Despite the demo’s 85% positive review score, Chronoscript: The Endless End was delayed because of “how significant player feedback was.” We ask the devs about their motivation to make the game even better
We talk to the developers of Chronoscript: The Endless End about the game's recent demo, and the reason behind the delay of the launch.

Last month, Shueisha Games announced that the release of Chronoscript: The Endless End has been postponed to early summer 2027. In addition to PC (Steam), and PlayStation 5, the game is also scheduled to release on Xbox Series X|S and Xbox on PC.
Chronoscript: The Endless End is a metroidvania-style action-adventure game which plays out across a hand-drawn 2D map and a 3D overworld. Players take on the role of an editor who goes deep into the mountains to visit a mansion where a certain novelist lives. After arriving at the mansion, the editor is bitten by a mosquito, loses consciousness, and awakes trapped inside the novelist’s manuscript. From there, the player has to unravel the story of the “endless end,” written by the owner of the mansion, who also happens to be a 1,000-year-old vampire.

The first demo for the game was released last August, and it was positively received among players – earning a “Very Positive” score on Steam with over 85% positive reviews out of a total of 90 as of this writing. But while many developers would see this kind of reception as a green light to proceed with the final touches, Chronoscript ended up getting delayed even though the game is largely finished. Recently, AUTOMATON got together with producer Masami Yamamoto (Shueisha), director Tom Fujii (Deskworks), and artist Nam Namba to ask them – why?

According to Fujii, among the numerous positive reviews, there was also some constructive criticism. “Many of those points were valid, and when we laid down all of the suggestions that would ‘definitely improve the game,’ we concluded that the best course of action would be to make fine adjustments to the action and improve other aspects as well,” he explained.
“In terms of fine-tuning the action mechanics, while I wouldn’t call it a fundamental overhaul, we’ve made considerable changes,” he added. As for why the team decided to delay the game and focus on overhauling the mechanics, Fujii said it was simply because “that’s how significant the feedback we received was.”
As explained by Namba, the developers made adjustments to make the flow from “inputting commands” to “character movement” more intuitive. For example, in the current demo, you get a brief invincibility period moments after you press the dodge button, but this was adjusted to give your character invincibility the instant you press the button.

Additionally, the input buffer window for actions was nearly doubled. Previously, the input buffer window for performing consecutive actions was tight, meaning situations like “pressing the dodge button twice but failing to perform the second dodge” were quite common. By doubling the buffer window in size, players can execute consecutive actions much more smoothly, Namba explained.
“These adjustments significantly changed the responsiveness and gameplay feel. This was a major revelation for us, and it helped us realize exactly what the players had been pointing out. By incorporating all of these observations into the game, we hope to further push our review score beyond 85%. In fact, we’ve recently patched up the currently available demo to reflect the aforementioned feedback. We’d be happy if both those who have already played the demo, and those who still haven’t given it a try,” Namba said.
Chronoscript: The Endless End is set to release in summer 2027 for (Steam), and PlayStation 5, Xbox Series X|S and Xbox on PC. A new demo is currently available on Steam.
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