
Chrono CCG is an indie game from genre veterans where time-traveling agents battle for control of history. Timelines shift mid-match, agents evolve, and deep strategy meets accessible play. For the community, by the community.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
Media

About
Chrono CCG is an indie card battler where rival syndicates clash across unraveling timelines, fighting to rewrite history. Construct your deck around powerful Divers, watch your agents ascend to their Immortalized forms mid-match, and Shift time itself on the battlefield to tip the scales in your favor.
Built by community leaders of the digital CCG genre rallying together, taking the lessons of the past and the best ideas of the present to revitalize the future of digital card gaming.
Made by CCG diehards. Built for the community that inspires us.

Every agent you play can Immortalize — transforming into the ultimate version of themselves across all time. See the tides of battle change as your immortalized agents join the fray from across time, bringing wild and surprising abilities to seize victory.
Timelines are the true battlefield of Chrono. Cards can Shift the game to a new Timeline, applying persistent effects that alter both sides of the board. Fight for control of the timeline. Force your opponent to play your game.


Nurturing the ultimate return to nature. They seek to connect every living being across all timelines, respecting the cycle of life and death with unbounded diversity and vigor. Lifeblood fills the timeline with growth, developing hungry T-rexes or packs of time-diving wolves to overwhelm their opponents.
Fighting the battle against the death of time. Harnessing the power of suns and the entirety of time and entropy, Sungrace focuses the universe back upon itself to prevent the end of all things. They overflow with energy to burn away their opponents with the might of the stars.
Embodying the want for knowledge and total nothingness. Telepaths who have transcended the bonds of communication such that the only peace is to shut out the noise that everyone else makes thinking all the time. Silence keeps things quiet with telepathic might, muting and destroying their foes.
Achieving the directive to connect and shepherd all beings. A semi-infinite AI overmind which feels immense guilt and regret over its creation of the Chrono Core technology, leading to the Great Conflict. They shepherd, invent, and strive to keep the peace.
Seeking growth through destruction. Marauders believing that everyone must be shattered to build back stronger than before. What is broken is beautiful, and what better crucible than the most all-encompassing conflict? Splintergleam thrives in combat, bleeding and burning their opponents away.
Representing the true believers. Phasetide asserts that there is One True Timeline, and the only way to restore order permanently is with the destruction of other heretical syndicates and timelines. Phasetide controls the flow by rewinding, healing, and phasing out their opponents.

Chrono CCG features frequent balance patches and set releases, led by a responsive dev team that is just as excited to build a competitive, tactical experience as the community. Seasonally Chrono will feature a full competitive circuit with Qualifier Tournaments, Grand Prix, and a World Championship.
All cards deserve love, and an evolving metagame drives an exciting competitive circuit.

Chrono was born from the building blocks of games we love — built by competitive champions, community leaders, and content creators who refuse to let the genre fade.
Our goal from day one has been to connect with other CCG fans and build off of their feedback, in order to achieve the lasting, fantastic digital CCG that the community deserves.

Engagement
Reviews
Themes across 139 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The game has serious potential! There's a lot of cool ideas here, and it's clearly inspired by Legends of Runeterra. The general UI issues and unclear rules I do believe they'll improve over time. My thumbs down is not due to that part. Plain and simple, the turn timers are WAY, WAY too long right now. I keep running into players who take the entirety of the turn timer to play 1 card and pass the turn. Games just feel like a tremendous amount of time is being wasted on nothing happening. As much as I dislike the way Magic The Gathering Arena handles its time bank compared to MTG Online given that MTG has some crazy early turn combo decks which need an inordinate amount of time to play out their actions, I think a similar time bank system here would be very helpful since Chrono CCG in the early turns has very straightforward, on the board play. If they tighten up the early turn timers, I'd happily recommend. Sitting around watching paint dry, I sadly cannot get behind.
Best card game I have seen. They made the mistake of launching the game early with bugs and with no tutorials which made them have lots of mixed reviews. But the game itself is AMAZING now that bugs are fixed. Pros: 1) very easy to unlock cards and build the best decks from the first week 2) Very fun 2) Mechanics are amazing, with a lot of complexity 5) Meta keeps changing Cons: 1) It is not the easiest to pick up because there are no tutorials (since we are in beta launch). But once the tutorials are created I'm sure the game will be more beginner-friendly. 2) Some matchups can last a little bit long when you start playing (since the first deck they give you heals everyone) but this is solved once you buy some cards and build a different deck.
Related
Related
Trends
Modeled estimate over time.
Genres
Stats
Languages: English**languages with full audio support
Hours played at review time, across 139 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Try it now! I played when EA opened and it was a buggy mess. Most games had gamebreaking bugs, but they keep fixing them and adding QoL features. It is much better now and is really fun to play. I really want to find a goof LoR replacement and I think this is it.
I have played MTG and LoR for years, yet I feel completely lost in this game. The UI and gameplay are terrible. This is the worst TCG I have ever tried playing. This seriously cannot be the best you can do, especially when MTG and LoR exist as perfect examples of how to do this properly. I have no idea when it is my turn or my opponent's turn. Because of this, I have missed my attacks so many times and lost matches as a result. There is no clear indication of what phase we are in (spellcasting, battle, etc.). Sometimes the opponent attacks and one of my units auto-blocks entirely out of my control—what is going on? The rules on the cards are long and complicated, and there are zero tutorials. I don't want to read essays of text just to understand basic rules. Just name abilities the same as other games do. I hate when developers feel the need to give standard mechanics a fancy name like "taunt" (now called "confront") or "instant", (now called "immediate") t is pointless and confusing having to relearn all these new names that are exactly the same mechanics as in MTG. JSUT CALL THEM THE SAME! BECAUSE THAT IT WHAT THEY ARE! STOP TRYING TO BE DIFFERENT FOR THE SAKE OF IT WHEN YOU ARENT INVENTING ANYTHING! You clearly focused so much on your battle pass, useless emotes, and the cash shop (because you know, money) that you forgot to make an actual fun and functional game. Matches also drag on and take forever due to control decks being the 3 starter decks. Complete and utter incompetency. I don't have 30 minutes to dedicate to a single card game; I have work and a life to get to. I can play a full game of League of Legends before a single match in this game ends. Furthermore, my graphics are set to 4K Ultra, yet the cards still look low-resolution and pixelated. Then above all this, making matters even worse, these devs sat there thinking that if a player invests their time into playing your currently terrible game, loses the match, and is rewarded nothing back for their time, that this is acceptable? You think it is a good idea to ONLY have battle pass progression on WINS! This is a dead game in the making. This system has zero respect for my time. This is garbage.
The game is fine for high level play, but three of the regions* do not have enough simple cards for beginners. For anyone planning to get into the game, consider playing Lifeblood (or more specifically Sprout), it might not be the best, but it is much easier to learn than immediately having to figure out what each card in your deck does when they seem to pull in different directions. The timeline shifting is cool, and it has given me something to consider when sequencing my plays that hasn't been relevant in most other card games for the last decade. The monetization is fine, but the presentation of it makes it seem greedier than it actually is. footnotes: *specifically Silence, Splintergleam, and Sungrace.
very buggy, pretty bad UX, you can barely tell how interaction works due to lack of a proper UI, I understand early access but not even the bear minimum like a log, if there is a log I could not find it and that also indicates horrible UX/UI. Maybe there is stuff on the monetization I'm not seeing but so far very standard, battle pass in your face, since I have no cards draft is the only viable thing I guess but you can only do it spending currency probably... it seems you keep your cards from draft and that is why it's so expensive but could I you get a free draft option? there seem to be no one playing it so wouldn't hurt. So no easy free way to try the game but the starter decks and that seemed to be pretty bad. maybe there is only like 3 people playing at any given time but matchmaking was very bad, same people repeatedly and looked like accounts where on very different progression levels
Bad CCG. You will get stomped constantly as a new player cause this game is over complicated and uses weird keywords and mechanics. Also not sure why there is even a 20 point health pool in this game. Usually one side has such an overwhelming board advantage that you easily get hit by 30-100 in one attack.
Game sucks and is ugly. I am a big time LOR player but this game is clunky and terrible to play. Painful experience. I tried to like it
I tried to like it, but I had too many negative play experiences. The game feels like it's made by people who love highly complex decks and despise any kind of tempo, rush or efficiency gameplay. Well, if you neglect these kind of playstyles, then you antagonize and lose players who like to play that way. That's fine, it's your game, but I won't be playing/paying then. With regards to any other aspect, such as UI, it's clear that Chrono uses LoR as inspiration. But it's not up to LoR's level of quality. Everything feels slightly worse. I want to like this game, but as it is, I just don't.
Game is really good. Does it have its quirks... absolutely. Having said that, some of the earliest hitches and bumps in the game have already been patched out. Its playing much more smoothly than it was a day or two after launch. The gameplay is just as good, if not better than Runeterra. This isn't really a shock considering its almost a clone, but it speaks volumes what the team was able to accomplish. Every unit being able to "level" and timelines add so much to the game, even in its infancy. In theory, with more cards and mechanics being added to the game, it will only get better. I will say that I feel there is nothing, as far as story, or iconic characters, that draw me to the game. I have no character or syndicate to pull for or connect with. This isn't necessarily a problem, gameplay has to come first. But the more I play the more I want to immerse myself in the world, but the world is currently very shallow. I do wonder about its monetization. Not that its "bad", but again I feel I don't have to spend my money. I can just grind out a few weeks and will eventually get all the cards I need/want. With only a handful of cards being added every month, I don't have to purchase wildcards to craft them, as I'll eventually just have enough to make them just as LoR did. I hope they add some form of paid tournament system that we can que eventually that lets us scratch that competitive itch and supports the game. Also give me boards. Love that the base board is clickable and has different effects ands sounds, but I hope they add some into the game to purchase. Overall I'm stoke the game is out and me and my son have been playing more and more each day.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Emberward | $2.3M | 3.8K | 97% | $19.99 |
| Sub Rosa | $1.8M | 3.4K | 69% | $19.99 |
| Battle of Empires : 1914-1918 | $614.1K | 1.9K | 69% | $8.99 |
| Tower Factory | $480.3K | 1.2K | 89% | $14.99 |
| Try To Fall Asleep | $71.1K | 192 | 91% | $11.99 |
| The Archotek Project | $30.1K | 1.1K | 56% | $0.99 |