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Mounts and Traversal
February 19, 2026 at 09:11 AM
Initial comprehensive mounts and traversal article
Traversal in Chrono Odyssey spans multiple movement systems across Setera's seamless open world. Players can ride tamed horses, scale walls and rooftops via parkour, swim through water bodies, and sprint across terrain — all without loading screens thanks to Unreal Engine 5's World Partition system.
Mounts are unlocked early in the game after completing introductory quests (specifically the quest "Gone With The Wind"). Wild horses roam the open world and can be tamed using two methods:
Stealth Approach — Press TAB, select the sneak icon, slowly approach a wild horse without startling it, then press E to begin taming. Patience is required — sudden movements will spook the horse.
Temporal Isolation — Use the Chronotector's Temporal Isolation ability (TAB menu, top icon) to freeze nearby horses in place for several seconds, then walk up and calm them. A creative application of the game's time-manipulation mechanics.
Mount skins are available for customization, including a distinctive all-black horse that costs 100,000 gold. Mounts are summonable — once tamed, a horse can be called at will to increase movement speed across the open world.
Characters can scale rooftops, ruins, and walls using a parkour system similar to Black Desert Online's traversal mechanics. Climbing is integrated into both exploration and Labyrinth puzzle content, where platforming challenges require precise jumps and wall navigation.
Double Jump — Available to all characters, extending vertical and horizontal reach.
Wall Climbing — Characters can grip and ascend vertical surfaces.
"Hardcore Parkour" Perk — A footwear perk that grants 18% haste for 5 seconds after a traversal action, rewarding players who actively use the parkour system.
Swimming is confirmed as a traversal mechanic, allowing players to cross rivers, lakes, and coastal areas without mounts or bridges. Water bodies throughout Setera are swimmable, supporting the game's emphasis on open exploration.
Sprinting uses a limited stamina meter. Following the post-CBT combat overhaul (Developer's Notes #4, January 2026), several key movement improvements were announced:
Instant Sprint — The sprint starting animation was removed. Sprinting now triggers immediately upon input.
Mid-Air Sprint Queuing — If the sprint key is pressed mid-jump, the character enters sprint state upon landing.
Camera-Independent Movement — Characters now move independently from the camera, allowing strafing, retreating, and repositioning without being locked to the camera direction.
The full launch map is described as four times larger than the CBT1 test region, spanning grasslands, snowlands, swamps, forests, deserts, frozen valleys, coastlines, ruins, and pocket dimensions of warped spacetime. Gathering, fishing, combat, and parkour all flow together naturally across these diverse environments.