
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.
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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 141 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It is pretty decent and I hope it'll do well. Ranked has a decent variety of decks. Divers system is basically the OG companions from mtg - two cards are always available to you, but only one copy of each may be played in a deck - you may assign any two cards as your divers. It gives a lot of freedom in deck building - may ensure early game, may ensure access to hate cards, may ensure availability of combo pieces, etc. So even the same archetypes in the same "colours" could be built differently. Also big props for not having vanilla "2 mana 3/2" cards - every card actually does something different. Every card has two faces. You start with the basic form and you'll be able to get to advanced by fulfilling some conditions within a match. Each card has its own conditions, so it also adds to the variety - a sequence of small mini-games within a match. Economy is rather forgiving for being ftp player - after a few days you'll be able to get a somewhat competitive deck. You'll need to do your research, but there are strong and interesting decks that don't ask for a tonne of legendaries. Big win for ftp is draft being not phantom - meaning all cards you draft are added to your collection, so you may snipe missing legendaries. Though the dradt format is kinda solved, and the solution isn't very interesting - value and fatties reign supreme. Overall it has some edges, you'll need to accustom to UI in some cases. Also don't treat phases the same as mtg phases - they look kinda similar, but priority works differently and you'll need to rewire your brains a bit if you'r accustomed to mtg. But here it is kinda more fair - less options to pull a gotcha card out of your ass - more of what you see is what you get.
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Languages: English**languages with full audio support
Hours played at review time, across 141 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Great new game with a lot of promise. It's the obvious spiritual successor to LOR. Every patch is improving the playing experience, and the game has heaps of promise
i can't but feel like this is just and over-complicated version of LOR rather than a standalone game. I sincerely hope this game would work.
if u liked legends of runeterra, this is it. the devs are doing their best and now most of the bugs have disappeared, its night and day compared to launch. please give it a try!!
Chrono is the Walmart brand LoR that somehow tastes better than the name brand. Chrono clearly has a ton of love, sweat, and tears poured into it and it shows through card art, animations, and everything else. The gameplay, while taking some getting used to, is very clear and easy to understand (especially if coming from Runeterra). I absolutely love the game, and hope that it continues to gain traction in the CCG / OCG community. My biggest complaint is the lack of cards (duh, it's beta) and a lack of personality in said cards (again, beta). The game (tmk) has no real "mascot"; a really good step would be to have a "Jinx" or similar that can really hook people in. Overall, I highly recommend this game to both LoR fans and card gamers in general!
Very nice card game with alot of potential. There is still some bugs but it is going in a very good direction. It seems very fair with how many cards you get and I love the Diver System and the timelines.
Coming from heavily playing LoR pvp this game scratches that itch, and goes beyond. Every unit has a form of "level up" they call immortalize, that makes each unit valuable in its own way rather than having some that are just chump blockers. It forces you to rethink how to trade in combats and how to formulate decks that play off eachother. With every unit having immortalize and access to many similar tools it can at time feel like regions have a lack of identity but they are similar enough to where they mesh together to form cool combos that you might not usually expect to work together. I played in closed alpha / beta very early on and now in beta the game has come a long way. If you can get past some of the unpolished UI and lacking VFX, the card mechanics are there and very intricate- and for a card game i'd prefer that over super clean UI which will come eventually. The small teams of devs is very responsive on discord, and has a friendly growing community.
i have 85% card completion as a completely free gamer so it is decently generous--close to what LoR was. The game could use a little polish with UI/UX and just some clarity on card interactions but other than that it is definitely what I have been looking for and I highly recommend it if you enjoyed LoR at all
Świetna mechanika, ale stan techniczny średni. Manipulacja czasem i system osi czasu to genialny pomysł, który daje masę satysfakcji ze strategicznego myślenia. Gra ma solidne podstawy grywalności, dlatego zostawiam pozytywną ocenę, ale od strony wykonania jest po prostu słabo. Główne problemy na ten moment: Animacje: Wszystko jest potwornie sztywne i drewniane, brakuje tu jakiejkolwiek płynności. HUD: Interfejs jest nieczytelny i mało intuicyjny, śledzenie zmian w turach bywa chaotyczne. Potencjał jest ogromny, ale gra potrzebuje porządnego łatania i dopracowania interfejsu. Warto zagrać dla samej mechaniki, ale trzeba przymknąć oko na niedoróbki.
Chrono is still in beta, but it is a spiritual successor to LoR. The team is small and there are some bugs. It needs a bit of polishing, too. But so far, the devs have been very engaged with the community, and the game shows great potential. I recommend it to all card game fans, especially those who enjoy LoR, and to anyone tired of the terrible monetization or limited gameplay found in other card games. ____________________________________________________________________________ Chrono ainda está no beta, mas é um sucessor espiritual de LoR. A equipe é pequena e há alguns bugs, necessita de um pouco de polimento também, mas até agora os Devs têm sido bastante participativos com a comunidade e o jogo apresenta muito potencial. Recomendo para todos os fãs de card game, principalmente de LoR, e aqueles que estão cansados da monetização horrível ou jogabilidade limitada de outros card games. Ainda não está traduzido, mas já foi prometido pelos desenvolvedores.
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.