Super Chaos

Anodaxia

Released
Jun 13, 2025
Platforms
Windows
Last updated
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Updates & announcements

20 posts
  1. Developer post

    Tutorial, New Mechanics Update [#14] + Rainfusor Announced

    Rainfusor Our next project finally has a store page! It's similarly weird and emergent like Super Chaos, but skills are made from modular elements that generate runes , and you use runes for arcane synergies , and every enemy is segment-destructible , so kind of an inversion of S

  2. Developer post

    Demo Nanoupdate

    A demo is now available A more informative final screen Changed level counts to 2, 3, 6, 7, 8, 9, 10, 10... for easier early mutation unlocks New players now always unlock the Voidshift Dash mutation first

  3. Developer post

    3x Text Renderer Optimization Nanoupdate

    Text rendering is now ~3x times faster Removed test-related GPU resources, freeing up VRAM Better worm shapes

  4. Developer post

    Readability, Quality, Damage Numbers, SFX, UI, Netcode Update [#13]

    Readability and QoL The player is now much paler/lighter than the enemies Extremely obvious internal healthbars for both enemies and players, enemy eyes moved to their fronts to make them more visible Enemies flash towards white when damaged Player attack animations Damage-over-t

  5. Developer post

    Blood & Shadow Nano-ish-update

    Bloody water added under damage particles, damaged players, wisps and pseudo-projectiles, can be disabled in Video settings A clearer melee range indicator , can be disabled in Video settings Voidshift Dash VFX Volumetric shadows Mud kicked up on motion Much more realistic graphi

  6. Developer post

    Graphics Nanoupdate

    Thundering Pain now actually thunders with booming VFX Much more physics-accurate background Eldritch wall VFX Removed foreground distortion Shinier damage particles

  7. Developer post

    Remixes, Invis, Mechanics, VFX, Replayability Gigaupdate [#12]

    Okay. Mutations Remix The much more extreme mutations are here! Full list: Rift and Rift Armor Mutations were merged Added Instincts mutations to remix the general playstyle (normal vs careful-style vs wild-style) Every other mutation has become much more extreme and packed with

  8. Developer post

    Biomes, Bosses Update [#11] + 2x Replayability&Price after Sale

    The game price will increase after this sale ends, and a major replayability improvement update ( already available on the beta branch, needs more testing, it's very large ) will be released after this one to fit the new price Changes in this Update Added Bosses : very large enem

  9. Developer post

    Pseudo-projectiles, New Enemies, New Superpowers, Mechanics Update [#10]

    Impulsively importing mechanics from our next secret project Wild Superpower Changes New defensive superpower that makes Rifts push instead of pull and allows some healing in Rift, enabling a "sit in a Rift" playstyle New superpower that magnetizes enemies and Rocks via Hex/Antih

  10. Developer post

    Title Nanoupdate

    Title shortened Enemy worms now balloon on being damaged

  11. Developer post

    Rebalance Nanoupdate

    Mad Rage Enemy Power Consequence was too angry in later levels during Decaying and Energized biomes, and was rebalanced for Changed the Consequences formula to reward duo tag color paths, not just tri Reduced Mad Rage maximum potency distance Decaying and Energized biomes shrink

  12. Developer post

    Superpower Choice Consequences, Challenge Update [#9]

    A review requested more interesting interactions between superpower choices other than just picking the same tags all the time. Here is a change that makes balanced (with different tag colors) superpower choices safer Superpower Choice Consequences 3 new consequences have been ad

  13. Developer post

    Descriptions Nanoupdate

    Improved description readability Renamed "Pebbles" to "Rock" Added green outlines to Rifts and Wisps to make it more clear that they are friends, not foes

  14. Developer post

    Mutations & Superpowers Nanoupdate

    Mutations now have proper names Some mutations now have extra Antihex effects Starting superpowers are all highest power (not only the middle)

  15. Developer post

    Clarity, Eye Comfort, Wisps Update [#8]

    Clarity & Eye Comfort The background was greatly muted, you can intensify it back in the Video settings now Enemy and ally visuals were greatly boosted to stand out All enemies now have a rose-red bloody boundary All allies now have a green boundary Enemy spawn visuals greatl

  16. Developer post

    New Frosty Mechanic: Antihex, Variety, QoL, Graphics (again), VFX Update [#7]

    Main Changes Antihex : a new crystalline debuff applied by Blasts and Rifts that slows down enemies and is shattered on Wall Hits because some players felt like the game became way too fast due to Hex being the only debuff Superpowers remixed to add a lot of options related to An

  17. Developer post

    Biomes, Variety, Mechanics, Font, Graphics Update [#6]

    Main Changes 2 extra biomes : in addition to the normal biome, 2 new wild biomes now can be unlocked as you progress in the game: A default biome An energetic biome with accelerated enemy spawns, push-pull (on enemies) and pulsating dish size A decaying biome with more spirit ene

  18. Developer post

    Co-op Bugfixes

    No more infinite co-op superpower crashy exploit Co-op states properly reset on connection break/interruption Co-op host&client superpower rarities are properly separated The terrifying sound of low health now properly updates on the client instead of growling into your ears

  19. Developer post
  20. Developer post

    Swarm Sim Secret Bonus Nanoupdate

    Watch Swarms - bonus simulation-toy mode, this was a secret devtool, now no longer secret Eye graphics fixes