Intel drop

Patch notes

Launcher and server updates, newest first. Everything here is published through the signed release manifest — the launcher shows the same list.

0.0.6

LAUNCHER 0.0.6: YOUR DAMAGE AND RATING WERE REAL, THE SCREEN JUST NEVER SHOWED THEM

Three things in this one, and two of them come straight from what you told us tonight.

Damage and rating were always 0 on the result screen

caree put it plainly: "damage is also always 0". xfamousofficial1 asked about the rating and the answer was the same, still 0, every match.

Both were true, and neither was a display problem. The server was sending zeros.

Damage was never counted when you shot a bot. It was counted properly against other players, but almost every match right now is you against the bot field, so the number that reached your result screen was 0 every single time. Your shots always landed. Nobody was writing them down.

Rating was not being calculated at all. Not broken, not stuck, simply never worked out. There is a real score now: where you placed, how many you took down, the damage you did and how long you stayed alive. Finishing first is worth the most, and a quiet match can cost you a little, which is the point of a ladder.

Both start counting from this build. Your result screen will show real numbers from your next match.

A tool for the people stuck on the 404

fernandocvisual, saaszon and like_fixa all hit the same wall this week, and so did friends they were trying to bring in. Almost every time it was DNS, not us, but there was no way for you to tell that apart from a real outage on our side, so you were guessing.

There is a small Connectivity Checker on the download page now. You run it, it takes a few seconds, and it tells you in plain words which one it is: your provider's DNS is blocking us and you should switch to 1.1.1.1, or the server really is unreachable from where you are. It checks the game server too, not just the website.

It changes nothing on your machine. If your DNS needs changing it prints the steps and lets you do it yourself.

Regional channels

There are now channels for North America, Europe, Asia Pacific, Oceania and South America. If you run the checker you can send the result there, so everyone in one region can be looked at together instead of one report at a time. Brazil and Southeast Asia especially, this is how we work out what to fix for you.

Existing installs update themselves as usual. ❤️

0.0.4

LAUNCHER 0.0.4: THE BETA SERVER IS BACK

This build fixes the reason the BETA server was missing from the server list, and it is the same build the server side of today's anti-cheat work goes with.

The BETA server was missing, and here is why

When you press PLAY, the launcher writes a small credential file that the game reads while it is signing in. On Windows the launcher was deleting that file about 1.6 seconds after writing it, while the game was still starting up. By the time the game went looking for it, it was gone, so the game had nothing to sign in with and the BETA server never showed up.

The launcher now keeps that file until the game has actually finished signing in, and it can properly see the game running on Windows, which it could not before.

This one was found by Nando, who timed the file being created and deleted down to the millisecond and then proved the cause by restoring the same file, unchanged, at the moment the launcher removed it. That report is the reason this is fixed tonight instead of next week. Thank you.

If you were using the little script that kept the file alive, you do not need it any more.

Anti-cheat

The server now owns the fight. Your weapon, where you hit, how fast you can fire, how far you can shoot, how much ammo you actually spent, whether you were alive when you fired, how far you fell and what you can reach to pick up are all decided by the server and checked against what your game claims. A client that lies about any of it gets nothing. There is more in the announcement in the updates channel.

How to get this

Your launcher updates itself. Leave it open and it picks this up within about half an hour, or just restart it and it will be there. No reinstall, no lost progress.

Keep the reports coming, they are working. ❤️

0.0.5

LAUNCHER 0.0.5: THE INSTALLER THAT WOULD NOT INSTALL

Two fixes in this one, both from things you reported tonight.

The installer failing with a WebView2 error

Some of you could not install at all. Setup stopped with "Failed to install WebView2! The app can't run without it" and rolled itself back. At least one person installed WebView2 by hand from Microsoft and got the exact same failure on the next try.

Here is what was happening. The installer was downloading a small piece from Microsoft while it ran, and if that download was blocked, by your network, your provider or where you live, the whole install stopped. Nothing you could do on your side fixed it.

That piece is now built into the installer. It never has to reach Microsoft, so the install works on the networks that were blocking it.

The honest cost: the Windows installer is now about 270 MB instead of 11 MB. That is a big jump and it is deliberate. For some of you the alternative was not being able to install at all, and we would rather everyone pay one larger download than have a group of you locked out with an error you cannot do anything about.

If you already have the game, this does not affect you. Updates still come through as small patches, about 3 MB for this one. Only a fresh install pays the bigger download.

"Last error: io: status: 404"

A few of you saw this in the launcher with nothing else to go on. Neither could we: the message gave a number and nothing else, so it could have been your connection, your DNS, an older launcher asking for something that moved, or a genuine hole on our side. We checked every address the launcher asks for while you were reporting it and all of them answered correctly, so it was not the last one.

The error now tells you which address failed. If you see it again, screenshot it and post it in the bug reports channel. That one line is enough for us to tell those cases apart in seconds instead of guessing.

How to get this

Your launcher updates itself. Leave it open and it arrives within about half an hour, or restart it and it will be there. If you never managed to install in the first place, download it fresh from https://chroma-hunter.com/download and it should go through this time.

Thank you for the reports, especially the ones with screenshots and timings. They are what makes these findable. ❤️

server-011

SERVER UPDATE: MODIFICATION, FRIENDS, LEADERBOARDS, CAREER

Four more, all server side, nothing to download.

Gun modification shows your level again. n4qyy and call_me_noname both reported having to restart the game for every stage. Your level was always being saved, your game was just never told about it. The message that plays the wheel and the level-up burst does not carry the new number, and the one that does was only sent at login. Every roll and every promotion now sends it right after the animation, so the bar moves while you watch it.

Your friends list updates itself. Someone logging in or out changed nothing on your open panel until you reopened it. Now the moment a friend arrives or leaves, your list knows, and an offline friend shows when they were last on.

Leaderboards work. They were empty because nothing was keeping records to rank. Now that matches persist, the championship, kills and level boards are real, and you can flip any of them to friends only. Two honest notes: the fashion and painting boards stay empty because we keep no cosmetic score to rank you by, and the boards only fill as people play, so give them a day.

Your career page fills in. Matches, wins, top ten finishes, kills, deaths, damage, time alive, your best single match and your best streak, per mode and in total. It starts from your next match, not from before, because there was nothing recorded to go back to.

If you lost your character earlier tonight and have not been restored yet, ask in bug-reports. One thing worth saying plainly: opening the link we send you is only half of it, you also have to press Sign in inside the launcher and approve the code. We can now check from the server whether it actually took.

server-012

SERVER UPDATE: I CAUGHT MY OWN MEASUREMENTS LYING

Server side, already live, nothing to download. ❤️

This one is unusual, so I will be straight with you: almost nothing in this build is something you can feel. It is a build about what I can SEE. Three of my own measurements turned out to be lying to me, and a measurement I trust is what every real fix comes out of.

The bot desync numbers were measuring the wrong rounds. Some matches log bots being corrected by tiny amounts and some by huge ones, and I wanted to know whether that was one player with a bad connection or my own code. It was neither, and I could not have found out from the numbers I had. A match that plays several rounds was carrying the first round's figures into the fifth, so I was reading a six minute old burst as if it were happening right then. Same account, 28 units in one round and 1186 in another. The counters now reset with the round, they name the client sending impossible positions separately from the one causing the biggest corrections, and they report the largest single correction plus how old the report behind it was. That last number is the one that says whether it is lag or a real disagreement.

I also ruled out my own first guess, by reading the code rather than the graph. I thought the huge corrections might be the parachute drop, since you fall fast. They cannot be: a bot still on the dive never goes through that code path at all. There is now a test pinning that, so the day it changes the numbers do not quietly change meaning.

My "are bots shooting through walls" counter was junk. It reported 87 to 100 percent in every single match, which should have told me something immediately. A number that never moves is not a measurement. Two reasons: it worked in 1000 unit map squares when a building is much smaller, and worse, it counted the building the bot was STANDING IN. Bots loot buildings. So it was really answering "was anyone near a building", and here that is almost always yes. It now uses the 2117 real building positions from the map and ignores the ones at either bot's feet, so it answers the actual question: was there something BETWEEN them. Close range fights went from 77 percent to 50 percent inside a town, and 10 percent out in the open. That is a number I can work with.

And your game now tells me where its lobby error comes from. The most common crash your clients report is a lobby lookup failing, about seven an hour, and it happens when you enter the lobby rather than when you do anything. The report your game sends gets cut off before the useful part, and there are 458 places that lookup happens, so I had been ruling them out one at a time and getting nowhere. Your client now reports the exact line, once per distinct spot, and it changes nothing else: the error is passed along untouched and your game behaves exactly as before.

It worked within twenty seconds. The first thing it found was the card frame on the career panel, and that one is harmless: your client catches it and draws the default frame, which is why it never crashed anything. So it is still not the one I am hunting. But I now get an answer instead of a guess, and the log marks each one as caught or not caught.

Next round you play, you are on it. No launcher update, no download.

0.0.2

LAUNCHER 0.0.2 — AND AUTO-UPDATE IS BACK ON

You should not have to download anything this time. Open the launcher and it will offer 0.0.2 itself. That is the whole point of the last two days of updater work, and it is finally doing its job.

Auto-update was switched off yesterday evening because the piece that installs an update lives *inside* the copy you already have, and the broken one could not repair itself. Everyone who reinstalled after ~11:00 today is on a build whose updater works, so the update is back on for you. If your launcher is older than that, one last manual download from https://chroma-hunter.com/download and then never again.

Fixed
The black `chroma-launcher-core.exe` window on top of the game. It is a helper process that was never supposed to be visible, and it was eating the clicks the title screen's "click anywhere to continue" was waiting for. If clicking did nothing, this was why.
"Refusing to launch: repair_by is set in patch_dat". The launcher was refusing to start over a harmless flag the game sets, and gave you no way to clear it. It now only stops for the one flag that really matters, checks your install against the signed file list, and clears the request itself.
The empty server list. "Select server" with nothing to pick, usually on a first launch — the game asks for the list at a moment when it does not always have somewhere to ask. The launcher now writes the list for it before the game starts. This is also why relaunching, or switching the game language, used to fix it.
"Launcher service not running" with no explanation. The launcher waited ten minutes in silence for a background process that had already stopped. It now notices immediately and prints the actual reason in Settings → Diagnostics, so it is one line you can paste instead of a grey button.

Also in this build: far more detailed logging, with redaction enforced at the point the log is written — no token, no user name, no path from your machine, ever, whatever the log level. It means a report with COPY DIAGNOSTICS attached can usually be answered the same hour.

Known and being worked on right now: doors that will not open, settings resetting between matches, healing not working, and things floating in the air. Keep them coming in <#1541484335444525197> — every fix above came from one of your posts today. ❤️

server-001

SERVER UPDATE — HEALING, DOORS, SETTINGS, AND YOUR OWN CHARACTER

Nothing to download. This one is entirely on the server and it is already live — just play.

Healing works now. This was the big one, and it was embarrassing: the file holding the game's own item stats never got copied to the server, so from day one the server had an empty table and answered every bandage and every medkit with "that is not a healing item". It had no idea what a medkit was. The same missing file is why punching and melee did no damage at all, and why every gun was using a generic magazine size and reload time instead of its own. All of it reads correctly now — bandage 10 hp, medkit 40, the big kit 50, fists 30 damage.

Doors that would not open. A door only becomes touchable once the server tells your client about it, and the list the server was reading held 724 of the map's 886 doors. The other 162 showed no prompt and swallowed every press — nothing you did was wrong. Every door on the map is now sent.

Settings no longer reset every match. Your options and your key bindings live on the server, and it was throwing away every change you made while pushing the factory defaults back at you on each scene load. It stores them now, per account, and gives you back your own on login.

Your character is yours. "If someone changes their character, it applies to all users?" — yes, it did, and that was exactly right. Outfits, face, make-up, wardrobe slots and weapon skins were all being written into one shared account that everyone else then read. Each account now has its own.

Also: bots were throwing an error in your client on every drop, because they were riding the flying board without one assigned. That is fixed too, so they get a board and your client stops logging an error a second during the drop.

Still on the list: things floating in the air, and progression/XP persistence, which is being built right now. Keep the reports coming in <#1541484335444525197> — every single fix above came from one of your posts today. ❤️

server-003

SERVER PATCH NOTES: THE ZONE, DYING, AND YOUR XP

The server is up and these are already live. Nothing to download, nothing to reinstall. Every one of these came out of a report posted in the last few hours. ❤️

The zone was walking off the map. "Crazy zone", and then "the zone moves further off the map". Exactly right. The first circle is drawn bigger than the whole island, and the code that picked where the next circle goes only checked that it fit inside the first one, never that it fit on the map. So it wandered off the north coast, the entire island turned red, and there was nowhere safe to stand. Circles are now bounded by the map itself.

Dying left you nowhere. You died, the camera drifted off to the dropship, and nothing ever brought you back. When the elimination screen finishes it asks the server to put you into spectator, and if nobody was left alive to watch, the server just said nothing at all. You sat there until you forced your way out. You now go back to the lobby on your own.

XP and stats save now, and the reason was worse than I thought. I told you earlier that it was not saving. It was never being calculated. The end of match check required two human players, and every one of you is playing solo against bots, so no match ever finished, the results screen never ran, and there was nothing to save in the first place. A solo match against a bot field is a real match now. You earn EXP and cash for finishing one, more for kills, more again for winning, and it lands on your account and survives a restart.

Your placement counts the bots. Dying used to tell you rank 1 while fourteen people were still alive, because it was only counting humans.

Characters hanging in the air. Some bots were being reported to the server at a height of twenty three billion. The server believed it, moved them there, and there was no way back down. Impossible positions get thrown out now.

Wallets and levels were shared. Same bug family as the shared characters earlier today: your EXP bar and your currency were being read out of one single account and shown to everybody.

Keybinds. The settings save added earlier today sent your keys back in a shape the game did not expect, and it could break the controls panel when you opened it. Fixed.

Still on the list: the weapon shop and weapon cores, using cubes from the inventory, fall and crash damage, inviting people from chat, and mobile. Launcher fixes for the download errors and the stuck launcher service are written and waiting on a build. Keep them coming in <#1541484335444525197>.

server-004

SERVER UPDATE: ONE ACCOUNT EACH, GUN MODIFICATION, AND YOUR WAREHOUSE

Server side, already live, nothing to download. These are the last few hours of work, all of it from your reports. ❤️

Everyone was sharing one account. This is the big one. Your backpack, your currency, your shop purchases, your task progress, your daily rewards and your Supernova record were all being read out of a single account that every connected player shared. If you bought something, everybody got it. If someone spent coins, it came out of the same pot. The parts of the server that fill your character (costume, face, weapon skin) were split per player this morning; the parts that fill your bag and your wallet were not, until now. Every one of them now follows the player who is actually connected.

Gun modification works. "Cubes are added to the inverter but we can't use them", "weapon shop has no effect". The three requests behind that panel were reaching the server and being answered by nothing. Rolling, promoting a level and unlocking a weapon all run now, on the game's own tables: you pay the parts for that weapon category, the wheel picks a cell, the bar fills, and the level up is its own button. Levels 3 and 6 want the advance item on top, the same as the original.

Items in the warehouse do something. Using an item was fifteen dead clicks in six hours. Anything that pays out a reward now pays it out. The handful of effects that are not built yet tell you so and, importantly, do not eat the item.

The double reward reserve. Those experience and cash storage cards now fill the reserve, and the reserve pays a second helping on top of what you earn at the end of a match, until it runs out.

Falling hurts, the parachute does not. Fall damage and vehicle crash damage are in, on the values the game itself ships. The drop out of the plane is a 400 unit fall and was being reported as one, so there is a grace window after you land: your own landing never costs you health.

Two things that were making the server look dead. A loading screen that never ended when you re entered a scene, and a deadlock this morning that let you log in and then never reach the lobby. Both traced and both closed.

Deploys no longer cut your download. Every server push was restarting the web server that hands out the game files, which is why a download would die mid way. A push now only restarts the pieces it actually changed.

Still on the list: adding friends from chat and by ID, ammo not being consumed, PC dive speed against mobile, and skins not sticking when you change menu. Keep them coming in <#1541484335444525197>.

server-005

SERVER UPDATE: FRIENDS, AND YOUR PLAYER ID IS NOW PERMANENT

Server side, already live, nothing to download. ❤️

Friends work now. The whole friend system was reaching the server and being answered by nothing: search, add, accept, decline, remove, and direct messages. The friend list was never sent to you at login either, which is why the panel opened empty and adding anyone failed. All of it is in.

Search by ID, and your ID now stays yours. The number you search by is the one on your own profile card. Until today the server handed those out in the order people connected, so your ID changed every time the server restarted and an ID you gave a friend yesterday found nobody today. Your ID is now tied to your account and kept. It will have changed one last time with this update, so check your profile before you share it.

How it behaves: a request to someone who is offline waits for them and shows up the next time they log in. If you both add each other, the second one just accepts instead of leaving two requests hanging. Removing a friend removes it on both sides. Notes you write on a friend are private to you.

On "bullets are not wasted": I measured this on the live server before changing anything, and ammo is being used. Twenty minutes of play, 367 rounds spent and 249 reloads. That report was from before the fix that put it in. If you still see a gun that never runs dry, tell me the weapon and I will chase it with that in hand.

Also fixed today: everyone was sharing one backpack and one wallet, gun modification does something, warehouse items pay out, the double reward reserve works, falling hurts and the parachute does not.

Still on my list: PC dive speed against mobile, skins not sticking when you change menu, and a handful of item effects that are not built yet. Keep them coming in <#1541484335444525197>.

server-006

SERVER UPDATE: THE BOTS FIGHT EACH OTHER NOW

Server side, already live, nothing to download. ❤️

A few of you have said there is not enough happening in a round, and that the bots are dumb. Almost everyone is playing solo against bots right now, so the bots basically are the game. I measured a real round on the live server before I touched anything, and you were being generous.

What twenty minutes of live rounds actually looked like: 87 bots across six rounds. Not one of them landed anywhere near a player. One of those 87 died the whole time. Between them they landed three bullets on a player. The alive counter climbed to 16 and never came back down, and every single round ended with the player quitting after three to five minutes with fifteen opponents still standing.

There were reasons, and they were all mine.

Nothing but a player could hurt a bot. The circle billed players and skipped bots entirely, so a bot could stand in the gas for a whole round at full health. That is why the counter never moved. The circle now damages bots at exactly the same rate it damages you.

Bots had nobody to fight but you. A bot could only ever target a human, so fifteen of them wandered a map with one thing to look at. Every bot is now a target for every other bot, on the same damage path your bullets use: same health, same death, same loot case, same kill feed. When a bot kills a bot you will see it scroll past with both names on it.

They stopped thinking whenever you were not available. Before the first person lands, and the moment the last one dies, every bot on the map simply froze where it stood. They keep going now.

They were orbiting you instead of playing. Bots picked where to walk based on where the nearest player was, which is why the map felt like a private zoo. They now head for the circle, like you do, and they move for the next one while it is still only drawn on your map rather than waiting to be caught in the gas.

The field stays full. If someone leaves mid round, the server tops the count back up instead of leaving a hole. New arrivals are never placed on top of you, never inside the part of the map that is about to start hurting, and never in the air.

Honest bit: I can see the circle killing bots on the live server, and I can see them fighting in testing, but I do not yet have enough finished rounds on the new build to tell you how much busier a real match feels. Their aggression range is still the old number and I have deliberately not touched it until I have that. So play a few and tell me: too quiet, about right, or are they suddenly all over you? <#1541484335444525197>

server-007

SERVER UPDATE: SQUADS, AND A STARTING KIT FOR EVERYONE

Server side, already live, nothing to download. ❤️

You can squad up now. Clicking a player's name and picking invite was reaching the server and being answered by nothing, which is the other half of the report that got friends fixed earlier today. Twenty five team messages exist in the game and the server was handling one of them.

What works: invite someone, accept or decline an invite, ask to join somebody else's squad, let people in or turn them down, kick, leave, hand the squad over to another member, and the leader picking the mode and the squad size for everyone. Emotes and the idle marker in the team lobby go through too.

Being honest about the limit: matchmaking still puts you in the queue one by one, so a squad that presses start goes into separate matches. That is the next thing I am building. You can form the squad, see each other, and talk; you cannot yet drop together. I would rather ship the half that works and say so.

Everyone gets a starting kit. I checked the accounts and only 4 of 76 players owned a single item, so gun modification and the warehouse had nothing to work with even though both were announced as working. The gun modification fix from this morning and this one both landed on empty backpacks. So: 1000 modification parts of every weapon type, 200 advance materials, and a stack of supply crates, growth caskets and lucky stars for the warehouse. It arrives on its own the next time you log in.

On the purchases from before the split: until this morning every player shared one account, so every purchase anyone made went into the same bag and drained the same balance, and that balance is at zero. Nothing recorded who bought what, so I cannot give anyone their own items back. I am not going to pretend otherwise. The kit above is what I can do instead, on top of the currency everybody already has.

A squad lasts as long as you are connected. If you drop, you leave the squad and can be invited straight back in. If something in the team panel misbehaves, tell me which button you pressed in <#1541484335444525197>.

server-008

SERVER UPDATE: SQUADS DROP TOGETHER NOW

Server side, already live, nothing to download. ❤️

Earlier today I shipped squads and told you the honest limit: you could form one, see each other and talk, but pressing Play put you in the queue one by one and sent you to separate matches. That is fixed. You drop together now.

What changed. The queue took the request from whoever pressed the button and queued that one person. It now queues the whole squad in one go, as a single group, and everyone in that group lands in the same match. Your teammates do not have to press anything: when one of you starts, everybody's screen goes into matching at the same moment.

You arrive as an actual squad, not as four strangers who happen to be in the same match. The server now sends the in match team setup, so the game knows who is on your side.

Anyone in the squad can press Play, not just the leader. The game does not grey the button out for members, so a leader only rule would have left three people in four pressing a button that silently did nothing. Whoever presses it, the squad queues for the mode the leader picked. Cancel works the same way: if one of you cancels, the whole squad comes back out of the queue together, so nobody gets dragged into a match on their own.

Small print, so you are not surprised: a teammate who is still loading in when you press Play gets skipped rather than half queued, and if someone drops they leave the squad and can be invited straight back.

This is the thing I said was next, and it is in. Get a squad together and tell me how it goes in <#1541484335444525197>, especially if anyone ends up in the wrong match or the team markers look wrong once you land.

server-009

SERVER UPDATE: I READ THE CRASH REPORTS YOUR GAME HAS BEEN SENDING ME

Server side, already live, nothing to download. ❤️

Your game has been quietly telling me when it breaks. Every time the client hits an internal error it sends me the crash, and I had never actually read them. One hour of logs held 19, in six shapes. Five were my fault. Three are fixed and confirmed gone, one is fixed and waiting on someone to trigger it, and one I have only half solved. Here they are honestly.

Scopes and grips could break your weapon slots. Equipping an attachment from your BAG rather than off the ground put the scope itself into the gun slot, and your client then tried to build a weapon out of a scope. The ground path had always checked what it was handling; the bag path never did. Now it checks, and attaching from the bag actually attaches, which it could never do before. Five crashes in that hour, none since.

Two matches were handing out the same object numbers. Every match started counting bots, bodies and loot cases from the same place, so playing a second round reused the first round's numbers. Your client refuses an object number it already has, and refusing it means the object is never created: no body, no loot case, no bot. Some of the missing death boxes came from exactly this. Each match now gets its own range. None since.

Opening your profile editor crashed. I was telling your client that your signature ban expires at "" instead of at 0, and your client read that as a number. Fixed, though nobody has opened the panel since the restart, so I am calling it fixed rather than proven.

The most common one, and I only got half of it. Seven of the 19 were the same lookup failing on an empty value. I found one real cause, a chat field that five different messages send and which I had only fixed in one of them five days ago, and that is now fixed everywhere. But it was not the whole story: the error still appears, and it appears when you enter the lobby rather than when anyone chats. I checked the obvious suspects in your client's own code, the profile picture frame, the card frame and the weapon skin, and all three handle the empty value correctly, so it is none of those. There are 458 places that lookup happens and the crash report is cut off before it says which one. Still open, and I would rather say so than pretend.

One more I found but have not fixed. When you throw a grenade I remove it from your bag straight away, and your client drops its grenade selection when I do, so the last step of the throw trips over nothing. The grenade still leaves your hand; it is the tidying up afterwards that fails. Fixing it means changing when the removal is sent, and I want more than one sighting first.

Three more errors in that hour were your client's own keybinding and interface code rather than anything I sent.

If something breaks for you it is worth telling me even if it looks small. Most of this list was invisible until I went looking.

server-010

SERVER UPDATE: LOST CHARACTERS, AND A CAREER RECORD

Your character cannot be replaced by a stranger any more.

Some of you opened the game tonight and found a different identifier, an untied Discord link, no progress, and a starting kit where your loot used to be. That was not a restart wiping anything, and it was not something you did.

Here is what was really happening. The launcher renews its login every so often, and the server hands it a replacement token. If that reply was lost, or the launcher closed at the wrong moment, the launcher was left holding a token the server had already spent. On the next start the server could not tell that apart from a stolen one, so it cut the session, the launcher signed itself out, and then quietly made a brand new character. Your real one was never deleted. It was still sitting there, with your progress and your Discord link on it, and nobody holding the key.

On the live server 157 of 355 sessions had been cut that way. That is closed now. An interrupted renewal is recognised as what it is and your session survives it.

If it already happened to you, say so in bug-reports and we will send you a one time link by DM that signs you straight back into your own character. Nothing is copied and nothing is merged, you simply get your account back with everything on it.

Your career record now exists.

korez1k asked why winning a match gave nothing and left everyone stuck at level one. Nothing was writing matches down. Now it is: matches played, wins, top ten finishes, kills, deaths, damage, time alive, your best single match and your best streak, kept per mode and in total. Open your profile after your next match and there will be something on it.

Being straight about the edges: the leaderboard is still empty, because ranking people needs the records this update only started keeping. Give it a day of play and it will have something real to rank.

Everything here is server side. There is nothing to download.

0.0.3

LAUNCHER 0.0.3 IS OUT

You should not have to download the game again. Open the launcher and it will offer 0.0.3 by itself. It is an 11 MB launcher update on Windows. The game files are byte for byte identical to 0.0.2, so there is nothing for you to re-download and nothing to reinstall. I checked that before publishing: 859 files in the new list, 859 in the old, zero added, zero removed, zero changed.

This build is entirely about the things that stopped you installing and starting. Every one came out of a log somebody attached here today. ❤️

Downloads that died part way through. If your install stopped with `io: http: error decoding response body`, that was a dropped connection, and the launcher had no retry of any kind. One hiccup anywhere in 9.3 GB failed the whole thing. It now retries a broken connection five times before giving up, and it resumes instead of restarting.

"It is downloading the whole thing again." It really was. When you pressed retry, it re-fetched every file, including the ones already finished and sitting on your disk. It now keeps everything it has already downloaded and verified, and only fetches what is actually missing.

"Launcher service not running", and the launcher refusing to start. If you had ever closed the launcher by ending the task, a piece of it stayed running invisibly and blocked every later start. That is the exit code 4 and the single instance message some of you pasted. It was self inflicted by the workaround going around today, and the launcher now shuts that piece down with itself. If something else is holding it, it tells you what to close instead of sitting there silently.

"Access is denied" on the install step. It now names the file it could not replace and tells you the two things that cause it, instead of showing you an error number.

Nothing is forced. Nobody gets kicked out of a match for it. If your launcher is older than today at 11:00 its updater is one of the broken ones and you need one last manual download from https://chroma-hunter.com/download, and then never again.

The map not detecting the server, cubes and the weapon shop, fall and crash damage, and mobile are all still on the list.