update · February 10, 2025

Shadows of Chroma Tower Drops PvPvE for PvE Focus

Shadows of Chroma Tower is pivoting to a fully PvE experience after playtest data and community feedback highlighted major sustainability and population challenges. Developer Hibernian Workshop is removing player-versus-player dungeon combat while introducing asynchronous leaderboards, faction wars, and parallel-play modes.

Following a recent playtest that drew nearly 4,000 players, the developers of Shadows of Chroma Tower have made the major decision to remove PvP from dungeons. The game will now operate as a fully PvE-focused experience with co-op matchmaking for up to three players. Studio leadership cited long-term sustainability, prohibitive server and anti-cheat costs, and rigid level design constraints as the primary reasons for dropping the PvPvE model.

PvP Removal and Gameplay Shift

Dungeons are now purely PvE environments featuring hand-crafted enemy encounters. The shift allows developers to design bigger enemy types, unique class abilities, and new maps without balancing around spontaneous player combat. Class roles are also shifting toward traditional RPG tank, support, and DPS archetypes, and all classes remain viable for solo play.

New Competitive Systems

To replace direct dungeon PvP, the team is introducing asynchronous and parallel competitive features. These include seasonal leaderboards, Factions and Territories global war mechanics where players conquer zones for stat perks, and seasonal Parallel-Play PvP where teams compete in separate matches to disrupt each other.

Why this patch matters

Dropping PvP solves immediate population and balancing hurdles for a small studio, but the success of Shadows of Chroma Tower now relies entirely on how well its asynchronous modes and pure PvE content hold player interest.