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Natural Balance: Chronicles is an unprecedented isometric Action RPG where your actions, along with the actions of other players, affect the world itself and everyone in it through the unique energy system with its innovative gameplay mechanics and events!

With each release of its episodic design, choose between two natural enemies and experience their independent journeys as they struggle with the harmful acts caused by the opposing race, as each side fights to sustain sufficient levels of their respective energy in order to survive.

The first chronicle in the series involves the personal stories of a fire energy wielding Pyrokin from the Elemental faction and a disease energy manipulating Virnox of the Primal faction. Which energy will you fight for as you traverse the savage, mystical planet?

Download the offline Pre-Alpha Demo at: Indiedb.com

While the core characteristics of this game are akin to that of other isometric ActionRPGs, this game offers the following, unparalleled features that are not currently found in any other game of this genre:

The Energy System

  • Energy Mechanic: A one-of-a-kind gameplay mechanic in the ActionRPG genre where the actions of your character, along with the actions of all other players, affect the world itself and everyone in it. While you play as a figure from one of two opposing factions, the conduct of both sides create a tug-of-war over the energies bringing beneficial or harmful results in the process.
    • Actions: Completing quests, using cisterns, vanquishing energy using foes, traveling via ley lines, and potentially other activities, all alter the levels of affiliated energies.
    • Impacts: Objects that are directly connected to an energy are affected in its own way and in direct proportion to the quantity of the remaining energy. For example, a piece of your gear can have an energy affix where its stat dynamically shifts between a low to high value or the energetic glow of certain plants or rocks can be vacant to vibrant.
  • Energy Events: Special activities occur for everyone when an individual energy reaches one of the various trigger points. As these events are driven entirely by each and every player, it brings diversity throughout the entire journey, not just at the end-game, for all characters and promotes long-term replayability.
    • Upheavals: At excessively high energy levels, surplus energy is released in the form of a worldwide, cataclysmic discharge that impacts all of the active players. In the case of fire energy, volcanoes erupt, raining searing balls of lava onto the world. For disease energy, decayed corpses rise out of the ground to plague those who wander too close.
    • Groupless Raids: At certain tiers of energy depletion, characters of the rival faction gain the opportunity to participate in a challenging raid event against a powerful foe – without needing to be in a party, guild, or open world instance. Anyone who desires to participate in the raid can contribute, even if they are at lower levels. The final tier raids will drop the best loot in the game, thereby encouraging players to strategically alter energy levels in order to regain access.
  • Two paths, one world: Unlike a typical ActionRPG which follows a main story along a single path through the world, each chronicle will provide two playable races, of opposing factions, who take part in separate stories. Their paths in the world will be distinct, allowing you to experience the same locations, but with a different perspective and content that is associated with the faction of your active character.
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DevBlog: The Art of Dodge


Personally, I can’t count the number of times that I thought, “wow, I could have avoided that damage only if …”. For many cases, that “if” was what I consider to be an interface issue. To move forward in a typical ARPG, your pointer needs to be in front of your character. That is reasonably okay if you keep your mouse pointer close to your character to be able to make quick changes in a direction. However, combine that with the typical situation where your enemies / targeted area is often closer to the edge of the screen in the direction that you are moving. Therefore, for you to move in the other direction quickly, you need to move the mouse at least half of the screen distance while losing your area for targeting.

While this situation is not so bad that it requires a redesign of the movement system, it does allow for cases where you just cannot get out of the way in time while you are both moving and targeting. And it is for that reason that we wanted to design and add a simple mechanic that allows for a basic dodge forward or backward that you can trigger from a re-boundable key.


The dodge action itself will consume a third of your maximum Stamina and consist of a roll that goes a set distance forward in the direction of your currently active movement, or backwards, in the opposite direction that you are currently facing, when standing still.

During the roll itself, the character can pass through enemies, but not pass through or over any normally blockable area of movement. We are also currently allowing the player to not receive damage, however, we are offsetting that by giving the character a Bane (a negative condition) that will reduce their armor and passive dodging for a short duration. The concept with that Bane is that you are recovering your footing / combat posture after the roll, and thus less able to be defensive.

We will continue to test and monitor how well this system works and we are open to modify it to ensure an appropriate balance.

Do you think that this ability will allow you to reduce those “only if” situations? If not, how would you want to see it work?

Discuss this topic on our Dev Bits Forum forum, on Natural Balance's Discord server in the devbits channel or in the Reddit post.

Best Regards

DevBlog: ARPG – A happy middle ground

DevBlog: ARPG – A happy middle ground


Welcome to our first developer’s blog! My name is Steve, the project lead for our game that is currently in development. I am starting off with the...

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Natural Balance: Chronicles Pre-Alpha Demo

Natural Balance: Chronicles Pre-Alpha Demo


The Pre-Alpha, offline demo for Natural Balance: Chronicles, a single-player isometric Action RPG that is designed as a four-part mini-series. Each release...


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Aside from being able to download the #NBCARPG demo, we have expanded the game's page on IndieDB with more content… T.co

Feb 26 2021

DevBits: An overlaid minimap, with adjustable transparency and zoom, has been added to our ActionRPG - Natural Bala… T.co

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RT @enjin: After 1.5 years of due diligence, we are thrilled to announce Enjin Coin $ENJ has been approved by the JVCEA and wi… T.co

Jan 20 2021

Hello Indie Game Devs, we are curious as to your thoughts / feedback on this energy system mechanic within our Acti… T.co

Jan 20 2021

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