Chronicle
How to play
- Click an activity to see what it costs and gives, then confirm it. Hover anything for the details.
- Space pauses or resumes the months.
- S saves. The game does not save on its own yet.
- N begins a new life. T switches between day and candlelight. R reduces motion.
This is a first alpha build: one town, lives from 7 to 30 and a little beyond. It runs in a desktop browser with mouse and keyboard, and the save stays in that browser. Feedback on balance and on anything unclear is very welcome.
| Updated | 13 hours ago |
| Published | 2 days ago |
| Status | In development |
| Platforms | HTML5 |
| Rating | Rated 2.5 out of 5 stars (4 total ratings) |
| Author | PigeonCodeur |
| Genre | Simulation |
| Tags | Clicker, Fantasy, Idle, Incremental, Life Simulation, Management, Roguelite, Text based |
| AI Disclosure | AI Assisted, Code |
Development log
- Chronicle 0.4 -> Town update13 hours ago
- Changelog 0.21 day ago
- Chronicle 0.31 day ago

Comments
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Feature suggestion
1: How about queuing? (stacking actions)
2: Possibly reordering them via click and drag?
As in for the first option: To be able to set up multiple jobs through a few months and or years and keep the game running. The option to play actively or idly would both add a popular tag to this game, and give players more options.
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The game is very active and could be played idly while studying or working (giving excellent breaks with relaxing gameplay.) Especially since the market seems to have fixed the rations issue with that passive buff of 1/month. I was thinking how this game would be perfect as a study companion since I like to take short breaks during my study sessions and heard others do the same.
Yes thanks for the suggestion, i through of adding in as a bonus of the inn maybe but as i still don't have the code for multiple actions it will be in a bit i think !
thanks i will look into it
Working the kitchen for rations is too slow. Please bring back the ability to buy rations because working 6 months for only 12 months of rations makes it more difficult than it was before. I understand you want difficulty but this change feels like a change to make the game harder for no reason. I understand wanting to make the game simpler yet challenging, I just don't think this is the way to do it. What was nice about the jobs before is you could pick and choose based on the coin and now I feel forced to do things a certain way, I do one thing that requires rations now and it forces me to have to work the kitchen because I'm low on rations. Granted this change hit me in the middle of a run, making it a lot more difficult to plan said run. So I'll post my thoughts on the run after this as well.
Thanks for taking the time to read this, This game is really fun. I like the challenge but not when it feels superficial.
I will say the ration change has forced me to utilize the jobs that provide rations, idk if you changed a number of jobs to do that but before with the buy rations button I felt like I had more freedom, now it's like I have to do certain things otherwise I'll run out of rations, and coin seems useless now other than the occasional job that requires 10-15 coin
The game said the work I went back to most was "Help in the Kitchen" this stat feels useless now because of course working in the kitchen is my most used work, I need it for rations
Unfortunately this change has sucked a lot of the fun out of the game for me, I don't think I'll be doing another run because I'm not having as much fun with the game. Not trying to be rude or mean, sorry if it came off that way, just trying to provide constructive criticism
I just updated to the v 0.4 where the old buy ration is back with the start of the town system and metaprogress !
Yes Thanks a lot for the feedback i am currently creating a town tab where this buy ration will live and will make a bit more sense, i am currently tweeking the numbers a bit but it will make a comeback with some metaprogression tied to the town directly to have more agency during some of the tasks so stay tuned it should be finished by the end of the day or maybe tomorrow
I love text-based games like this so much, thank you. I agree that it's too close of a space to manage getting a class, especially since it's hard to read when a study-path closes, especially since you don't know what you'll need it for. (especially in later class-playthroughs.)
That being said, it's fantastic as is besides this. I thought this game was finished and was sad, but reading comments and seeing you're still working on it made me really happy.
On the creative side:
The naming of things and the design choices are excellent. The UI is nice and clean while being aesthetically pleasing. :D
I hope you have a great day!
Thanks a lot, I really appreciate the comment ! Yes i will try to update it, i have quite a lot of idea to expand the game and i want to try to get better at designing games and also it serve as a proof of concept for my game engine !
I will post some the changelogs and maybe open a discord if i see enough people interested on the game :)
Hope you have a great day too !
That sounds like a fantastic idea! I love playing demos and reporting bugs. A discord also means you can open threads for bug report. I would join.
A game engine sounds really cool. I'd like to hear more about that in posts personally. There's a lot you can do with this and it's great to hear you already have more ideas. A lot of these kinds of games just get abandoned after the first version which is a major bummer. Thank you for your reply!
Edit: I realized that you can also make a feature suggestions channel for your discord, I'll be posting a separate comment for a feature suggestion, lol!
The timings are way too tight. I barely managed to get into the college path using an optimized order and even then I failed to get enough stats to do some of the things I unlocked, and the main quest of the college closed before could get the resources to accept it.
Thanks for the feedback, yes to get the last task of each way you have a 9 to 12 month gap compared to the perfect run if you want to succed, for now i wanted to make it challenging just by making it difficult but i will reduce the difficulty as i add more feature !
"Chronicle Stopped: Segmentation Fault"
How does it happens ? When you resize the window or when you tab in and out of itch ?
I am looking for case where it happens
I got it when I exceeded room for rations with buy rations.
Thanks i will look into it !
Okay i did a patch where i 'hopefully' increased stability and fixed the graphical glitches
I got this when around 29-30 years old and passing the month with low vitality.
The instructions state it, but S to save. Save often, because it doesn't save, and bugs out from time to time. The paths definitely give a lot of varied choices pretty quick, but I think that's the nature of the game.
Sorry that you have some bugs, are those crashes or other things ? :( it is still in early dev but since i finished the main gameloop I wanted to have some playtest to start balancing the game. Do you find that there are too much choices too fast ?
Thanks for taking the time to play the game and comment !
It's definitely a lot of info, but since time only moves when you double-click, it gives ample time to consider your choices. I didn't get super far, so I can't say much for balance yet. The bug was indeed a crash, but it seemed out of nowhere, like shortly after doing the thing that gives guard renown. The main thing is that oddly enough each mechanic shows up right as the previous one is understood. Like, as soon as you understand how the money for food works, you have enough time to get a few stats. When you have a few stats, stat requirements show up, as soon as you have a few of requirements done, it shows things having end dates. That's shortly before where the crash was, so dunno much past that at the moment.