Enter the Chronosphere Is an Eye-Catching Roguelike Where You Stop the Clock

I seem to have got myself into a bit of a pickle. Caught between a stream of bullets and a rampaging mole man, I mull over my options, trying to imagine how I’ll get Urtar, a bear with a robot arm, out of this mess without eating a whole bunch of damage. The most obvious solution would be to use my character’s main ability, Kinetic Surge, to destroy these projectiles and knock back the enemy rushing me down, but it still has one more turn of cooldown, so that’s not on the table.
I’m stumped until I look over my items again, and I remember that I picked something up a few floors ago that lets me freeze nearby projectiles every 12 turns. I pop it and sidestep between the suspended rounds to avoid the mole’s melee strike. Kinetic Surge comes off cooldown, and I let it rip, freeing me from bullet hell long enough to unload on my assailants and clear the floor. After scouring the room for rewards, I journey deeper into this clockwork world.
This is Enter the Chronosphere, an upcoming roguelike with a limited-time demo on Steam from May 13th to May 20th, that blends turn-based gameplay with the feel of something more frantic. Here, time only creeps forward if you take an action, whether that’s firing a gun, reloading, or moving. For instance, if you fire a bullet, time unfreezes briefly as the projectile flies some fixed distance before pausing again as you take your next turn. Of course, you’re not the only one who gets to do things, and whenever you make a play, your enemies will be sure to return fire in kind. In practice, it sort of plays like an isometric spin on SUPERHOT, and the eagle-eye perspective adds a satisfying tactical feel to the proceedings.
At least in the combat demo I spent a few hours with, the goal is to reach the end of a multi-floor area. I went into my first run thinking this would be easy enough; after all, how hard could it be compared to either the blistering pace of many real-time roguelikes or the diabolical design of Rogue and its many clones? Well, as it turns out, things aren’t quite as easy as I envisioned. After repeatedly getting walloped, I finally realized that in Enter the Chronosphere, your greatest enemy is often yourself. While you can play the game in a deliberate, turn-by-turn way, at least personally, I would sometimes give in to the temptation to play it like an action game. Just about every maneuver can be performed with a hotkey or the click of the mouse, making it so that you can string together turns so quickly that gameplay bears more resemblance to Enter the Gungeon than early dungeon crawlers.
I was further tempted to blaze through by the rewarding thud that accompanies bullets smacking into enemies or the thrilling feeling of stutter-stepping around enemy projectiles as they sat suspended. This isn’t to imply that this was how I was always playing the game, as there are many incentives to slow things down, including how punishing some enemy types could be and how meager your weapons are in the very early game. However, as my builds came together and I gained false confidence, this led to quite a few demises. Maybe next run.
However, each time I bit the dust, I was fairly eager to dive back in because of the wide range of weapons and items that made it enticing to craft a build. In my first attempt, I got lucky and found a pair of pistols that unleashed damaging rounds and moved me to the left each time I pulled the trigger, an ability I would only come to fully appreciate after it was gone. Although being able to stop and assess the state of the world between actions is quite powerful, it doesn’t make you untouchable. One of the situations where you’re most vulnerable is when you plant your feet and take a shot, as this leaves you open to incoming bullets, especially at close range. Because of this, the ability to shoot and move in one action proved potent and showcased just how distinct these armaments’ abilities can be.
Thankfully, when I eventually died and lost this weapon, I found plenty of other interesting replacements, like the Surveyor, which fired a drill that shot out smaller bullets as it moved, the Stinger, a melee weapon that launched me across the stage for big-damage melee attacks, or a specialized grenade that replicated itself after detonating, resulting in a cascade of blasts. You can only wield two at once, but you’re constantly finding new ones, meaning you’ll likely go through quite a few options each run. These also each come with a unique secondary attack that lets you switch between them and fire in the same turn, which incentivizes quick swapping.