Chain Reaction fuses AAA FPS gameplay with blockchain technology, letting players battle, earn, and own their progress. By @realchaingames and @strattonstudios

The Blockchain
Chain Reaction retweeted
๐Ÿšจ Chain Reaction v0.37.0 is LIVE ๐Ÿšจ Another big update focused on voice chat, graphics, audio, maps, combat + polish. โœจ Added ๐ŸŽ™๏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. ๐ŸŽš๏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. ๐ŸŽต Music on the login screen: The login screen now plays background music instead of sitting silent. ๐Ÿ”ข Numbers on settings sliders: Every slider in Settings now shows its current value, so you can tell what you actually set. ๐Ÿ–ฅ๏ธ Auto-Detect for video settings: A new row under Rendering picks graphics settings to match your machine in one click. ๐Ÿ”ง Changed ๐ŸŽฎ 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. ๐Ÿ’ฃ 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. ๐Ÿœ๏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. ๐Ÿ”Š 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. ๐Ÿ›  Fixed ๐Ÿ”ซ 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. ๐Ÿ“Š Frame rate no longer halves at the Match Results screen: The end-of-match transition used to hitch hard as the results screen loaded. โฑ๏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. ๐Ÿชœ 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. ๐Ÿ”Š 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. ๐Ÿ”ซ 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. ๐Ÿ‘ฃ 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. ๐Ÿค– 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. โœจ Dropped items sparkle again: A dropped weapon or utility stopped blinking to mark itself, so it was easy to walk past. ๐Ÿ’€ The reload prompt disappears when you die: It used to stay on screen while you watched your own corpse. ๐Ÿƒ 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. ๐Ÿ—ก๏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. ๐Ÿœ๏ธ You no longer get stuck at a Dune spawn point: Missing collision at one spawn could trap you on respawn. ๐Ÿชœ 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. โš›๏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. ๐ŸŽฏ 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. ๐ŸŽฎ Jump into v0.37.0
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Chain Reaction + DLSS 5 is looking pretty pretty pretty good ๐Ÿ˜ฎโ€๐Ÿ’จ #DLSS5 #indiegaming #indiedev
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Chain Reaction retweeted
Same pieces ๐Ÿงฑ 3 Minutes โฐ Best score wins ๐Ÿ† Blockari is now LIVE on testnet. Give it a try ๐Ÿ‘‡
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๐Ÿšจ Chain Reaction v0.36.0 is LIVE ๐Ÿšจ Big graphics, performance, latency, networking + combat update. โœจ Added ๐ŸŒ‘ 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. ๐ŸŽ›๏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. ๐Ÿ–ฅ๏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. โšก 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. ๐Ÿ”Š Pickup sounds: Picking up a gun or ammo now plays a sound. ๐Ÿ”ง Changed ๐Ÿ” 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. ๐ŸŽฏ 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. ๐Ÿ’ก 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. ๐Ÿœ๏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. ๐Ÿช™ Fewer hitches when tokens drop: More token canisters are prepared up front, so big multi-kills don't have to create them mid-fight. ๐Ÿ›  Fixed โณ 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. ๐Ÿ’ฃ Grenade + utility icons stay on the HUD: Icons could disappear after respawning or picking an item up even though it was still there + usable. ๐ŸชŸ 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. ๐Ÿ’ฅ Glass behind the player you shoot now shatters for you too: Everyone else saw it break. The shooter didn't. ๐Ÿ’€ Shooting a body no longer counts as damage: Hits on players who were already dead were still being applied. ๐Ÿ’ฐ 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. ๐Ÿช™ 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. ๐Ÿงน Dropped coins are cleared between rounds: Coins left on the ground previously survived the round reset + piled up. โœจ 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. โš›๏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. ๐ŸŒ A charged shot survives a burst of packet loss: A bad moment on your connection could quietly drain the charge you were holding. ๐Ÿชœ 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. ๐Ÿ”„ 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. ๐Ÿ”ซ Your first shot after respawning fires: Leftover shot state from your previous life could swallow it. โšก 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. ๐ŸŽฏ 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. ๐Ÿ–ผ๏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. ๐Ÿค– 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. ๐ŸŽฎ Jump into v0.36.0:
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Every block is a weapon ๐Ÿงฑ๐Ÿ’ฅ
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๐Ÿšจ Chain Reaction v0.35.0 is LIVE ๐Ÿšจ ๐Ÿ”ฅ DLSS 5 is HERE ๐Ÿ”ฅ This is a BIG one. Graphics, performance, combat, networking, audio, maps, anti-cheat and more. ๐Ÿ”ฅ โœจ ADDED: ๐Ÿš€ DLSS 4.5 upscaling + Frame Generation ๐ŸŽฎ Upscaling options: Automatic, DLSS 4, FSR 4, FSR 3.1, XeSS 3, SGSR 2, SGSR 1 & MetalFX ๐ŸŽš๏ธ Quality levels including Off + sharpening control โœ–๏ธ Frame Generation toggle + multiplier โœ… Upscaling defaults to Quality ๐ŸŽฏ Frame Generation defaults OFF to avoid added input latency ๐Ÿง  DLSS 5 Neural Rendering on supported GPUs ๐ŸŽจ Style + intensity controls โ›” Off by default ๐Ÿฉถ Settings remain visible but greyed out on unsupported hardware ๐ŸŒ‘ Ambient Occlusion added ๐Ÿงฑ Better shading in corners, crevices & where objects meet surfaces โœ… On by default with an option to disable for more FPS ๐Ÿ”ฅ Fires on Slums, Moon Base & Dune now DAMAGE players โ˜ ๏ธ Fire deaths count as environmental deaths, not player kills ๐Ÿ† Matches now end immediately when you're the last real player remaining ๐Ÿ“Š Current standings become final ๐Ÿค– Bot-only matches are unaffected ๐Ÿ”ง CHANGED: ๐ŸŒ‘ Moon Base updated based on our Sept. 3 playtest ๐Ÿ—บ๏ธ Layout changes ๐Ÿชœ Ladder adjustments ๐Ÿ’ก Re-baked lighting ๐Ÿ”ซ Weapon spawns repositioned โค๏ธ Health-kit spawns repositioned ๐Ÿ–ฅ๏ธ Video Settings reorganized into Upscaling, Frame Generation & DLSS 5 ๐Ÿฉถ Unsupported features now appear greyed out instead of disappearing โŒ Exclusive Fullscreen removed ๐ŸชŸ Fullscreen Window is now default ๐Ÿ”ณ Maximized Window + Windowed remain available ๐ŸŽฏ Antialiasing defaults to None since upscaling handles it ๐Ÿš€ DirectX 12 is now default ๐Ÿง  Required for DLSS 5 ๐Ÿ›Ÿ DirectX 11 remains available as fallback ๐Ÿ”Š Major audio rebalance ๐ŸŽต Music sits lower under gameplay ๐ŸŽฎ Gameplay sits under voice chat ๐Ÿ”ซ Gunfire carries farther ๐Ÿ‘ฃ Footsteps are easier to hear ๐Ÿ’ฅ Landing thuds are easier to hear ๐Ÿ–ฑ๏ธ UI audio no longer drowns out voice ๐ŸŽต New profiles start Music at max ๐Ÿ”Š New profiles start Effects at max ๐Ÿ’พ Existing audio settings are preserved ๐Ÿ’ฃ Over-cook a Frag or Honey Grenade and it EXPLODES in your hand โ˜ ๏ธ Counts as suicide ๐Ÿšซ No more automatic throw when the fuse expires ๐Ÿ’€ Die while cooking a grenade and it drops at your body โฑ๏ธ Fuse keeps running ๐Ÿ’ฅ It explodes when the fuse ends ๐Ÿšซ No more launching it toward whoever killed you โšก Photon Rifle charged shots now require commitment ๐Ÿ”„ No weapon swapping while charging ๐Ÿ”ซ No primary fire ๐Ÿ“ฆ No dropping ๐Ÿ”ƒ No reloading ๐Ÿ”ช Melee was already blocked โšก Release the charge or hold through it ๐Ÿš€ Rockets now launch from the launcher at your shoulder ๐Ÿ‘๏ธ No more eye-level center-screen origin ๐ŸŒ Everyone now sees the same trajectory ๐Ÿ›  FIXED: ๐ŸŽฅ Killcam stutter fixed ๐Ÿ’€ Death camera follows bodies smoothly ๐Ÿงฑ Camera obstruction pull-in no longer jitters or clips through walls ๐Ÿ‘๏ธ Fixed staying in first-person on your corpse after death ๐ŸŽฅ Death view now switches correctly ๐Ÿงฑ Walls no longer push the death camera onto your body ๐ŸŒซ๏ธ Fixed Slums & Dune fog disappearing after opening Video Settings or reaching Match Results โœจ Dropped weapons now correctly flicker/pulse โฑ๏ธ Pulse starts after the weapon comes to rest instead of while flying ๐Ÿฏ Fixed Honey Grenades freezing in mid-air ๐ŸŒฌ๏ธ Fixed detached grenades drifting ๐ŸŽจ Fixed splat visuals redrawing ๐Ÿ”Š Fixed explosion SFX playing away from the blast ๐Ÿ”ช Fixed Rift Blade lunges killing without impact feedback ๐Ÿ”Š Impact SFX restored ๐Ÿฉธ Blood VFX restored ๐Ÿ’ช Fixed other players' arms freezing when switching to Rift Blade or empty hands ๐Ÿฆ˜ Fixed swallowed jump inputs ๐Ÿชœ Fixed swallowed ladder-climb inputs ๐Ÿ“ก Each input now reaches the server exactly once ๐Ÿ”„ No more jumping then immediately getting pulled back down ๐Ÿƒ Fixed rubber-banding when firing during sprint ๐Ÿ”ซ Client/server sprint state now stays synchronized โฑ๏ธ Fixed lobby countdown failing to reset when someone leaves in the final 10 seconds โœ… Players can ready again ๐Ÿšซ Match no longer starts anyway ๐Ÿค Draws now show as DRAW instead of Defeat โš”๏ธ TDM draws show both teams' kill totals ๐Ÿ‘ค Results now identify players by identity instead of name ๐Ÿ† Duplicate player names no longer cause both players to see Victory โณ Fixed matches ending while players were still loading ๐Ÿ’ฐ No false loss for a match you never paid to enter โšซ Fixed pulsing black overlay behind Match Results ๐Ÿ”Œ Fixed players getting kicked while joining when lobby data contains an unresolved entry ๐Ÿ’€ Fixed death-cam bodies being reused when multiple players die simultaneously โšก Fixed Photon Rifle charge remaining armed after releasing without firing ๐Ÿ’ฅ Normal follow-up shots no longer become explosive charged shots ๐Ÿ›ก๏ธ CHEAT HARDENING: ๐Ÿ”ซ Modified clients can no longer fire during weapon draw animations โšก Modified clients can no longer hide Photon Rifle charge glow from opponents ๐Ÿ’ฃ Modified clients can no longer clear grenade-cook state ๐Ÿšซ No exploiting grenade cooking to shoot mid-throw ๐Ÿšซ No exploiting it to reload mid-throw ๐Ÿšซ No exploiting it to sprint mid-throw โœ… Graphics got better. โœ… Performance got better. โœ… Combat got deeper. โœ… Networking got tighter. โœ… Competitive integrity got stronger. Every week the game gets better. Still early. Still shipping weekly. ๐ŸŽฎ Jump into v0.35.0 and see how far Chain Reaction has come. ๐Ÿ”ฅ
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Chain Reaction is getting a MASSIVE upgrade. ๐Ÿ‘€ We will soon be supporting DLSS 4/4.5 and DLSS 5 in an upcoming release. ๐Ÿ”ฅ 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. ๐Ÿ’ช Get ready to be blown away ๐Ÿคฏ #gamjng #dlss5 #indiedev @ChainReactionCG
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๐Ÿšจ Chain Reaction v0.34.0 is LIVE ๐Ÿšจ Another major update focused on combat feedback, server authority, audio, performance, weapons, and multiplayer polish. ๐ŸŽฏ โœจ Added: ๐Ÿ—ก๏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. ๐Ÿ”Š 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. ๐Ÿ”ง Changed: ๐ŸŒ• 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. ๐Ÿ›ก๏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. ๐Ÿ“Š 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. โšก Weapons and pickups are cheaper to spawn and put away: Reused items no longer leave animations, effects, and sounds quietly running in the background. ๐Ÿ›  Fixed: ๐Ÿ”„ 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. ๐Ÿ—ก๏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. ๐Ÿ’จ 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. ๐ŸŽฅ 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. ๐Ÿงฑ 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. ๐Ÿš€ Rockets fly straight: The rocket launcher's projectile swayed and oscillated instead of travelling straight, and sometimes launched higher than where it was aimed. ๐ŸŽฏ Guns no longer slide oddly when you aim: This usually happened when you quick-pressed aim-down-sights while running at the same time. ๐Ÿช“ 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. ๐Ÿ”ซ Ballistic Repeater's magazine bullet has its texture back: The bullet visible in the magazine during the reload animation rendered solid black. โš›๏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. ๐Ÿ’ฃ 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. ๐Ÿ’€ 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. โœ… Still early. โœ… Still shipping weekly. ๐ŸŽฎ Jump in, play v0.34.0, and let us know what you think #indiedev #gamedev #gaming @ChainReactionCG
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One Card ๐Ÿƒ Four Piles ๐Ÿ“š Three Minutes โฐ What's your best score? #21Wild #indiedev #gaming #web3
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You know this game... ๐Ÿ‘€ #CHAINO Coming soon!
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๐Ÿšจ Chain Reaction v0.33.0 is LIVE ๐Ÿšจ Another big update focused on combat accuracy, melee, movement, audio, performance, animations, and online consistency. ๐ŸŽฏ โœจ Added ๐ŸชŸ 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. ๐Ÿ”ง Changed ๐Ÿ”Š 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. ๐Ÿชœ 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. โšก Fewer frame hitches around items: Weapons, pickups, and damage numbers are reused more efficiently, reducing CPU spikes when spawning and picking up items. ๐Ÿ›  Fixed ๐ŸŽ™๏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. ๐Ÿงฑ Melee no longer damages players through walls: Primary melee swings and Rift Blade lunges can no longer hit players standing behind solid cover. ๐Ÿ—ก๏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. โš›๏ธ Photon Rifle can't melee while charging: Melee attacks are now refused while charging secondary fire. ๐Ÿ’จ Rift Blade lunge trail disappears when you die: The dash afterimage no longer continues playing if you're killed mid-lunge. ๐ŸŽฏ 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. ๐Ÿƒ 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. ๐Ÿƒ 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. ๐Ÿ”ซ Kinetic Shotgun sits correctly while running: Fixed the weapon being incorrectly rotated on other players' running animation. ๐Ÿ”Š Void Rifle reload audio: The reload sound now matches the animation. ๐Ÿš€ 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. ๐Ÿค– 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. ๐Ÿ”’ Locked weapons can't be picked up: The weapon unlock check previously only ran on your own client, allowing it to be bypassed. ๐ŸŽฎ 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. ๐Ÿ’ฃ 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. ๐Ÿชœ 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. ๐ŸŽฎ Jump in, play v0.33.0, and let us know what you think: #fps #indiedev #gaming @ChainReactionCG
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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 ๐Ÿ‘‡ 21wild.testnet.chaingames.ioโ€ฆ
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๐Ÿšจ Chain Reaction v0.32.0 is LIVE ๐Ÿšจ Big update focused on server-authoritative gunplay, networking, responsiveness, and combat polish. ๐ŸŽฏ ๐Ÿ”ง Changed: ๐ŸŽฏ 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. ๐Ÿƒ 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. ๐ŸŒ Less rubber-banding on distant servers. On a high-ping or lossy connection, your own character is snapped back into place far less often. โšก Fewer frame hitches during heavy fighting. Damage numbers are now recycled rather than rebuilt each time, removing the CPU spikes they used to cause. ๐Ÿ›  Fixed: ๐Ÿ’€ 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. ๐Ÿ”ฅ Your last shot before dying is now shown. The tracer and muzzle flash for a shot fired as you died no longer vanish. ๐Ÿ”ซ 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. ๐Ÿ”„ 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. โš›๏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. ๐ŸŽฏ 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. ๐ŸชŸ 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. ๐Ÿš€ Bots with rocket launchers keep firing. A bot used to stop shooting entirely after emptying its launcher instead of reloading. ๐ŸฅŠ 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. ๐Ÿœ๏ธ Dunes plays Team Deathmatch again. Team A had no spawn points, which stopped everyone on both teams spawning into the match. โšก Tactical SMG reload no longer skips frames. This happened when you reloaded with the fire button still held. ๐Ÿ”ซ 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. ๐Ÿ–ฅ๏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. โš™๏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. ๐Ÿช™ 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. ๐ŸŽฎ Jump in and play: #indiedev #fps #ChainReaction @ChainReactionCG
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Chain Reaction retweeted
๐Ÿšจ Chain Reaction v0.31.0 is LIVE ๐Ÿšจ Another week, another big polish pass focused on maps, weapons, movement, animations, and overall combat feel. โœจ Added: ๐ŸŒŽ Map ambience: Slums, Dune and Moonbase now have environmental audio including steam, fans, machinery, and outdoor ambience layered throughout each map. ๐Ÿ”ง Changed: ๐Ÿ”ซ Kinetic Shotgun overhaul: new firing, reload, and melee animations, new sound effects, retuned melee speed and cooldown, and an adjusted ADS position. ๐Ÿ’ก Map lighting and visuals: new lighting and post-processing passes across Slums, Dune and Moonbase, plus new surface decals on Moonbase. ๐Ÿ“ Reworked spawn points: player spawns on Slums and Dune, plus health pack placement on Dune, have been moved to better match the updated map layouts. ๐Ÿ›  Fixed ๐ŸŒŒ Fixed the "Narnia" bug where players could float away, drift off the map, or phase through geometry mid-match. ๐Ÿƒ Movement speed no longer stutters when hosting a match, especially in solo matches against bots. ๐Ÿ’ฃ Grenades can be picked up again by running over them when your grenade count is zero. Dropped items also stay visible while falling and no longer land inside your own body. ๐ŸŽ’ Throwing your final grenade now properly empties the utility slot instead of leaving a phantom grenade behind. ๐Ÿ”„ Reload prompts now disappear as soon as reloading starts and return correctly if climbing a ladder interrupts the reload. ๐Ÿ”ซ Other players' weapons no longer snap to their look direction while being drawn. The proper draw and take animation now plays. โœ‹ Other players' hands now release their weapon when throwing a grenade or hatchet instead of staying pinned to a weapon that is no longer there. โšก Tactical SMG reload animation timing has been slowed down to match its intended speed. ๐Ÿ”Š Pump Action Shotgun no longer plays doubled reload audio when reloading from empty to full. ๐Ÿ’ฅ Thrown explosives now retain direct-impact damage after colliding with something once. ๐Ÿค– Bot rockets now fire along the bot's actual aim instead of the animated barrel, preventing rockets from launching into walls or the bot's own feet. ๐Ÿ“ฆ Ammo pickups now continue respawning correctly after bots collect them. Fixed an issue that could duplicate ammo and stall the pickup spawner. ๐Ÿ”‡ Removed the buzzing sound on Dune. ๐ŸŒ• Fixed Moonbase collision where certain props and geometry could be walked through. Every week the game gets better. Still early. Still shipping weekly. ๐ŸŽฎ Are you ready to #KillToEarn? #fps #indiedev #gaming @ChainReactionCG
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