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 Super Chaos!
Tutorial
Super Chaos now has a simple 4-stage tutorial that should familiarize players with Rifts, Wisps, Dashing, Invisibility, Hex-Lifesteal and Rock
New Mechanics
Enemies Can't See behind Rock
Rifted status (previously Rift Armor) now also makes you Invisible (breaks in Melee)
Rift Damage (dark violet) now boosts all upcoming damage the more you hit with it to make boss fights a bit faster when using Rift
Wisps now can be steered into the opposite direction of your movement
Wisps now merge right before disappearing, combining their accumulated Power and Color instead of having Wisps be wasted
Wisps can be colored
Impact-colored Wisps deal a bit of extra Impact damage (Push)
Rift-colored Wisps briefly close enemy eyes, slightly pull Rifts on hit and deal a bit of extra Rift damage
Wisps are no longer blocked by Rock, now instead they become slowly colored into both Impact-color and Rift-color
Rifts and Voidshift Dash color Wisps into Rift-color
Blasts and Thundering Pain color Wisps into Impact-color
Blasts now push Rifts
Spirit enemies (with inverted eyes) only receive 1/64 damage but automatically decay over time
Spirit enemies deal damage not only to your Health, but also Energy and Lifesteal
Spirit enemies decay much, much faster when they Can't See
Choice Consequences Rework
Choice Consequences are called Color Consequences now
Now you have 6 Color Consequences: 3 Harmful and 3 Helpful
When you pick all 3 colors (red, green, violet) equally, you get no Consequences
When you pick only 1 color, always, you get only the Harmful Consequence of that color
When you pick 2 colors, you get the Harmful Consequences of those colors and the Helpful Consequence of them combined
Red Harm: enemies start moving very aggressively close to you, resulting in a ranged playstyle
Green Harm: Impact/Antihex starts falling off outside of Melee Range, resulting in a melee playstyle
Violet Harm: Enemies that Can See you cause your movement to slow down, resulting in a stealthy playstyle
Red+Green Help: enemies are inflicted Annihilation (Damage, Energy+Lifesteal to you) per Velocity, rewarding chaotically throwing enemies around
Green+Violet Help: enemies are massively slowed down in Melee, allowing you a slower, safer playstyle
Violet+Red Help: you resist a bit of damage and then REFLECT 20x the resisted damage as Rift Damage (and it uses Pain Multipliers), enabling an On Pain build even more
Choice Consequences are still singleplayer-only due to the multiplayer being way too chaotic for them to be meaningful (can be changed in the future if someone really really needs them in multiplayer)
Remixes
A lot of mutations were remixed to fit the new game mechanics
Much more diverse Wisp mutations
Superpowers that previously granted Invisibility now make you RIfted in the same situation (even outside of Rifts!)
Genesis (the basic Wisp weapon) now also spawns Strong wisps On Pain to enable the On Pain playstyle more
Telekinesis now makes the Rock HUGE
Alteration now gives enemies Antihex in Melee and Hex when they Can't See
Flood now also triggers Rift Implosion effects on every Blast x Rift collision
Influx now makes all Impact damage part-Rift to compensate for Green Harm
Excitation now makes all Impact damage part-Annihilation to compensate for Green Harm
A lot of other small superpower tweaks to fit the new mechanics
Other Changes
Health bar and Energy bar now overtly say when you are in Ward and when you can Dash
Being RIfted is visually much more overt
Small rebalances to remove extremely OP AFK builds
Material Wisp mutation now actually changes the Wisp color to look icy!
Wisp Power is now extremely visible in their size and color
XAudio leak fixed
Improved descriptions to be a bit more intuitive (who knows if that would work in a game as bizarre as this)
Store assets will be updated... eventually... maybe