- Tutorial, New Mechanics Update [#14] + Rainfusor Announced - 15 August 2026
RainfusorOur 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!TutorialSuper Chaos now has a simple 4-stage tutorial that should familiarize players with Rifts, Wisps, Dashing, Invisibility, Hex-Lifesteal and RockNew MechanicsEnemies Can't See behind RockRifted 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 RiftWisps now can be steered into the opposite direction of your movementWisps now merge right before disappearing, combining their accumulated Power and Color instead of having Wisps be wastedWisps can be colo…
- Demo Nanoupdate - 11 March 2026
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
- 3x Text Renderer Optimization Nanoupdate - 9 March 2026
Text rendering is now ~3x times faster Removed test-related GPU resources, freeing up VRAM Better worm shapes
- Readability, Quality, Damage Numbers, SFX, UI, Netcode Update [#13] - 7 March 2026
Readability and QoLThe player is now much paler/lighter than the enemiesExtremely obvious internal healthbars for both enemies and players, enemy eyes moved to their fronts to make them more visibleEnemies flash towards white when damagedPlayer attack animationsDamage-over-time (annihilation, rift damage, hex damage) now accumulates and is released 3 times per second (or on trigger) instead of being dealt every tick to be more visibleAll damage types now have their own SFX, including the damage-to-the-player (with a very noisy annoying sound that you won't missDamage Numbers, including self-damage to the player with inverted colors, can be turned off in the settingsUIText outlinesFixed-size cards and buttons that allow text to breathe better3 levels of text size to allow for better text hierarchy perceptionOther tweaks like colorsOther Changes4 video quality settings (pixel-upscaled, na…
- Blood & Shadow Nano-ish-update - 7 February 2026
Bloody water added under damage particles, damaged players, wisps and pseudo-projectiles, can be disabled in Video settingsA clearer melee range indicator, can be disabled in Video settingsVoidshift Dash VFXVolumetric shadowsMud kicked up on motionMuch more realistic graphics (again)Better wall visualsReworked damage particles (again)Reworked Rift visuals to look more like a vortex into a different dimensionReworked Blast visuals to look more like sound wavesMuch thicker arms on Ward to make it clearer when Ward happens
- Graphics Nanoupdate - 3 February 2026
Thundering Pain now actually thunders with booming VFXMuch more physics-accurate backgroundEldritch wall VFXRemoved foreground distortionShinier damage particles
- Remixes, Invis, Mechanics, VFX, Replayability Gigaupdate [#12] - 2 February 2026
Okay.Mutations RemixThe much more extreme mutations are here!Full list:Rift and Rift Armor Mutations were mergedAdded 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 effectsMutations can only be swapped before 1st Level to prevent useless superpowers (can be changed per request)New MechanicsAnnihilation: on reducing Hex via Antihex, on reducing Antihex via Hex, on overflowing Hex: Damage+Lifesteal+Energy because Hex+Antihex hybrid builds were boring beforeInvisibility: a lot of superpowers and mutations are now sources of it, which makes enemies close their eyes and not target you, enabling new slower pace playstyles outside of AntihexPain: now on-player-damaged effects can have multipliers from many different sources!Superpowers RemixA LOT of superpowers received additional crazy…
- Biomes, Bosses Update [#11] + 2x Replayability&Price after Sale - 22 January 2026
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 priceChanges in this UpdateAdded Bosses: very large enemies that have base enemy traits but also can spawn pseudo-projectiles and have their own levels and always control-resist your strongest color to make players "work" for it like a review requestedSet Boss Levels as levels 3/6/10, each having 1/2/3 bosses respectively, Boss Levels don't have wavesAdded two new biomes for bosses, one creates fast bosses that rarely spawn pseudo-projectiles, the other one creates slow bosses that spam pseudo-projectilesSet Levels 1/4/7 to always be in a normal biome and Levels 2/5/8/9 to randomly switch between Decaying and Energized biomes (after at least one Win) Pseudo-projectile ene…
- Pseudo-projectiles, New Enemies, New Superpowers, Mechanics Update [#10] - 17 January 2026
Impulsively importing mechanics from our next secret projectWild Superpower ChangesNew defensive superpower that makes Rifts push instead of pull and allows some healing in Rift, enabling a "sit in a Rift" playstyleNew superpower that magnetizes enemies and Rocks via Hex/Antihex, allowing more control and clumpingNew reckless superpower that makes longer Blasts pull instead of push and restore Energy, try not to smash enemies into your face!Remixed a superpower to make Rock copy your BlastsRemixed a superpower to pull Rifts towards you during Ward, allowing control over Rift locationsMore remixes might arrive...New Enemy MechanicsNew large enemy that moves slowly and spawns pseudo-projectiles (based on biome spawn rate not to be too overwhelming, number of enemies is always
- Title Nanoupdate - 4 January 2026
Title shortenedEnemy worms now balloon on being damaged
- Rebalance Nanoupdate - 30 September 2025
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 slightly less
- Superpower Choice Consequences, Challenge Update [#9] - 29 September 2025
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 saferSuperpower Choice Consequences3 new consequences have been added, based on the chosen superpower tag colorsRED Nearby Enemy Mad Rage: enemies speedup and wobble like crazy near the playerGREEN Wall Bounce Force Increase: increased power of wall bounces, makes wall bounces cause pinballingVIOLET Speedup Outside Rift: increased enemy speed outside riftsBase enemy speed slightly reduced to balance for thisThis is solo-only due to co-op being chaotic enough (can be changed per request in the future).The precise formula for the Consequences will be hidden (can be changed per request in the future).Other ChangesMutations can no longer be swapped mid-level, only before a level
- Descriptions Nanoupdate - 27 September 2025
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
- Mutations & Superpowers Nanoupdate - 19 September 2025
Mutations now have proper names Some mutations now have extra Antihex effects Starting superpowers are all highest power (not only the middle)
- Clarity, Eye Comfort, Wisps Update [#8] - 12 September 2025
Clarity & Eye ComfortThe background was greatly muted, you can intensify it back in the Video settings nowEnemy and ally visuals were greatly boosted to stand outAll enemies now have a rose-red bloody boundaryAll allies now have a green boundaryEnemy spawn visuals greatly softened not to be too distractingAttack visuals (Wisps, Blasts and Rifts) slightly muted not to overpower foregroundWisp and Hex VFX altered to blend betterNew on Damaged VFX to clearly indicate when the player gets damaged!Some background colors altered to be less distractingStore graphics have already been updated this time!Gameplay ChangesEnemies now always spawn with a Control Resistance ColorWisps now wander around randomlyWisps are now stronger pulled by RiftsWisps no longer hit enemies instantly in range like lightning, but instead quickly fly towards them like missiles
- New Frosty Mechanic: Antihex, Variety, QoL, Graphics (again), VFX Update [#7] - 7 September 2025
Main ChangesAntihex: 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 debuffSuperpowers remixed to add a lot of options related to Antihex, some for conversion between Hex and Antihex, most to make Hex superpowers also apply to AntihexHex greatly buffed to account for its opposite existingEnemy spawning VFX!!! are finally here, helping you see clearly where the enemies are going to appearGraphics upgrades to help with the 3D feeling and clarity, including enemy glow, etc, WITHOUT making performance worseContrast clarity improved, the background muted, important objects are more visible Color changes from superpowers to indicate their effects betterStore graphics will be updated accordingly... as usual... there graphics updates might become a pat…
- Biomes, Variety, Mechanics, Font, Graphics Update [#6] - 16 August 2025
Main Changes2 extra biomes: in addition to the normal biome, 2 new wild biomes now can be unlocked as you progress in the game:A default biomeAn energetic biome with accelerated enemy spawns, push-pull (on enemies) and pulsating dish sizeA decaying biome with more spirit enemies, slowed down enemy spawns, pull (on enemies) and slowly shrinking dish size3 new superpowers related to PebblesWard, Dash and Regen mechanics rebalanced with many tweaks and interdependencies (more in the Info menu)Spirit Enemies now deal less damage, cut down Energy and can be slightly damagedWisp Hits and Hex now have more chaotic movement effectsUpgraded graphics towards physics-based 3D with volumetric shadowing and water distortionsUpgraded the font engine to handle kerning and advance, introduced a beautiful font that fits the game betterVisual tweaksStore graphics will be updated accordinglyUpcomingNew An…
- Co-op Bugfixes - 29 June 2025
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 24/7, no more ASMR
- Font Nanoupdate - 27 June 2025
Made the font more coherent
- Swarm Sim Secret Bonus Nanoupdate - 23 June 2025
Watch Swarms - bonus simulation-toy mode, this was a secret devtool, now no longer secret Eye graphics fixes