Building for the Future ⚔️
We're upgrading our infrastructure and migrating key services to Google Cloud to strengthen the foundation of Sands of Avalon.
As a result, our website may experience intermittent downtime over the next 24–48 hours.
Development continues as planned, and our team will remain available across our social channels throughout the migration.
Thank you for your support as we take another step toward delivering the world of Sands of Avalon.
Character Body Selection is coming in Alpha 1!
One of the first choices every player makes is who they want to be. With Alpha 1, you'll be able to choose your character's body type and start your adventure your way.
This is just the beginning, with more customization options planned for future updates.
Every story starts with a character. 🌍
Read more:👇
Big moment for Chronyx Studios.
We’ve officially joined the Google for Startups Cloud Program ☁️
This gives us access to Google Cloud infrastructure, technical support, and scaling resources as we continue building the Chronyx ecosystem.
A strong step forward for what’s coming next.
We’re focused on creating a gaming experience that feels bigger, smoother, and more accessible, while using Web3 technology in ways that genuinely improve the player experience.
Still early.
Still building.
Just getting started ⚔️
Dungeons should feel dangerous. Loot should feel rewarding. Exploration should feel meaningful.
We believe games should stay playable for years to come, which is why we are building with both online and offline gameplay in mind.
Read more👇:
We want our world to feel immersive, natural, and worth exploring.
While procedural tools help us build faster, the most important locations are crafted by hand so every area feels intentional and memorable.
From lighting and terrain to hidden paths and atmosphere, every detail matters.
Read more in our latest devlog👇:
Devlog Update
Sometimes the best progress comes from starting over.
Not every system feels right on the first attempt, even when it works technically. During development we have rebuilt and refined multiple systems to improve immersion, responsiveness, and overall gameplay feel.
Every iteration teaches us something new and brings the game closer to the experience we want players to have.
Full devlog 👇
We keep building our character creator.
The first version is simple and clean. You choose your name, your class, basic visual setup and step into the world.
It’s just the beginning. We’ll keep expanding it with more depth and customization over time.
The first choice should feel simple, but meaningful.
Read more👇:
At Chronyx Studios, we’re working on balancing visual quality and performance in Sands of Avalon.
Not everyone has high-end hardware, and that matters.
We’re exploring stylized and realistic visuals, plus options like choosing textures during install so players can optimize for their setup.
A great game should be playable by as many people as possible.
Read more👇:
Dungeon Generation and What Lies Beneath
We are building a system that creates endless dungeons using seeds and smart design rules. Every run feels different while still being balanced and meaningful.
Each dungeon tells a new story. The real question is if you make it out alive.
Read more👇:
Chronyx Studios is scaling.
Our latest PR is now featured across major outlets including Business Insider,Marketwatch and Yahoo Finance.
We are building the future of gaming with a focus on growth, execution, and long term value.
🔗 Read more: https://t.co/Xc67eO71PK
Every dungeon is generated from a seed, shaped by rules… but what lurks inside is never predictable.
Deep in the shadows, something is always watching.
And for those brave enough to go deeper, there are riches waiting to be claimed.
Designing the World of Sands of Avalon
For us, the world isn’t just where the game happens — it’s part of the experience.
From ancient desert ruins to dark forests and distant islands, every region is built to feel unique and worth exploring.
We’re just getting started.
More ↓
https://t.co/ynUCuQ6mds
Enemy behaviour shouldn’t be predictable.
We’ve redesigned encounters so enemies react based on factions and player actions:
• Some ignore you
• Some observe
• Some attack
And once you act, the world reacts.
"The world should react to the player, not just exist around them."
Devlog: https://t.co/Du3izyXlo5
Our custom dungeon generator system:
We generate dungeons using seeds + rules instead of building everything manually.
→ Same seed = reproducible dungeon
→ Different seed = new layout instantly
→ Rules control rooms, enemies, loot, and progression
This lets us scale content fast while keeping structure and quality.
A good dungeon isn’t built once — it evolves.
Devlog: https://t.co/YNP2J9G79z
Worldbuilding is where everything starts.
We’ve been working on the starting area environment for SOA, focusing on atmosphere, scale, and immersion from the very first moment players enter the game.
This is more than just visuals — it’s about setting the tone for the entire experience.
Full devlog 👇
https://t.co/QXK4xfqtwN
Dev Update – Sorceress Spell System
We’ve been working on the Sorceress spell system built with Unreal Engine’s Gameplay Ability System.
✨ Projectile spells
💥 Area attacks
🌪 Battlefield control
All abilities are fully multiplayer replicated, so casting, effects, and damage sync correctly across all players.
Full devlog:
https://t.co/NhvFhWkxSo