your skill rotations and combat rhythm. Leveling up nodes will not simply increase damage by a fixed percentage. Instead, the system introduces distinct tactical variations based on each build’s identity.


Q5. Will players be able to save dedicated PvE and PvP loadouts, including Matrix nodes, for quick swapping between content?

A: Yes, we are developing a Matrix Preset feature so players can easily swap between different combat builds. Our goal is to let players quickly switch between pre-set builds, without having to reassign nodes every time they play different content. Details on the number of preset slots, saving scope, and the UI layout will be shared once they are finalized.


Q6. How many Matrix Points can a character acquire, and through what methods are they earned? Are these points shared between both weapons or pooled separately? Furthermore, is there a cap on total points, or will players eventually be able to unlock all Matrix nodes simultaneously?

A: Matrix Points can mainly be earned through character leveling. Certain progression paths will also require additional upgrade resources. Players will shape their Matrix by combining leveling points with resources earned through specific content. However, one character cannot unlock all nodes simultaneously. The Matrix is not a system where every character eventually maxes out everything. It is about choosing a direction and creating a distinct build identity. Details on total Matrix Points and weapon pooling will be shared once the system is finalized.


Q7. Will the Matrix tree include traits or nodes specifically dedicated to PvP?

A: There are no PvP-exclusive traits in the Matrix tree. Splitting nodes into separate PvP and PvE variants degrades a build’s utility outside its designated mode, forcing players into a tedious double-grind. To avoid this, we are designing the same nodes so they can be useful in both PvE and PvP depending on the player’s style. Rather than having builds that only shine in one mode, our goal is for the same build to have value in different ways depending on the situation.


Monster Equipment Questions

Q8. The developer’s notes mention that monster equipment sets serve a purpose beyond mere stats. Do you plan to implement a transmog system, or will these pieces eventually become obsolete?

A: Monster gear is built around unique special effects that match each monster’s appearance and concept, rather than just raw stats. Visual assets becoming obsolete goes completely against our design goals.

Players will be able to extract the appearance of most in-game gear and apply it to other equipment via a dedicated wardrobe system. Extracted appearances are purely cosmetic so the stats of the original gear will not transfer over. Since appearance and stats are separated, players can run high-end gear while rocking the look of their favorite monster.

Note: The dye system for extracted appearances is under careful review to ensure it meets our visual quality standards. While its final implementation is not guaranteed, we are taking the time to thoroughly evaluate its feasibility.


Q9. Will monster equipment drop directly as complete pieces upon defeating a monster, or will players need to farm materials to craft individual parts like in Monster Hunter?

A: Monster equipment drops directly from all monsters in the game as a complete piece of equipment. Players will not need to collect materials to craft these items.

However, a single monster will not drop a full set all at once. In most cases, monsters will drop individual gear parts, allowing players to assemble full sets by repeatedly hunting the same monster.

Furthermore, to prevent the system from becoming a repetitive grind, we plan to introduce alternative acquisition paths, such as quests and exploration, to provide diverse ways of obtaining these unique appearances.


Q10. Are the new equipment sets class-specific, or are they available to all classes? If class-locked, is there a feature to ‘stitch’ items together to combine preferred stats and appearances?

A: Monster equipment sets are universal and can be equipped by all classes. Weapons, however, remain locked to the specific classes that use them. The ability to freely combine appearance and stats is handled by the gear extraction and wardrobe system. Since players can use strong equipment while overlaying the appearance of their choosing, a separate “stitching” mechanic will not be needed.


Supporter System Questions

Q11. Within the Supporter System, will NPC supporters have unique personalities, combat roles, or progression systems, or are they intended strictly for temporary combat assistance like the ashes in Elden Ring?

A: To clarify, the Supporter System is not a permanent, micro-managed companion system. It is a difficulty buffer designed for players who hit occasional difficulty spikes within our non-linear progression.

Supporter NPCs have fixed, predefined roles and cannot be owned or leveled up. Think of them as a temporary combat buffer to lower mechanical hurdles. While they add flavor to gameplay, they will not be an all-powerful “win button,” ensuring the core value of the challenge remains intact. (Note: We noticed many players are interested in a separate companion system. We cannot confirm its development at this time, but we will begin discussing internally what a companion system for Chrono Odyssey could look like).


Q12. Will players utilizing the Supporter System receive the same amount of rewards as those who clear content without any assistance?

A: Using a Supporter alters the content’s mechanical difficulty, and we are currently considering scaling rewards based on that difference. Even if clearing content with a Supporter restricts certain additional rewards, we are designing the system so that players can still earn them later by re-clearing the content without a supporter. Our intention is for players to try content with a supporter first if they are not yet familiar with the difficulty, then challenge it again without a supporter once they feel more comfortable.


Q13. Instead of the Supporter System, has the team considered encouraging players to form parties with others and rewarding them for providing support?

A: We are actually developing both avenues on separate tracks. Solo challenge content is designed for players to take on certain challenges alone, such as personal challenges or and 1v1 boss encounters. (The Supporter System mentioned in Q11 is meant to help players who may get stuck during the learning process.)

Team play with other players will be provided separately through multiplayer challenge content. We are preparing content where players can team up to challenge bosses or progress through cooperative gameplay.

In other words, the Supporter System and player co-op are not meant to replace each other. Each will be provided in the form that best fits the type of content.


Other Questions

Q14. Could you share more details regarding the specific policies and mechanics of the channel system?

A: While we are still refining our channel policies, here is our current direction: All channels under a single server share character data dynamically, meaning that even if you move to another channel within the same server, your character information will remain the same.

Players will also be able to form a party even if they are connected to different channels. However, to see each other in the field or in town, party members will need to be in the same channel.

Other policies, such as channel swap cooldowns, will be worked on while considering the overall balance of the game.


Q15. Regarding the QoL improvements, could you clarify what is meant by “undiscovered dungeons are trackable”?

A: To clarify, world map icons will change depending on the character’s exploration progress, helping players track what they have discovered or completed.

If content has not been discovered yet, its icon will not appear on the map. Once discovered, an uncleared icon will appear (e.g., a gray icon). After the content is cleared, the icon will change to a completed state (e.g., a white icon).

This allows players to quickly check which content they have not visited yet and which content they have already completed. Discovery itself will still be up to the player, while the system helps players manage their progress more easily.


What’s Next for Chrono Odyssey?

It’s nice to see that the developers of Chrono Odyssey are still working hard on implementing the feedback that came from the first closed beta test. Next steps for Chrono Odyssey will likely be a few more rounds of developer notes with key changes the team has made, and then eventually the introduction of their second closed beta test.

This next closed beta test will have a major impact on the future of Chrono Odyssey, and will be the first true test to see how this team implements player feedback in preparation for the official launch (which is currently planned to be early 2027).

Stay tuned for more Chrono Odyssey news coming soon!