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Super Chaos

Jun 13, 2025ActionWindows

Every upgrade conditional and unique. Nuke this petri dish clean from eldritch germs in a frantic top‑down physics arcade where every upgrade goes off the rails! You will warp the space, WEAPONIZE CHAOS PHYSICS, and mutate your build into something barely controllable… and completely unstoppable.

What if every upgrade was conditional and unique?

In Super Chaos, you will nuke a petri dish in a frantic physics experiment where everything reacts, collides, bounces, implodes, and mutates.

This is a top‑down physics arcade with procedural elements, where you dash manually, attack automatically, and try to survive waves of extremely fast eldritch enemies.

You choose mutations before each run and upgrades before each level... but nothing here is boring like "+5% damage." No, every upgrade is extreme, weird, and game‑changing.

Physics as a Weapon

  • A giant Rock that pinballs enemies across the arena

  • Blasts that smash enemies into walls for bonus damage… and sometimes bounce them back into you

  • Rifts that pull enemies in, then implode, granting you temporary Rift Armor that protects you but blocks healing

Hex, Antihex, and Annihilation

  • Wisp weapons wander chaotically and apply Hex, making enemies insane, burning them, and giving you lifesteal

  • Antihex slows enemies and makes them vulnerable to wall/rock hits

  • Annihilation triggers when Hex and Antihex collide, causing explosive effects

Extreme Mutation Examples

  • Stay immortal as long as you walk on… corpses?

  • Sacrifice your dash to gain a gravitational pull that drags every enemy toward you

  • Freeze all enemies when you get hit, dealing damage based on their previous velocity

  • Become invisible (with the right upgrades), causing enemies to fall asleep when they can’t see you

Arena Manipulation

  • The arena pulses and shrinks

  • There’s even an upgrade that lets you control the shrinking and turn the arena walls into you weapon

Style

  • Eldritch visuals and unsettling sound design

  • Asset‑less graphics rendered in DX12

  • GPU‑simulated water

  • Built from scratch in C++ without an engine

  • Reviewers call it "unique"... but all it is is CHAOS