Chrono Odyssey Q&A Session

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Earlier this week, Sang-Tae Yun, Executive Producer of Chrono Odyssey, jumped in the official Chrono Odyssey Discord and answered a handful of common questions the community had.

If you missed this, don’t worry – we’ve got you covered. Below is a compiled list of everything that was covered in the session. If you want to participate in the next Q&A session, be sure to join the official Chrono Odyssey Discord Channel.


First Topic: Camera & Controls

Do you plan to add a toggle option so players can choose between “camera-facing” and “character-facing” directions?

In the current version of the game, the camera plays a pivotal role beyond just providing a viewpoint. At this stage, rather than splitting our focus by adding various toggle options, we are pouring all our resources into perfecting the combat experience through revamped camera settings and a lock-on system. We will continue to fill any gaps through ongoing testing.

How do movement and aiming work for ranged classes? Is there a toggle between camera-facing and directional control, or a hybrid system?

Ranged characters utilize a dedicated camera view with a targeting reticle specifically tuned for their combat needs. However, we are still conducting internal R&D on the ranged camera environment to ensure the controls feel just right. We look forward to showcasing this in gameplay footage later.

How does character movement look while locked on?

By default, the character will stay facing the target while locked on. However, we’ve updated the system so that when you sprint, the character can move nimbly and reposition with fluid animations and speed while breaking lock-on focus.

Have you considered an acceleration-based movement system instead of instant top speed?

Movement is just as vital as the camera system. We’ve currently balanced sprinting so that you hit top speed instantly to minimize any frustration. That said, we are discussing and testing ways to integrate acceleration to amplify the immersion and weight of certain content without making the game feel sluggish.

Swordsman holding shield in Chrono Odyssey.

Topic 2: Impact & Balance

Will the new hit reaction system lead to stun locking when fighting multiple enemies?

We believe that stun locking (where a player loses control for unavoidable reasons) is a design flaw that kills fun. To prevent this, we’re designing monster AI to use a coordination system. Instead of overwhelming you with simultaneous attacks, monsters will strike sequentially instead. Our core goal is to ensure you never feel cheated out of your controls and can stay engaged in the fight until the very end.

Can basic attacks cancel skill casting? Are there differences in hit reactions based on class or specific stats?

Being hit by a basic attack can interrupt skills that require charging or those that do not grant super armor. A canceled skill will still trigger its cooldown. We do not have hidden stance or poise stats for resisting hit reactions. Instead, we want players to parry, block, and dodge to actively counter enemies. Timing these correctly provides specific advantages, making the back-and-forth of combat more rewarding.

As player mobility and controls improve, will monsters be buffed to match?

Absolutely. Our monsters are being upgraded to react more intelligently to the state of battle. Rather than just standing around, they now calculate distance and perform coordinated group attacks. As your controls become more intuitive, the monsters will become more relentless, adapting to your attack flow. We are rebalancing the combat experience through sophisticated animations and pattern changes in lieu of just inflating HP.

Does blocking have a clear advantage over dodging? How do shield types differ?

While blocking, dodging, and parrying each have their own fundamental mechanics, the Matrix System allows you to add various secondary effects. For instance, the Matrix enables you to build specific stacks upon a successful block to trigger powerful skills, or even transition into special combo chains following a perfectly timed block. Rather than just offering the simple benefit of damage mitigation through repetitive blocking, we want timing and execution to be the core focus. Instead of differentiating based on shield types, we focused on using the Matrix System to allow players to customize each action to suit their own individual playstyle. Equipment will serve to further amplify these individual builds and their effects.

Will slow weapons have super armor? How will you balance them for PvP?

Our design philosophy is for every weapon to feel unique. We are designing the Matrix System and various progression systems to ensure all weapons, not just those with slower attack speeds, can maximize their strengths and compensate for their weaknesses. Players can optimize their weapon’s performance to suit their playstyle and strategically adapt to various combat situations, including PvP.

Chrono Odyssey health potions

Topic 3: Consumables

What was the main reason for changing HP potions to a “rechargeable stack” system?

Improvements to our potion system focus on minimizing the preparation time required to retry difficult content. We want to preserve the sense of momentum, so you never have to walk away from a boss simply because you ran out of supplies. HP potions will function similarly to the Estus system in Soulslike games, where charges are replenished at specific locations. This removes the chore of farming for HP potions while incorporating the tactical risks associated with the healing action, as suggested in recent feedback.

Won’t automatic potion refills ruin the fun of gathering and crafting?

This shift will actually open up economy. Since HP potions are now rechargeable, gathered materials can be redirected toward a wider variety of food items for long-term buffs, cleansing potions for debuffs, and special potions for short-term power spikes. The demand for materials will be higher and more strategic than before.

Can we upgrade or customize the potion system?

You can upgrade your rechargeable potions to increase both the number of charges and healing efficacy. While we’re testing various capacity limits to find the right balance, we currently don’t plan on including an overcharge mechanic that allows players to carry more than the max.

How many types of consumables are there? Do buffs stack?

Consumables are categorized into potions or food. Potions are designed to boost stats that have a direct impact on combat, providing powerful buffs over a short duration. Food also grants buffs and lasts significantly longer, though the individual stat increases are lower than those provided by potions. We are currently testing the optimal cooldown values for these consumables through extensive balancing. While the effects gained from both can be active at the same time, we are designing the system to ensure that these effects do not conflict or overlap. As for when a character is revived, all previously active buffs and debuffs will be cleared.

Topic 4: Miscellaneous

Are there plans to add a support class?

Support classes are fundamental to the MMORPG experience. Rather than restricting this to specific classes, we are utilizing the Matrix System to allow various weapons to provide different types of support utility. Every player, regardless of class, can contribute to the party’s performance depending on the combat situation.

How big is the 1v1 duel area? When will we see more?

We are currently conducting tests across various environments while balancing the duel area.