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Super ChaosEventsBiomes, Bosses Update [#11] + 2x Replayability&Price after Sale
In-game event

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

Super Chaos · published 22 Jan 2026, 23:42 UTC · build 21609694

All eventsPlayers around this dateRead on Steam

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 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 requested

  • Set Boss Levels as levels 3/6/10, each having 1/2/3 bosses respectively, Boss Levels don't have waves

  • Added two new biomes for bosses, one creates fast bosses that rarely spawn pseudo-projectiles, the other one creates slow bosses that spam pseudo-projectiles

  • Set 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 enemies now no longer have eyes or spawn anything on being killed

  • Every 6th pseudo-projectile enemy is instead spawned as a tiny normal swimming enemy to enable on-kill effects during Boss Levels

  • Cyan enemies now scare Wisps

  • Rose enemies now repel Rock

  • Gold enemies now have a maximum to how much they can repel Rifts to stop Rifts from leaving the arena too quickly

  • New background ambient music for Boss Levels

Upcoming Replayability Improvements

  1. Some mutations will become much more extreme and different from their base mutations, no longer ensuring every attack type, and focus on drastically altering your playstyle instead of on being just a small modifier (looking at you, Dash mutations)

  2. Superpower selections will simply not give you anything useless, for that mutations will only be swappable at run start, not before every level

  3. Strong superpowers will gain chaotic effects or playstyle-altering downsides (sidegrades instead of nerfs, like turning blasts long but thin like lasers)

  4. Superpowers that are too similar to each other will gain additional differentiating effects

  5. Superpower choice selections will be reworked to offer upgrades/hybrid attack upgrades first, and sources of attacks (Oscillation, Genesis, Abyss, Prominences, Contagion etc.) only after Boss Level waves

  6. Additional silly chaos like an ability to collapse arena walls (yes, it's overpowered because you are invulnerable) during Ward will be added to the more boring superpowers

  7. New Annihilation (extra Dmg+Lifesteal) mechanic on reducing Antihex via Hex or Hex via Antihex, because right now the interaction of simply cancelling is boring

The goal is to make everything feel unique and (mostly) chaotic

Deadline: end of January/start of February, as we are working on our next project in parallel

More from Super Chaos

Other announcements

All events
Super ChaosGame update11 Sep 2026Intel GPU Invisible Units HotfixThe affected Intel GPUs now should be able to draw units on all graphics settings but the highest (Super)Major update15 Aug 2026Tutorial, New Mechanics Update [#14] + Rainfusor AnnouncedRainfusor 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…Super ChaosGame update11 Mar 2026Demo NanoupdateA 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