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Chaos Bringer

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Chaos Bringer screenshot 1
Chaos Bringer Game Teaser trailerWatch trailer on Steam ↗

Chaos Bringer

Beff Inc. · Published by Beff Inc. · Official site ↗

Last updated 28 Sept 2026

Outsmart foes in fast-paced tactical dungeons, then become a raid leader who stops time to command your party. Explore, craft, and conquer giant bosses single-handedly for the ultimate MMORPG-level satisfaction.

Free to PlayComing SoonDJCTQ 10

Free

View on Steam

Prices can lag the live Steam store — always confirm before buying.

RPG, Strategy · 2026 · More free games

In Chaos Bringer, navigate fast-paced tactical dungeons as a raid leader who stops time to strategize. Explore, craft, and emerge victorious in solo battles for MMO-level satisfaction.

About this game

Experience the Thrill of MMORPG Raiding, All by Yourself

Forget the stress of finding party members or waiting for your guild. In Chaos Bringer, you alone hold the power to conquer epic raid bosses through your own strategic brilliance. Command your party of 8 heroes and claim victory on your terms!

You Are the Commander, a Genius of the Battlefield

Pause time at any moment to predict the enemy's next move. Issue the perfect sequence of commands to your heroes and watch your flawless plan unfold. Your foresight turns the tide of battle, combining skills on the Timeline system to create devastatingly powerful combos like a symphony of destruction.

A Breathtaking Battle of Wits Against Giant Raid Bosses

Enjoy the core of MMORPG fun, now designed for a solo player. Face mighty bosses with diverse, multi-phase patterns that will test your tactical mind. Monitor Threat and DPS in real-time to perfectly control the flow of combat, pushing your damage to the limit while keeping your tank alive. Every second is a thrilling choice.

Every Moment of Progression is Pure Fun

Leave the boring grind behind. Every part of Chaos Bringer is an interconnected gear in a grand machine, constantly giving you new goals and new ways to have fun.

  • 1. Explore: Dive into ever-changing, roguelike dungeons. Experience fast-paced, strategic combat where every run is a new and exciting challenge.

  • 2. Immerse: Your journey follows a rich, compelling storyline. You're not just leveling up; you're the protagonist shaping the fate of this world.

  • 3. Create: Use materials from your adventures to craft custom gear that completes your unique strategies. Build a tank focused on Evasion instead of standard defense and outsmart the raid with your own creative builds.

  • 4. Conquer: It's time to prove your growth. The greatest honors and Epic gear can only be earned in raids. Defeat colossal bosses with your unique builds and masterful command to become a legend.

Add to Your Wishlist and Prepare for Your Legendary Raid!

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • Memory: 4 GB RAM
  • DirectX: Version 12
  • Storage: 2 GB available space

Recommended

Recommended:
  • Requires a 64-bit processor and operating system

Supported Languages

English, Korean, French, Spanish - Spain, Russian, Spanish - Latin America, Japanese, Simplified Chinese, Traditional Chinese, German, Dutch, Italian, Romanian, Polish

Latest news

  • AnnouncementsOfficial

    How Our Modular Armor System Works

    Hello from the Chaos Bringer Development Team~ Building the Four Heroes · Part 5 of 6 Sooooo first thing's first! Though we originally went into it as such, we quickly found out that equipment in Chaos Bringer is NOT a costume placed over a complete character model! For better or for worse, in no way, shape, or form does it even *remotely* behave that way! Instead, we learned to see it more like a modular assembly, and we also quickly found that changing one piece of equipment can have profound effects on not just one, but several parts of the visible body at once. To illustrate, equipment that goes on the chest item may swap the torso mesh and add its own shoulder or additional chest elements. Or, arm bracers can include either parts of the forearm or only the hands. And then there are some pieces of equipment that carry skin surfaces of their own so that the body doesn't end up clipping right through them (something we learned to add the hard way LOL). This keeps the final character looking sharp as a knife, but it *also* means that a "simple" piece of equipment is now responsible for more than just the visible metal or cloth players can see! {STEAM_CLAN_IMAGE}/45224210/3bcc2feadc80a81ba867ee8c8bf14b75fdc3d4a4.gif Though a bit cumbersome at time, the biggest advantage we have in this is flexibility. By which we mean, through this method of shaping our armour and other equipment, our heroes can now share a sizeable equipment library while also keeping their unique faces and other identity-defining parts. The challenge in this is that every single connecting point must match! This means that everything from the skeleton, to body proportions, to the skin tone, to material layers, *and* any animations ALL need to survive the swap so our system really shines! ✨ Undoubtedly, materials are a HUGE part of the solution! Different equipment pieces can use their own material instances, while other parameters allow any specific piece of equipment to inherit the correct skin t...
    Read full article on Community Announcements (sayberrygames)
  • AnnouncementsOfficial

    Meeting Our Four Heroes

    Hello from the Chaos Bringer Development Team! :D Building the Four Heroes · Part 4 of 6 After our initial solid-shading pass, we spent the next stretch of our time really delving into the specificities of each character. Meaning, a lot of our time went into refining heads via edits in the fundamental shapes and structures, smoothing out the texturing workflow, and making sure that each of our four heroes both looked and *felt* like their own individuals. At the same time, our focus was always set on maintaining clarity and character readability, all the while keeping a close eye on how our heroes kept a common visual language between them. {STEAM_CLAN_IMAGE}/45224210/a2f715c44c3ad5765d3045a08d3a7cfa73336d0b.gif {STEAM_CLAN_IMAGE}/45224210/9f33a8529178aa6e9e71f252ff0554333deb8c38.gif {STEAM_CLAN_IMAGE}/45224210/76fb7faf20ba84733d679cd5dcc10d944b45b028.gif {STEAM_CLAN_IMAGE}/45224210/3bcc2feadc80a81ba867ee8c8bf14b75fdc3d4a4.gif To our slight surprise, what really helped to make each of our characters shine wasn't the colouring, but rather the texturing! Specific textures helped to clarified the overall shapes and planes of each face, strengthened eyes + mouth readability, and gave us yet another layer to play with regarding character-specific details. In the end, we were able to come up with a complete rendering approach that allowed us to comfortably sculpt and model out noticeably different face shapes (and proportions!) instead of them all just smooshing together generically! Looking at each character in specific, we see that Daisy's design leans into asymmetry and a more visibly weathered body. By contrast, Melania's sculpt called for a different balance of facial structuring and more attention to her hair's shape. Ysilune needed a distinct profile that would still work well with the shared facial system of our younger roster. Joyton's broader build fundamentally changed how his head, neck, and equipment had to be evaluated altogether. Looking at it through this ...
    Read full article on Community Announcements (sayberrygames)
  • AnnouncementsOfficial

    The Four Heroes: Our First Solid-Shading Pass

    Hello from the Chaos Bringer Development Team! :) Building the Four Heroes · Part 3 of 6 There is a point in the whole character creation pipeline when we gotta take a step back from the one individual we're working on and take some time to look at the bigger picture. For us, that point came alongside our first solid-shading pass/trial for all four heroes collectively... Fun! ^^ {STEAM_CLAN_IMAGE}/45224210/ffa2d7239032d63fa2489b9f0a5f8561104af4f1.gif {STEAM_CLAN_IMAGE}/45224210/7e4f2bdacc05a95cc95543e0d1a22f4c8e972a06.gif {STEAM_CLAN_IMAGE}/45224210/e86065bf3f02c17621a69827645be9948a217faf.gif {STEAM_CLAN_IMAGE}/45224210/71c6753aa9c29f99ff2bc88b5b9f1ec6a29648a7.gif At this stage, we had to objectively evaluate our models without any razzle or dazzle coming by way of finished textures. This is because (though not as cool-looking as a fully shaded model;;) solid shading makes it easier to read the fundamentals: silhouette, proportions, facial planes, hair volume, and the relationship between large and small shapes. Basically, it's A LOT less flattering than a polished material pass, which is exactly what made it useful, especially at this early-ish stage! Seeing Melania, Daisy, Ysilune, and Joyton together immediately showed us where our cast was working well and where they was kinda lookin' too generic. This was a delicate balance to uphold, because for one thing, their faces needed to belong to the same world without feeling as if they had been produced from one cookie-cutter pan! For this, how the hair came out looking was *especially* important. We went through several modeling approaches because (as anime has taught us xD) a hairstyle NEEDS to communicate personality, remain legible at any gameplay distance or angle, deform cleanly, and not cause problems when it comes to handling equipment. We've all been there LOL Seeing this "raw" lineup also helped us judge body language before we started playing around with the animations. A character's fundamental build cha...
    Read full article on Community Announcements (sayberrygames)
  • AnnouncementsOfficial

    Finding (and Refing!) Daisy's Face

    Hello from the Chaos Bringer Development Team! :) Building the Four Heroes · Part 2 of 6 Daisy's face was by NO MEANS made in one clean go! Though that would be any designer's dream come true, in reality, the face we know and love today emerged through an extensive series of sketches, sculpting experiments, paint-overs, and rig tests. And of course, every stage brought out its own set of challenges and specific questions that needed answering! {STEAM_CLAN_IMAGE}/45224210/7d6ab9a0e0a1b6d30641d1c5869f48f28e8eeaa5.jpg {STEAM_CLAN_IMAGE}/45224210/d4d0c4b112eab9fa500bf1fdf690d440ffe5e72b.jpg Right from the get-go, we knew that the early concept art sketches needed to capture the essence of Daisy's "character" first. In particular, we wanted a face that felt direct and expressive, one with enough intrinsic ability to communicate through shapes and defined edges to remain readable from the game's ever-shifting viewport. Once that direction moved into the 3D space, the questions that arose became a little bit more technical! We found ourselves asking questions such as: Which features should come from the main sculpted shapes? Exactly how much expression should come from the facial bones? And most importantly, would the face still feel like Daisy even after pushing it to its limits via facial expressions and emotes?! (A very valid worry!) We quickly found that model topology placed quite a few constraints on the overall shaping process. Fortunately, we made those constraints work in our favour, as they challenged us to really pinpoint and flesh out the most *essential* of details! And thus we got to work adjusting things like: - The overall head shape - The placement of the eyes and mouth - The planes around the cheeks - The forehead's slow transition into the hair At this stage, even the tiniest of changes could shift the entire impression of the character, so we repeatedly compared our sculpted model against the original idea. This was in order to give the 3D model its own...
    Read full article on Community Announcements (sayberrygames)
  • AnnouncementsOfficial

    From Modular Assets to Four Heroes

    Hello from the Chaos Bringer Development Team! :) Building the Four Heroes · Part 1 of 6 First off, we're so sorry it's taken us so long to return with another update;; But fear not! Development has continued throughout the silence, and we finally have some excitingly great news to share: We finally have an artist on our team!! Until now, we'd been dividing the visual work among the team as best we could (it was a bit of a struggle)! But now, having someone totally focused on art means we can shape the cast and the world with MUCH more consistency as well as share more of that process with you! So please look forward to all the updates! ^^ Over the next six dev notes, we'll take a closer look at how one shared character framework grew into four very distinct heroes. We'll start out with the character and equipment pipeline, but no worries! Each character's individual stories will come in time! For now, we want to take a deep dive into the practical work behind the cast. When we began building the playable cast of Chaos Bringer, we already had a fairly practical modular character framework. In a nutshell, this included interchangeable body pieces, equipment meshes, and a shared animation foundation. That gave us a very strong production base just starting out, but it wasn't quite enough to flesh out four uniquely distinct heroes. Our first task was to work out how much individuality we could introduce without breaking the fundamental systems that make equipment swapping possible. We knew that Daisy, Melania, Ysilune, and Joyton needed vastly different silhouettes and proportions, but the armor still had to follow the same skeleton and behave predictably when they moved. {STEAM_CLAN_IMAGE}/45224210/2f503bc1955687cfbf3648bafbf3e8eb17c8f01e.png One of our early implementations involved adjusting each character's build through the Animation Blueprint. Scaling selected bones allowed us to test broader shoulders, different limb proportions, and distinct body shapes while k...
    Read full article on Community Announcements (sayberrygames)

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