CZN Developer Commentary Breakdown

Over 10.000 players answered the survey by the end of the CBT, with an average of over one hour of playtime per login session, thus confirming the interest rate and the game’s engagement level. Check out below what the devs have planned and what’s being worked on:

Scenario

  • The early storylines have been designed with a broad approach in mind, this includes the main story featured in the CBT (Limited Playtest). The “space opera” and “cosmic adventure” have been chosen to not make the overall tone of the game too heavy, especially aboard the ship. The goal is to keep the ship with a calm and restful atmosphere, while the darker tones and cosmic horror will be explored elsewhere.
  • “Trauma Code” will be available during launch. This mode wasn’t available during the CBT, and is a story-driven mode that explores the personal traumas and background of each character. It features multiple endings, affected by player choices (a rarity among gachas).
  • Seasonal updates will be called “Galactic Calamity”, and the first event will be “Forbidden Catalysts”. The event features three story arcs, and these stories will explore a wider range of themes than the base game’s initial main story;
  • The event screen also features an event shop, achievements, challenge mode and more.
  • The devs are aware that many players are disappointed with the initial main story approach, and although they can’t fix or change everything at once, they are working little by little to improve both what has already been released, as well as what is to come.

Art

  • The team is working on refining character art and presentation.
  • One of the main focus is adding more animations to give each character extra personality.
  • They are also working on optimization, in order to ensure that the game will run smoothly across many devices. During the CBT, many players reported issues such as overheating and glitches. This led the dev team to set three priorities: resource optimization, faster loading, and reducing overheating.

Combat & Content

  • Tooltips and Keywords function will be improved.,
  • The devs will work alongside the publisher to improve localization. (Maybe get a team to actually review it instead of just using AI, uh?)
  • “Chaos Manifestation” is the first roguelike content in CZN, but is far from being the only one. At launch, other roguelike content such as “Zero System” will be unlocked. There are other modes planned beyond that as well.
  • The “Mental Breakdown” mechanic will receive an overhaul to present a wider variety of effects. Some situations may make the character act strangely, or even suddenly recover. The plan is to keep building up on this system and its art, and make it richer and more impactful.
  • Some cards that are overly powerful or underusable will be adjusted based on data. In particular, Epiphany value will receive a rebalance.
  • They are also reworking Common cards and Equipments from Unknown spots, as well as fine-tuning Fate and skills.

Monetization Model

(Alson known as BM or Business Model)

  • With the exception of collabs and seasonal characters, all characters and Partners will be added to standard after their Pickup period ends.
  • Additionally, pickup Partners will be available for purchase once a month in the shop.
  • They’re adjusting character performance differences through Ego Manifestation (dupe system).
  • Players will be able to purchase two dupes per character through mileage, including pickup characters. This means that even if you don’t want to engage a lot with the banner or misses the pickup window, you can build mileage and get a dupes through this method.
  • Ego Manifestation materials will be obtainable through Galactic Calamity content. Each season will offer materials as gameplay rewards.
  • At launch, players can gather around 200 pulls through gameplay content. Further rewards will be added with each update and seasonal content.

Chaos Zero Nightmare launches on October 22, 2025.

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