- How Our Modular Armor System Works - 19 September 2026
Hello from the Chaos Bringer Development Team~ Building the Four Heroes · Part 5 of 6 Sooooo first thing's first! Though we originally went into it as such, we quickly found out that equipment in Chaos Bringer is NOT a costume placed over a complete character model! For better or for worse, in no way, shape, or form does it even *remotely* behave that way! Instead, we learned to see it more like a modular assembly, and we also quickly found that changing one piece of equipment can have profound effects on not just one, but several parts of the visible body at once. To illustrate, equipment that goes on the chest item may swap the torso mesh and add its own shoulder or additional chest elements. Or, arm bracers can include either parts of the forearm or only the hands. And then there are some pieces of equipment that carry skin surfaces of their own so that the body doesn't end up clippi…
- Meeting Our Four Heroes - 12 September 2026
Hello from the Chaos Bringer Development Team! :D Building the Four Heroes · Part 4 of 6 After our initial solid-shading pass, we spent the next stretch of our time really delving into the specificities of each character. Meaning, a lot of our time went into refining heads via edits in the fundamental shapes and structures, smoothing out the texturing workflow, and making sure that each of our four heroes both looked and *felt* like their own individuals. At the same time, our focus was always set on maintaining clarity and character readability, all the while keeping a close eye on how our heroes kept a common visual language between them. To our slight surprise, what really helped to make each of our characters shine wasn't the colouring, but rather the texturing! Specific textures helped to clarified the overall shapes and planes of each face, strengthened eyes + mouth readability, a…
- The Four Heroes: Our First Solid-Shading Pass - 5 September 2026
Hello from the Chaos Bringer Development Team! :) Building the Four Heroes · Part 3 of 6 There is a point in the whole character creation pipeline when we gotta take a step back from the one individual we're working on and take some time to look at the bigger picture. For us, that point came alongside our first solid-shading pass/trial for all four heroes collectively... Fun! ^^ At this stage, we had to objectively evaluate our models without any razzle or dazzle coming by way of finished textures. This is because (though not as cool-looking as a fully shaded model;;) solid shading makes it easier to read the fundamentals: silhouette, proportions, facial planes, hair volume, and the relationship between large and small shapes. Basically, it's A LOT less flattering than a polished material pass, which is exactly what made it useful, especially at this early-ish stage! Seeing Melania, Dai…
- Finding (and Refing!) Daisy's Face - 29 August 2026
Hello from the Chaos Bringer Development Team! :) Building the Four Heroes · Part 2 of 6 Daisy's face was by NO MEANS made in one clean go! Though that would be any designer's dream come true, in reality, the face we know and love today emerged through an extensive series of sketches, sculpting experiments, paint-overs, and rig tests. And of course, every stage brought out its own set of challenges and specific questions that needed answering! Right from the get-go, we knew that the early concept art sketches needed to capture the essence of Daisy's "character" first. In particular, we wanted a face that felt direct and expressive, one with enough intrinsic ability to communicate through shapes and defined edges to remain readable from the game's ever-shifting viewport. Once that direction moved into the 3D space, the questions that arose became a little bit more technical! We found our…
- From Modular Assets to Four Heroes - 22 August 2026
Hello from the Chaos Bringer Development Team! :) Building the Four Heroes · Part 1 of 6 First off, we're so sorry it's taken us so long to return with another update;; But fear not! Development has continued throughout the silence, and we finally have some excitingly great news to share: We finally have an artist on our team!! Until now, we'd been dividing the visual work among the team as best we could (it was a bit of a struggle)! But now, having someone totally focused on art means we can shape the cast and the world with MUCH more consistency as well as share more of that process with you! So please look forward to all the updates! ^^ Over the next six dev notes, we'll take a closer look at how one shared character framework grew into four very distinct heroes. We'll start out with the character and equipment pipeline, but no worries! Each character's individual stories will come i…
- Why We’re Putting “Roguelike” into a Raid Game - 3 November 2025
Hello from the Chaos Bringer design team!We promised to check in more often, but it’s been a while again. ːsteamsadːMany of you know our game as one that puts everything into “solo raids.” (And you’re right!)But if the “leveling” you do to reach those raids is boring, what’s the point?We want you to enjoy not only the raid, but the journey itself as a complete piece of content. That’s why we’re investing a lot into “roguelike-style dungeon play,” too!ːsteamhappyːPlease check out the clips below!First. A generator for dungeons created anew each runThis clip shows our in-house “procedural dungeon generation tool.” It’s not just a simple map generator. We’ve developed multiple generation algorithms that operate according to \.For each algorithm, when you tweak the parameters, you can see the map preview change in real time. We don’t hand-draw maps — we “create” them with this tool. We also…
- Major Overhaul of Skill Reservation and Macro System - 26 June 2025
"Convenience as a baseline, where player's strategic decisions shine."Hello, this is Mocha and Latte from the Chaos Bringer development team back again.Following our previous dev note about the smarter 'Movement System,' today we're excited to reveal the final version of the much-anticipated 'Macro' feature and how it was completed.Actually, we've discussed the initial concept of macros in a previous dev note. For those whose memory might be a bit hazy, let me give you a quick recap.Previously on Macro Development:Breaking the Click Curse: To eliminate the inconvenience of constantly clicking on targets, we designed a 'Target Caching' feature where the system remembers targets and players only need to press skill buttons twice.Macros to Reduce Repetition: Going further, we proposed an initial version that bundles multiple skills into a single 'macro' skill that can be used repeatedly.Re…
- It's been a while! Revamping the Movement System to Change the Flow of Battle - 26 June 2025
Hello, this is Mocha and Latte from the Chaos Bringer development team.It's been a long time since we've greeted you with new updates. First, we'd like to express our sincerest apologies and gratitude to everyone who has patiently waited for us.For the past few months of silence, we have been pouring all our energy into a large-scale refactoring to fundamentally improve the experience of the combat system, which can be called the heart of the game. It was a process of redesigning the system from its very foundation so that players could be free from unnecessary operational stress and immerse themselves solely in strategic fun.Today, as the first result of that effort, we would like to introduce in detail how 'movement,' the most basic element of combat, has become smarter and more comfortable.A Smarter Movement System\Previously, we mentioned that we had introduced the following feature…
- Combat Tension Through Animation: The Target Focus System in Chaos Bringer - 18 March 2025
Hello! I'm Cherish, a designer at Sayberry Games. First of all, I sincerely apologize for not sharing development news for such a long time. We promised monthly updates, but now we're back after two months. I apologize to everyone who has been waiting. During this time, our team has been working tirelessly to improve the quality of the game. We've thoroughly refactored existing systems and invested a lot of time in creating more intuitive and user-friendly gameplay. There's still a lot we can't show yet, but significant progress has been made - please be patient a little longer. We're paying attention to every small detail to meet your expectations. As part of these efforts, today, following our previous camera system improvements, I'll explain in detail how we designed our character animation system. The "Focus" System for Enemies Chaos Bringer has a "focus" system. All party members c…
- Camera System Development Story - 6 January 2025
Hello! This is Cherish, a designer at Savory Games. I’m in charge of designing art and user interaction, as well as implementing and testing them in Unreal. You can think of me as someone who wears multiple hats: art, UI design, and a technical artist role. Chaosbringer is based on the somewhat unfamiliar RTwP system—Real-Time with Pause. Because of this, there seem to be many fresh considerations and attempts when it comes to controls and usability. I have a lot of concerns as well, and I’d like to introduce the direction that has been shaped through discussions with various users and our own team members. Overview I believe that “usability” is the most important aspect of an RTwP game. Once the action pauses in the midst of intense combat, players need to be able to intervene in a more detailed and appropriate manner. Also, because this system is unfamiliar to many, it can create a hi…
- Revamped Combat System: Smoother and More Strategic Gameplay - 23 November 2024
Hi, nice to meet you! We are Moka and Latte, the development team behind Chaos Bringer. After dedicating a lot of effort, we’re excited to share news about a major update to our combat system. Movement and Skill Reservation System Overhaul We’ve revamped the movement and skill reservation systems to eliminate the hassle and stress of controlling movement! 1. Allies Considered Obstacles Based on Context Previously, allies were always considered non-obstacles, which meant that if an ally blocked another ally’s path, players had to manually reposition them. To improve this, we’ve updated the system to determine allies as obstacles or non-obstacles based on the situation. Allies considered obstacles when: Casting a skill Standing idle Blocking a path for more than 0.1 seconds Allies considered non-obstacles when: Combat begins Moving or movement is reserved Just finished an action 2. Real-t…
- Chaos Bringer Participates in GLS2024! - 23 November 2024
Hello, It’s been a while since our last dev note—this is Saveiry Games. (Sorry about that!) Thanks to support from the Korea Creative Content Agency (KOCCA), we’re excited to participate in GLS2024 (Game Levelup Showcase 2024). Chaos Bringer is still deep in development 🥲, and preparing a playable demo for this showcase has kept the entire team extremely busy. 🤪 Also, if you apply to join the Indie Game Tester Program, you can participate in the Stamp Tour and win prizes, including gaming laptops, headsets, power banks, and 32GB USB drives! Additionally, by applying to become an Indie Game User Reviewer, you could be selected to evaluate games as a judge for the participating developers. GLS2024 will run from Wednesday, December 4th, to Friday, December 6th, from 10 AM to 5 PM, at SJ Kunsthalle in Seoul. We’re a bit worried about how many of you can make it during busy weekday hours,…
- Innovative Combat System: The Perfect Balance Between Turn-Based and Real-Time - 5 November 2024
Hello! I’m Chaos, the system and balance designer for ChaosBringer. Today, I’m thrilled to share an in-depth look at one of our game’s core features: the Real-Time with Pause (RTwP) combat system. From RTwP’s history and recent developments to diverse player perspectives, I’ll explain why we chose this system and how we’re innovating it. The Journey of RTwP: From Glory Days to Challenging Times The origins of RTwP date back to 1998 with none other than Baldur's Gate. BioWare wanted to capture the complexity of D&D rules in a computer RPG while retaining the dynamism of real-time strategy. The result was RTwP, which revolutionized the RPG genre! Since then, classics like Planescape: Torment, the Icewind Dale series, and the legendary Baldur's Gate 2 have adopted this system. The original Baldur's Gate, which popularized RTwP in CRPGs In the early 2000s, RTwP and turn-based combat were th…
- ChaosBringer Combat System Introduction - 5 November 2024
Hello, I’m Chaos, the system and balance designer of ChaosBringer. In our previous article, Pencil shared the background and memories that inspired ChaosBringer’s creation. In this article, I’ll offer a closer look at the core of ChaosBringer’s gameplay: how we brought the thrilling raid experience of MMORPGs to solo play with our unique combat system. MMORPG-Style Raid Our game’s raid bosses come with intricate and diverse patterns that go beyond typical designs. Each boss expects the cooperation of a tank, DPS, and healer, each fulfilling their role to the fullest. The challenge of adapting strategies to counter these patterns captures the spirit of raiding with friends. But here’s the twist—you control every character yourself! And as any MMORPG player knows, managing even one character can be tough. So, how does it work? RTwP System with Skill Reservations To address this, we develo…
- Chaos Bringer: Solo Party-Based Boss Raids - 14 October 2024
Introduction Hello, I’m Pencil, the lead for boss and scenario design on ChaosBringer. Starting today, I’d like to introduce our game and share the development process through a series of posts. First, I’m excited to share some great news! The Steam page for ChaosBringer is finally live. We’d greatly appreciate it if you could take a look, and if it piques your interest, please consider adding it to your wishlist. Starting today, through our development diaries, we aim to share the story behind the making of our game. We’ll be bringing you more details about ChaosBringer, our ideas, challenges, and the various aspects of development. Your support and enthusiasm are a great source of motivation for us. Please join us as we watch ChaosBringer grow. We look forward to using this space to communicate more closely with you all. Development Diary Part 1: The Origins ""Cut the DPS! Cut the DPS…