10tons makes a pretty strong commitment to multiplatform releases, but Neon Chrome was bound to be one of the tougher mobile adaptations they’d have to do given the controls of the console/desktop version are so attuned to gamepads. However, the studio has found a way to adapt the game well enough to mobile, and it’s nearing release. 10tons has said that the game is set to launch in late November, with the first release candidate approved by Apple (likely a similar situation as Binding of Isaac – it doesn’t mean that the game is ready to come out right now, just that Apple’s approved a version of the game that could be released), though one final update is planned to make everything feel good by the time the public version is set to release. The plan is for the game to come out at a launch discount, too, though it’s sure to be cheaper than the desktop and console version too.
I’ve been playing the beta build of the game that our forums have been testing out. I’m impressed with the work they did to make this one work. Melee attacks are no longer tied directionally to the analog stick, and there’s some helpful autoaim to be had. The special weapons were the real concern, but now the game freezes to a halt when you tap anywhere outside the controls, as you can now drag and aim your special shot wherever you need to do so. The game does feel a bit less intense on mobile as the touch controls are naturally going to make some things more difficult to do, but otherwise it still feels really good to play on mobile. It’s the same great thrills of the Neon Chrome experience, just much easier to play on the toilet than the Steam version is.
If you’re unfamiliar with the concept, Neon Chrome is a roguelite dual-stick shooter where you have to invade the Neon Chrome corporation, trying to take down the Overseer by hacking into the brains of dormant bodies with different abilities, sending them deeper into the lair of the Overseer. The credits you earn each run will net you either permanent stat enhancements or even temporary enhancements that will help you reach each checkpoint, though the game is randomly generated each time. The mobile version lets you continue off from the last level you reached, with each level only taking a few minutes to play, so this works quite well for portable play. There’s loads of destructible elements, procedurally-generated elements, and loot to pick up along the way. And don’t worry, the mobile version will support MFi controllers. Definitely keep an eye out for this one in late November when it’s expected to release.