Chimera CUSTOM XG Patch Notes — March 13, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Ah yes. Balance. That magical word that means we changed things because some of you kept wiping before clearing the first biome. After observing player behavior we’ve rolled out a set of adjustments to make the game more readable, consistent, and slightly less like being shoved into a blender full of aliens. But only slightly.
Enemy Population Changes
Previously, the ecosystem of Chimera could best be described as every alien everywhere all at once. While that did create exciting moments, it also created situations where there was not enough time to learn enemy patterns and behaviors. So we’ve tightened up enemy distribution to make encounters more thematic and predictable.
Certain enemies are now restricted to later biomes:
Reptoids – Now appear only in Giza and beyond
Tall Aliens – Same deal, they’ve relocated to Giza and later areas
Large Drones – Also restricted to Giza+
The idea is simple, earlier areas shouldn’t feel like the alien equivalent of the final exam. Progression should feel like escalation, not like you accidentally walked into the endgame while looking for snacks.

Player Assistance Changes
Yes, we helped you. Get used to it. We’ve made a few changes designed to improve survivability and clarity without turning the game into a guided tour.
Improved UI for Buffs & Augments
The UI has been reworked to make buffs and augments easier to read.
Changes include:
Clearer icons
Better visual distinction
More readable status effects
Now you can actually glance at your buffs and craft your loadout faster.
More Health Packs
You now start with 4 health packs instead of 1, and more can be picked up mid-run. You’ve got a bit more breathing room and margin for error. Use them wisely, or panic-spam them immediately when you see something with too many teeth. We’re not judging.
Selectable Player Classes
You can now choose specific classes with Randi, each with predictable equipment styles. This means consistent weapon loadouts, recognizable armor archetypes, more deliberate team roles.
Loadouts Presets:
- Lion Shout + Shotgun
- Fox Dash + SMG
- Snail Shield + Scout Rifle
- Bat Jump + Assault Rifle
This should make multiplayer coordination much smoother and allow you and your squad to specialize in ways that actually make sense. Go find your favorites!

Boss Balance Pass
Bosses are still dangerous, they’re just less confusing about it. We’ve done a general pass on boss fights to improve pacing, readability, and multiplayer scaling. The goal isn’t to make bosses easier. The goal is to make them fairer while still terrifying.
Boss Health Scaling
Eryngii has received a significant tuning pass.
Changes include:
Increased shield health
More predictable shield break phases
Previously, breaking Eryngii’s shield felt like punching jello, it was just far too easy. The new system should create clearer damage windows while keeping the fight intense as a skill check.
Boss health has been rebalanced to better support multiplayer.
Key changes:
Higher base health for solo players
More appropriate scaling for multiplayer teams
Now boss fights are more meaningful encounters, whether you’re fighting alone or rolling in with a squad of heavily armed friends. Yes, this means you can’t delete a boss in five seconds anymore, unless you have very specific loadouts. We believe in you.
TLDR For Those Who Don’t Like Reading
This update focuses on clarity, progression, and consistency:
Enemies now appear where they make sense
Players have clearer tools and roles
Boss fights are more readable and better balanced
In short, the game should feel fairer without being easier.
You’ll still die. Probably a lot. But now at least you’ll know why.
More updates coming soon. And yes, we’re watching how you play.
We’re in your walls.
With Love,
Team Volok