
Chain Reaction fuses AAA FPS gameplay with blockchain technology, letting players battle, earn, and own their progress. By @realchaingames and @strattonstudios
The Blockchain
Joined November 2025
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Chain Reaction retweeted
๐จ Chain Reaction v0.40.0 is LIVE! ๐จ
Smarter bots, sharper graphics, new spawn shields, better lobbies, Gun Progression upgrades, UI polish, combat fixes + performance improvements!
Another BIG weekly update. ๐ฅ
Here's EVERYTHING that's new ๐
โจ ADDED
๐ญ Operator Skin Loadout Slot: You can now equip operator skins directly to a loadout from the equip popup! Previously, every slot appeared locked and Confirm did nothing.
๐ซ Gun Progression Kill Counter: New notches beneath your current weapon show exactly how many kills you need to advance and how many you've already earned.
๐ผ๏ธ New Loading Screen Art: Fresh loading backgrounds throughout the game, plus Range now displays its own map preview while loading.
๐ง CHANGED
๐ก๏ธ New Spawn Shield Visuals: The old blue bubble is gone! Other players now have a glowing energy shell around their bodies that flickers just before protection expires. Your own protection still uses the screen vignette.
โฑ๏ธ No More Warmup Spawn Shields: Spawn protection no longer appears during Warmup, when players can't move or shoot anyway. It now activates only when the match starts and when you respawn.
๐ Smarter Rocket Launcher Bots: Bots now lead moving targets, aiming where a running player WILL be instead of where they currently are. No more consistently landing rockets behind you!
๐ฅ Better Team Deathmatch Lobbies: When the lobby locks for its final countdown, unassigned players automatically join the smaller team instead of getting kicked.
โ
Other players' ready states and the countdown are no longer reset.
๐ซ Players are only removed if BOTH teams are full, and they'll now receive a clear "Removed From Lobby" message.
๐ถ Improved Ping Indicators: Consistent colors in both the Lobby and TAB scoreboard:
๐ข Green: Under 100 ms
๐ก Yellow: 100โ200 ms
๐ด Red: Above 200 ms
Previously, even healthy ping appeared amber on the scoreboard and never green.
๐ซ Gun Progression Ladder Polish: Weapons farther from your currently equipped weapon now gradually fade toward the top and bottom of the ladder.
๐ช More Readable Popups: Popups are more opaque, with stronger background dimming so elements behind them, including on the Login screen, no longer bleed through.
๐จ More UI & Menu Polish:
โข Consistent header styling across all redesigned menus
โข Capitalized Armory titles and tabs
โข Right-aligned Armory stats
โข Unified selection highlights across cards, tabs and options
โข Better-fitting loadout icons
โข Skin thumbnails displayed alongside skin names
โข HUD now indicates your active grenade slot
โข Spectators can see the keys used to switch between players
๐ฎ More Consistent Combat Actions:
โข No melee attacks while cooking grenades
โข No dropping weapons while cooking grenades
โข No picking up items while frozen, including Warmup
โข Weapon switching still works while frozen
โข Grenade cycling disabled in Gun Progression
โข Failed Rift Blade lunges no longer consume cooldown
๐ FIXED
โ๏ธ Photon Rifle: Charged shots can no longer hit the same player twice.
๐ Empty Weapon Reloads: Guns no longer get stuck at 0 ammo until you switch weapons. Pulling the trigger on an empty weapon now initiates a reload.
๐ซ Tactical SMG: Fixed the left hand shaking during firing.
๐ฅ๏ธ Sharper Upscaling: FSR3, SGSR1 and SGSR2 no longer make textures, shadow edges or LOD transitions appear more pixelated than running without upscaling.
โจ SGSR1 also no longer produces excessive sharpening or jagged edges.
โจ๏ธ Alt+Enter Menu Bug: Switching between fullscreen and windowed mode no longer triggers menu interactions. Previously, doing this in the Lobby could toggle READY and hide Match Settings for the host.
๐๏ธ Gun Progression Spectating: The progression ladder now correctly displays the spectated player's stage, weapons and kill progress instead of your own.
๐ค Bot Combat Behavior: Bots retreating from players now face their opponents and continue firing instead of turning away and refusing to shoot.
๐ช Bot Navigation: Fixed bots getting stuck on stairs and scaffolding at reported locations on Moon Base and Slums.
๐ง Bot Ladder Animations:
โข Climbing animations no longer freeze while spectating
โข Arms no longer remain extended toward ladder rungs after dismounting
โข Bots correctly assume the ladder-climbing pose when descending from the top
๐๏ธ Dune Map Visibility: Fixed a location where portions of the map could disappear from view.
โก Long-Session Memory Usage: Fixed lunge afterimages and dropped-token effects leaving copies behind every time they played, causing memory usage to gradually increase.
โ๏ธ Match Results Settings: Opening Settings from Match Results now correctly displays the backdrop instead of exposing the game world behind the menu.
๐ฑ๏ธ Hover Highlights: List items no longer remain highlighted after the cursor leaves the list.
๐ฏ The mission hasn't changed.
Build a polished, responsive, high-performance competitive FPS where gameplay comes FIRST.
Smarter AI. Better visuals. Tighter combat. More reliable multiplayer. Less friction.
Every week the game gets better.
Still early.
Still shipping weekly. ๐
๐ฎ Chain Reaction v0.40.0 is LIVE!
Jump in, test the changes, and tell us what you think! ๐ฅ
Chain Reaction retweeted
๐จ Chain Reaction v0.38.0 is LIVE ๐จ
Another big update focused on match reliability, performance, weapons, bots, controls + multiplayer polish.
โจ Added
๐ Rejoin a match you dropped out of: If your connection drops or the game crashes during an online match, you can now go back into it. You keep your team, your score + your token balance, and a bot won't take your place while you're gone.
๐ง Changed
๐ค Display names are limited to 16 characters: Longer names can no longer be set, so they fit on the scoreboard + in lobbies.
๐ฅ๏ธ Auto-Detect picks a more realistic graphics preset: It now judges your graphics card itself rather than how much memory it has, so it stops choosing Ultra High on hardware that can't handle it.
๐ฎ Controls presets moved to the Controls tab: The preset dropdown now sits above your key bindings. The tab only shows the selected preset's bindings, and rebinding a key starts a Custom preset from the one you were on.
๐ฏ Honey Grenades no longer stick to teammates in Team Deathmatch: You can't stick one on a teammate + send them running at the enemy any more.
๐ Fixed
๐ Bots now fire the Rocket Launcher in Gun Progression: Bots used to walk up to you or another bot + stare without firing. They now shoot at close range too, and hold fire when their shot is blocked.
โ๏ธ The Photon Rifle's charged shot no longer kills two bots that are far apart: The blast now goes off on the body it hits, not somewhere past it.
๐ฅ An overheated Photon Rifle charge no longer powers up your next shot: If a charge overheated, the next normal shot used to hit with full charged-shot damage + the explosion.
โ๏ธ Picking up an item no longer cancels a Photon Rifle charge: You can't escape the overheat penalty by grabbing something off the ground mid-charge.
๐งฑ You can no longer pick up items through walls + ceilings: For example, grabbing a weapon from the floor above you.
๐ซ Held weapons no longer look like holograms: This was mostly seen while spectating.
๐ฃ No more stutter the first time you throw a Frag or Honey Grenade: The first explosion of a session used to freeze the game for a moment.
โก Performance no longer gets worse after several matches in a row: CPU usage used to keep climbing over a long session, most noticeably with repeated matches on Slums.
๐ฉธ The red damage vignette clears when you respawn: Before, it could stay on screen until you died again.
๐ The Create Match button works again after a "Disconnected!" message: You no longer need to leave the map + mode screen and come back to retry.
๐ Player names + token counts fit their boxes in Team Deathmatch: Long names used to spill out of the in-game scoreboard, the HUD + the lobby's Unassigned list.
โ๏ธ Match Settings closes properly when the host readies up: Before, it was only hidden + not actually closed.
๐ฅ The lobby hides the "Unassigned" label when nobody is unassigned: It no longer floats over an empty list once you're ready.
Every week the game gets better.
Still early.
Still shipping weekly.
๐ฎ Jump into v0.38.0:
Chain Reaction retweeted
๐จ Chain Reaction v0.37.0 is LIVE ๐จ
Another big update focused on voice chat, graphics, audio, maps, combat + polish.
โจ Added
๐๏ธ Push to talk: Voice chat can now be set to push-to-talk from the Audio tab in Settings, and it sticks between sessions.
๐๏ธ Microphone volume + sensitivity: The Audio tab now has a mic volume slider + sensitivity control with a live level meter, so you can see yourself hitting the threshold before you talk.
๐ต Music on the login screen: The login screen now plays background music instead of sitting silent.
๐ข Numbers on settings sliders: Every slider in Settings now shows its current value, so you can tell what you actually set.
๐ฅ๏ธ Auto-Detect for video settings: A new row under Rendering picks graphics settings to match your machine in one click.
๐ง Changed
๐ฎ Video options grey out when your hardware can't run them: Frame generation + DLSS Neural Rendering rows are no longer offered on cards that cannot use them instead of failing silently.
๐ฃ Throwables stick to moving objects: A sticky grenade attached to a moving platform or door now rides along with it instead of hanging in the air where it landed.
๐๏ธ Dune + Slums look and run better: New detailed models for the vans, rocks, pipes + bridges on Dune, plus a lighting rebake on Dune + Slums.
๐ UI, announcer + kill-streak sound sits above the match mix: Menu + HUD audio now has its own priority, so it doesn't get drowned out or ducked by the fight around you.
๐ Fixed
๐ซ Weapons are no longer flat + washed out: Guns were rendering without their normal, metal + emission maps in built versions of the game, making them look like untextured plastic.
๐ Frame rate no longer halves at the Match Results screen: The end-of-match transition used to hitch hard as the results screen loaded.
โฑ๏ธ The warm-up countdown matches for everybody: It now counts down from five, once, on every player's screen instead of each client showing a different number.
๐ช Reloading survives climbing a ladder: Starting a reload + then mounting a ladder used to silently throw the reload away, so you reached the top with an empty gun.
๐ Announcer, pickup + self-feedback sounds no longer echo: Kill streak calls + your own pickup sounds picked up the map's reverb when you were in a corridor.
๐ซ You can hear other players draw their weapons: The weapon draw sound was only audible to the player drawing it, and now carries a sensible distance rather than across the whole map.
๐ฃ Footsteps + bullet impacts use the right surface: Footsteps were inaudible on Slums' stairs + metal walkways, surfaces were unauthored across every shipping map, and bullets played concrete impacts on geometry that should have sounded like something else.
๐ค Bots no longer mime throwing grenades: A bot would play the full throw animation with nothing leaving its hand, most obviously when spectating one in first person.
โจ Dropped items sparkle again: A dropped weapon or utility stopped blinking to mark itself, so it was easy to walk past.
๐ The reload prompt disappears when you die: It used to stay on screen while you watched your own corpse.
๐ Right-clicking during a weapon's cooldown no longer breaks the run animation: Right-click while running + while the weapon was cooling down used to snap you into the wrong animation, on any weapon.
๐ก๏ธ Holding right-click through a Rift Blade lunge no longer locks you to a walk: You stayed walking until you let go of right-click, and the sprint desynced with the server.
๐๏ธ You no longer get stuck at a Dune spawn point: Missing collision at one spawn could trap you on respawn.
๐ช First-person climbing hands show when you spectate someone mid-climb: The arms were missing if you switched to a player already on a ladder.
โ๏ธ Charged shots on the Photon Rifle are judged fairly: A release right at the minimum charge could disagree between you + the server, and a shot the server discarded still advanced its recoil + spread, so your later shots drifted for a shot you never fired.
๐ฏ The damage direction indicator is more accurate: It no longer invents a direction when you hurt yourself, and points more usefully at where the damage came from.
Every week the game gets better.
Still early.
Still shipping weekly.
๐ฎ Jump into v0.37.0
๐คฏ
Chain Reaction + DLSS 5 is looking pretty pretty pretty good ๐ฎโ๐จ
#DLSS5 #indiegaming #indiedev
Chain Reaction retweeted
Same pieces ๐งฑ
3 Minutes โฐ
Best score wins ๐
Blockari is now LIVE on testnet.
Give it a try ๐
Chain Reaction retweeted
๐จ Chain Reaction v0.36.0 is LIVE ๐จ
Big graphics, performance, latency, networking + combat update.
โจ Added
๐ Ambient occlusion: Surfaces now darken naturally where objects meet the ground and geometry gets tight, so props sit in the world instead of floating on it. New on/off switch in Video settings.
๐๏ธ Quality presets: One dropdown now sets everything: Ultra Low, Low, Medium, High + Ultra High. It sets texture quality, anti-aliasing, anisotropic filtering, shadow quality + ambient occlusion together, and you can still tweak each afterwards.
๐ฅ๏ธ New graphics settings: Anti-aliasing, anisotropic filtering + shadow quality now have dedicated Video settings. Shadow quality replaces the separate shadow distance + cascade sliders, since those only made sense together.
โก NVIDIA Reflex low latency: New NVIDIA setting cuts the delay between your mouse moving + the screen responding. Works independently and does NOT require frame generation.
๐ Pickup sounds: Picking up a gun or ammo now plays a sound.
๐ง Changed
๐ Weapon + character previews are much sharper: Armory, loadout, main menu + end-of-match previews were being enlarged from a smaller image without smoothing. They now render above their displayed size + are anti-aliased for clean edges.
๐ฏ Scoped weapons no longer cost FPS while hip-firing: Scope views were rendering every frame even when you weren't looking through them. They now render only while actually scoped.
๐ก Lighting rebaked across the maps: Sun shadows are now baked instead of drawn fully in realtime. Moon Base's shadow settings were also retuned + relit. Lighting looks the same or better while costing less.
๐๏ธ Dune runs better: Larger props now have proper detail levels, dropping to cheaper versions at distance instead of rendering at full detail across the entire map.
๐ช Fewer hitches when tokens drop: More token canisters are prepared up front, so big multi-kills don't have to create them mid-fight.
๐ Fixed
โณ No more getting stuck on the loading screen forever: If the server gave up waiting for you to load, you were left staring at the loading screen with no message. You now get a popup + return to the menu.
๐ฃ Grenade + utility icons stay on the HUD: Icons could disappear after respawning or picking an item up even though it was still there + usable.
๐ช Joining a match in progress now shows the right glass: Panes already shot out looked intact to late joiners + stayed that way for the rest of the match.
๐ฅ Glass behind the player you shoot now shatters for you too: Everyone else saw it break. The shooter didn't.
๐ Shooting a body no longer counts as damage: Hits on players who were already dead were still being applied.
๐ฐ Players who disconnect mid-match are paid out: Leaving the match previously removed you from the payout entirely. Players who leave before the match starts are still paid nothing.
๐ช Token payouts no longer fail silently: A payout could fail without reporting anything, or stop part way down the list + leave the rest of the lobby unpaid.
๐งน Dropped coins are cleared between rounds: Coins left on the ground previously survived the round reset + piled up.
โจ Recycled token coins no longer look like they're about to vanish: A coin could spawn already blinking as if its despawn timer were nearly up.
โ๏ธ Photon Rifle can no longer be charged indefinitely: Firing a burst + immediately entering secondary fire previously let you hold a charge forever without overheating.
๐ A charged shot survives a burst of packet loss: A bad moment on your connection could quietly drain the charge you were holding.
๐ช Climbing a ladder no longer cancels a charge: Grabbing a ladder mid-charge was a free way out of the overheat penalty. The game now refuses the climb instead.
๐ Swapping weapons no longer eats your first shot: The firing-rate timer was tracked per player instead of per weapon slot. A newly drawn gun could refuse or delay its first round, while ammo could end up back on the weapon you swapped away from. Holding the trigger through a swap was the worst case.
๐ซ Your first shot after respawning fires: Leftover shot state from your previous life could swallow it.
โก Automatic weapons no longer sneak an extra shot after a frame-rate hitch: A stutter could let autofire fire again inside the weapon's own cooldown.
๐ฏ Recoil + spread now match what the server does: After a shot rejected for firing too early, your recoil + bloom could drift out of sync with where your bullets were actually going.
๐ผ๏ธ Frame generation works + stops thrashing: On NVIDIA cards it could fail to engage, retry dozens of times per second when the hardware refused it + flicker the window between fullscreen and windowed.
๐ค DLSS Neural Rendering is greyed out on unsupported cards: The option was previously shown as available on hardware where it would never work.
Every week the game gets better.
Still early.
Still shipping weekly.
๐ฎ Jump into v0.36.0:
Chain Reaction retweeted
Quality presets, ambient occlusion, sharper visuals, optimized maps, improved frame generation, and another major round of combat and networking fixes arrive this week.
Chain Reaction retweeted
๐จ Chain Reaction v0.35.0 is LIVE ๐จ
๐ฅ DLSS 5 is HERE ๐ฅ
This is a BIG one. Graphics, performance, combat, networking, audio, maps, anti-cheat and more. ๐ฅ
โจ ADDED:
๐ DLSS 4.5 upscaling + Frame Generation
๐ฎ Upscaling options: Automatic, DLSS 4, FSR 4, FSR 3.1, XeSS 3, SGSR 2, SGSR 1 & MetalFX
๐๏ธ Quality levels including Off + sharpening control
โ๏ธ Frame Generation toggle + multiplier
โ
Upscaling defaults to Quality
๐ฏ Frame Generation defaults OFF to avoid added input latency
๐ง DLSS 5 Neural Rendering on supported GPUs
๐จ Style + intensity controls
โ Off by default
๐ฉถ Settings remain visible but greyed out on unsupported hardware
๐ Ambient Occlusion added
๐งฑ Better shading in corners, crevices & where objects meet surfaces
โ
On by default with an option to disable for more FPS
๐ฅ Fires on Slums, Moon Base & Dune now DAMAGE players
โ ๏ธ Fire deaths count as environmental deaths, not player kills
๐ Matches now end immediately when you're the last real player remaining
๐ Current standings become final
๐ค Bot-only matches are unaffected
๐ง CHANGED:
๐ Moon Base updated based on our Sept. 3 playtest
๐บ๏ธ Layout changes
๐ช Ladder adjustments
๐ก Re-baked lighting
๐ซ Weapon spawns repositioned
โค๏ธ Health-kit spawns repositioned
๐ฅ๏ธ Video Settings reorganized into Upscaling, Frame Generation & DLSS 5
๐ฉถ Unsupported features now appear greyed out instead of disappearing
โ Exclusive Fullscreen removed
๐ช Fullscreen Window is now default
๐ณ Maximized Window + Windowed remain available
๐ฏ Antialiasing defaults to None since upscaling handles it
๐ DirectX 12 is now default
๐ง Required for DLSS 5
๐ DirectX 11 remains available as fallback
๐ Major audio rebalance
๐ต Music sits lower under gameplay
๐ฎ Gameplay sits under voice chat
๐ซ Gunfire carries farther
๐ฃ Footsteps are easier to hear
๐ฅ Landing thuds are easier to hear
๐ฑ๏ธ UI audio no longer drowns out voice
๐ต New profiles start Music at max
๐ New profiles start Effects at max
๐พ Existing audio settings are preserved
๐ฃ Over-cook a Frag or Honey Grenade and it EXPLODES in your hand
โ ๏ธ Counts as suicide
๐ซ No more automatic throw when the fuse expires
๐ Die while cooking a grenade and it drops at your body
โฑ๏ธ Fuse keeps running
๐ฅ It explodes when the fuse ends
๐ซ No more launching it toward whoever killed you
โก Photon Rifle charged shots now require commitment
๐ No weapon swapping while charging
๐ซ No primary fire
๐ฆ No dropping
๐ No reloading
๐ช Melee was already blocked
โก Release the charge or hold through it
๐ Rockets now launch from the launcher at your shoulder
๐๏ธ No more eye-level center-screen origin
๐ Everyone now sees the same trajectory
๐ FIXED:
๐ฅ Killcam stutter fixed
๐ Death camera follows bodies smoothly
๐งฑ Camera obstruction pull-in no longer jitters or clips through walls
๐๏ธ Fixed staying in first-person on your corpse after death
๐ฅ Death view now switches correctly
๐งฑ Walls no longer push the death camera onto your body
๐ซ๏ธ Fixed Slums & Dune fog disappearing after opening Video Settings or reaching Match Results
โจ Dropped weapons now correctly flicker/pulse
โฑ๏ธ Pulse starts after the weapon comes to rest instead of while flying
๐ฏ Fixed Honey Grenades freezing in mid-air
๐ฌ๏ธ Fixed detached grenades drifting
๐จ Fixed splat visuals redrawing
๐ Fixed explosion SFX playing away from the blast
๐ช Fixed Rift Blade lunges killing without impact feedback
๐ Impact SFX restored
๐ฉธ Blood VFX restored
๐ช Fixed other players' arms freezing when switching to Rift Blade or empty hands
๐ฆ Fixed swallowed jump inputs
๐ช Fixed swallowed ladder-climb inputs
๐ก Each input now reaches the server exactly once
๐ No more jumping then immediately getting pulled back down
๐ Fixed rubber-banding when firing during sprint
๐ซ Client/server sprint state now stays synchronized
โฑ๏ธ Fixed lobby countdown failing to reset when someone leaves in the final 10 seconds
โ
Players can ready again
๐ซ Match no longer starts anyway
๐ค Draws now show as DRAW instead of Defeat
โ๏ธ TDM draws show both teams' kill totals
๐ค Results now identify players by identity instead of name
๐ Duplicate player names no longer cause both players to see Victory
โณ Fixed matches ending while players were still loading
๐ฐ No false loss for a match you never paid to enter
โซ Fixed pulsing black overlay behind Match Results
๐ Fixed players getting kicked while joining when lobby data contains an unresolved entry
๐ Fixed death-cam bodies being reused when multiple players die simultaneously
โก Fixed Photon Rifle charge remaining armed after releasing without firing
๐ฅ Normal follow-up shots no longer become explosive charged shots
๐ก๏ธ CHEAT HARDENING:
๐ซ Modified clients can no longer fire during weapon draw animations
โก Modified clients can no longer hide Photon Rifle charge glow from opponents
๐ฃ Modified clients can no longer clear grenade-cook state
๐ซ No exploiting grenade cooking to shoot mid-throw
๐ซ No exploiting it to reload mid-throw
๐ซ No exploiting it to sprint mid-throw
โ
Graphics got better.
โ
Performance got better.
โ
Combat got deeper.
โ
Networking got tighter.
โ
Competitive integrity got stronger.
Every week the game gets better.
Still early. Still shipping weekly.
๐ฎ Jump into v0.35.0 and see how far Chain Reaction has come. ๐ฅ
Chain Reaction retweeted
DLSS 4.5, DLSS 5 Neural Rendering, environmental hazards, improved audio, networking fixes, and extensive gameplay polish arrive in one of our biggest updates yet.
Chain Reaction retweeted
Chain Reaction is getting a MASSIVE upgrade. ๐
We will soon be supporting DLSS 4/4.5 and DLSS 5 in an upcoming release. ๐ฅ
In order to take full advantage of this technology, you will need to be running an Nvidia RTX 5x for DLSS 5 or > than a RTX 2x for DLSS 4/4.5.
Future support for AMD's FSR and Intel's XeSS are also in the works. ๐ช
Get ready to be blown away ๐คฏ
#gamjng #dlss5 #indiedev @ChainReactionCG
Chain Reaction retweeted
New melee feedback, audio ducking, improved anti-cheat protections, upgraded visuals, and another major round of combat fixes arrive this week.
Chain Reaction retweeted
๐จ Chain Reaction v0.34.0 is LIVE ๐จ
Another major update focused on combat feedback, server authority, audio, performance, weapons, and multiplayer polish. ๐ฏ
โจ Added:
๐ก๏ธ Melee weapons now have their own hit sounds: Landing a melee hit plays a proper impact sound, with a distinct cue when a hit to the head is the one that kills, so you can tell a finish from a glancing blow.
๐ Audio ducking settings: New audio options let you turn ducking on or off and choose how strongly it applies. Gameplay audio dips under voice chat so callouts stay audible, and your own loud weapon fire no longer buries everything happening around you.
๐ง Changed:
๐ Moon Base has been relit and cleaned up: The map has had a full lighting overhaul, reworked lamp and water materials, updated post-processing, and adjusted player spawns.
๐ก๏ธ Cheating with a modified game is much harder: Fall damage, the aim-down-sights movement slowdown, respawn waits, rocket launcher fire rate, weapon skins, footsteps, and a range of visual effects are now decided or checked by the server instead of being trusted from your client.
๐ Disconnected players read correctly on the scoreboard: A disconnected player's row now dims in every game mode and keeps their team colour instead of losing it.
โก Weapons and pickups are cheaper to spawn and put away: Reused items no longer leave animations, effects, and sounds quietly running in the background.
๐ Fixed:
๐ Shotgun reloads no longer play a phantom extra shell: Both the Pump Action and Kinetic Shotgun played one more shell-insert motion than shells actually loaded, and the reload kept going for a whole extra cycle after the ammo counter was already full.
๐ก๏ธ Rift Blade lunge no longer becomes unusable: Lunge could stop working entirely even with the cooldown showing ready, and only came back after a respawn.
๐จ Rift Blade dash effect no longer lingers after death: Killing a player mid-lunge left their dash trail hanging in the air, visible to other players and in spectator view.
๐ฅ Lunging no longer snaps your view: Every melee lunge could jerk the camera because the swing started at a different moment for you than it did on the server.
๐งฑ Lunging along a wall no longer catches on corners: A lunge that scraped a wall didn't feed the anti-stick push that normally slides you off it.
๐ Rockets fly straight: The rocket launcher's projectile swayed and oscillated instead of travelling straight, and sometimes launched higher than where it was aimed.
๐ฏ Guns no longer slide oddly when you aim: This usually happened when you quick-pressed aim-down-sights while running at the same time.
๐ช Thrown hatchets no longer vanish the moment you throw them: After roughly nine throws in solo or host play, a thrown hatchet would despawn instantly instead of flying.
๐ซ Ballistic Repeater's magazine bullet has its texture back: The bullet visible in the magazine during the reload animation rendered solid black.
โ๏ธ Photon Rifle no longer overheats early after you die mid-charge: Dying while charging left the charge and overheat state on the weapon, so your next life started part-way towards an overheat.
๐ฃ Grenades and hatchets thrown by players who then leave now work properly: A grenade thrown by someone who disconnected right after would detonate but deal no damage, and its kills were credited to nobody while telling the victim they had eliminated themselves. A thrown hatchet in the same situation could fail outright or credit the wrong player.
๐ Your weapon drops properly when you die while hosting: The item you were holding was swept away instead of being dropped for others to pick up.
Every week the game gets better.
โ
Still early.
โ
Still shipping weekly.
๐ฎ Jump in, play v0.34.0, and let us know what you think
#indiedev #gamedev #gaming @ChainReactionCG
Chain Reaction retweeted
Your favorite childhood game is now LIVE on testnet! ๐
chaino.testnet.chaingames.io
๐ฎโ๐จ
๐จ Chain Reaction v0.33.0 is LIVE ๐จ
Another big update focused on combat accuracy, melee, movement, audio, performance, animations, and online consistency. ๐ฏ
โจ Added
๐ช Melee breaks glass and windows: Smash glass panes with a melee swing or Rift Blade lunge. The glass now breaks for everyone in the match instead of only on your screen.
๐ง Changed
๐ Sound priority follows the action: Nearby gunfire, footsteps, and player cues now take priority over background ambience and music, which previously occupied most available sound channels on busy maps like Slums.
๐ช Grabbing a ladder now requires facing it: You can no longer attach to a ladder from behind without looking at it. Reaching the top and mounting over the edge still works as before.
โก Fewer frame hitches around items: Weapons, pickups, and damage numbers are reused more efficiently, reducing CPU spikes when spawning and picking up items.
๐ Fixed
๐๏ธ Teammates can hear you again: Microphone capture could fail to start or drop out permanently during a match. Capture now automatically retries and recovers.
๐งฑ Melee no longer damages players through walls: Primary melee swings and Rift Blade lunges can no longer hit players standing behind solid cover.
๐ก๏ธ Melee can no longer kill from across the map: Melee hits are now decided by the server, preventing a modified client from claiming a hit it never made.
โ๏ธ Photon Rifle can't melee while charging: Melee attacks are now refused while charging secondary fire.
๐จ Rift Blade lunge trail disappears when you die: The dash afterimage no longer continues playing if you're killed mid-lunge.
๐ฏ Shots register where players actually are: Online, the server was checking hits against a smoothed visual position up to about 0.7m behind the player's real position.
๐ Other players move smoothly at any frame rate: Below 60 FPS, remote players could lag roughly 3x further behind than intended, and two people watching the same player could see them in different places.
โ๏ธ Diagonal movement is no longer jittery: Fixed stuttering while moving diagonally in online matches.
๐ No more players frozen in one running frame: Other players could remain stuck in a single animation pose while still moving. This also fixes players getting stuck in the jump pose while carrying a shotgun.
๐ซ Kinetic Shotgun sits correctly while running: Fixed the weapon being incorrectly rotated on other players' running animation.
๐ Void Rifle reload audio: The reload sound now matches the animation.
๐ Rocket smoke now hides what's behind it: Dropped weapons, weapon spawners, and tokens no longer render on top of explosion clouds. This was most noticeable on the Range.
๐ค Bots no longer stand still for an entire match: Bots could become wedged on certain locations and never move again. One spot on Dunes caught seven different bots across seven matches. Range bots remain deliberately stationary as practice targets.
๐ Locked weapons can't be picked up: The weapon unlock check previously only ran on your own client, allowing it to be bypassed.
๐ฎ Lobby settings can't disconnect everyone: An out-of-range map or game mode selected by the lobby host no longer drops every client from the lobby.
๐ฃ Utility items behave online like they do offline: Dedicated servers weren't registering when you were holding a grenade or other utility item, causing reloading, sprinting, aiming, and weapon swaps to respond incorrectly.
๐ช Ladders resolve the same for you and the server: When two ladders were close together, your client and the server could select different ladders, causing a re-grab to be refused.
Every week the game gets better.
Still early.
Still shipping weekly.
๐ฎ Jump in, play v0.33.0, and let us know what you think:
#fps #indiedev #gaming @ChainReactionCG
Chain Reaction retweeted
Let me know what you think of our new update to 21 Wild.
It's like blackjack and solitaire combined.
Max of 3 min per game.
My top score is 9,261. Can you beat me?
Post your best scores below ๐
21wild.testnet.chaingames.ioโฆ
Chain Reaction retweeted
Server-authoritative shooting, lag compensation, smoother player movement, less rubber-banding, and major combat fixes headline this weekโs update.
Chain Reaction retweeted
๐จ Chain Reaction v0.32.0 is LIVE ๐จ
Big update focused on server-authoritative gunplay, networking, responsiveness, and combat polish. ๐ฏ
๐ง Changed:
๐ฏ Shots are now decided by the server, so hits land where you saw them. You no longer have to lead a moving target by your own ping. The server rewinds players back to where they were on your screen at the moment you fired.
๐ Other players move more smoothly. Remote players no longer stutter as they start moving or change speed, and their name tags stay locked to them instead of jittering.
๐ Less rubber-banding on distant servers. On a high-ping or lossy connection, your own character is snapped back into place far less often.
โก Fewer frame hitches during heavy fighting. Damage numbers are now recycled rather than rebuilt each time, removing the CPU spikes they used to cause.
๐ Fixed:
๐ Trade kills now count for both players. When you and your opponent kill each other at the same moment, both kills are scored instead of one at random.
๐ฅ Your last shot before dying is now shown. The tracer and muzzle flash for a shot fired as you died no longer vanish.
๐ซ The first shot after respawning no longer goes missing. That round used to be silently swallowed, leaving the trigger dead for up to a second and a half on a sniper.
๐ Swapping weapons straight after firing no longer changes what that shot did. A sniper round fired just before a switch used to resolve as a volley from the new weapon, with its damage, spread and ammo.
โ๏ธ Firing the Photon Rifle with your back to a wall no longer misfires. A charged shot taken backed against geometry, in a doorway, or crouched under a ledge could be lost entirely or detonate in the wrong place.
๐ฏ Charged shots go where you aim. The charged beam is no longer nudged off your aim point, and the shots after it are no longer wider than they look.
๐ช Shot-out windows really are gone. A shattered pane used to keep blocking shots and movement on servers, and replayed the break effect for everyone on every round through it.
๐ Bots with rocket launchers keep firing. A bot used to stop shooting entirely after emptying its launcher instead of reloading.
๐ฅ Bot melee and backstabs read the right body position. On live servers characters were treated as if standing in a T-pose, so melee sweeps and backstab detection resolved against the wrong body.
๐๏ธ Dunes plays Team Deathmatch again. Team A had no spawn points, which stopped everyone on both teams spawning into the match.
โก Tactical SMG reload no longer skips frames. This happened when you reloaded with the fire button still held.
๐ซ Kinetic Shotgun no longer draws rotated. After a reload or a melee, switching back to it played the whole draw animation turned 90 degrees before snapping straight.
๐ฅ๏ธ Graphics Quality now shows what the game is actually running. The dropdown offered six tiers the game does not have and applied none of them. It now lists the one real level.
โ๏ธ Old saved settings no longer break the settings menu. A leftover value from a previous build could stop every setting below it from loading.
๐ช Token rewards appear right after you join. Token notifications could fail for a player who had just joined and not yet spawned.
Every week the game gets better.
Still early.
Still shipping weekly.
๐ฎ Jump in and play:
#indiedev #fps #ChainReaction @ChainReactionCG








