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Super ChaosEventsTutorial, New Mechanics Update [#14] + Rainfusor Announced
Major update

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

Super Chaos · published 15 Aug 2026, 21:31 UTC · build 24755087

All eventsPlayers around this dateRead on Steam

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

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)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 firstSuper ChaosGame update9 Mar 20263x Text Renderer Optimization NanoupdateText rendering is now ~3x times faster · Removed test-related GPU resources, freeing up VRAM · Better worm shapes