
A high-intensity action game, inspired by the feeling of emulating arcade-only action games. Learn a simple-yet-nuanced two button control scheme. Use hitstun, attack chains, grabbing and throwing to crush and control hordes of enemies! Tank Controls Are Awesome!
Modeled estimate, not a reported figure. How we estimate →
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About
"You will be their Asphyxiant"
The government of Shindri has sent you to the "Old Country" to wipe out any remnants of "The Unchained"
"Their beliefs only invite total chaos, allow them their final breath"

!!! HIGH INTENSITY TRUE ARCADE ACTION !!!
Take control of a simple-yet-nuanced two button control scheme. Use hitstun, attack chains, grabbing and throwing to crush and control hordes of enemies.
ARCADE MODE
A full campaign with hand-crafted stages. The faster you kill enemies, the faster the next wave will spawn. Attempt runs, fail, and try again. Each failed run will teach you what you need for your inevitable success.
TOWER MODE
A fully randomized infinite mode. Clear wave after wave of chaotic enemy configurations until you are consumed.
DYNAMIC DIFFICULTY SYSTEM
"Rank" is a resource gained from playing well; the higher your rank, the higher the difficulty, the higher your score. When you get enough score you gain extra lives, balance rank against your own skill in your attempts of a successful run! The only way to lower your rank is to Burst or die.
HYPER-AGGRESSIVE ENEMIES
Enemies do not sit around. Any kind of crazy combos you are doing to them, they can do right back to you. Getting cornered or surrounded is almost always a death sentence.
BURST MECHANIC
Every playable weapon has a "Burst Move", a move that overrides any animations and deals high damage at the cost of some health, allowing you to escape rough situations and try to gain back control of the battle. The health cost is often lower than whatever a bad enemy configuration will do to you.
TRUE HITSTUN
No super-armor here, every successful hit WILL stun enemies and reset them back to a neutral state.
Who needs a parry when you can simply hit really hard.
3 PLAYABLE WEAPONS TO CHOOSE FROM
Cleaver
Rapid point-blank combos, million-stab charge move, hyperspin burst move, and a grab.
Cannon
Ranged shots, point blank blast, unique burst moves, and dash-shots.
Scythe
Massive slow swings, high damage downward cleave, crop shredder burst move.

-Personal Note from LynnV-
"After Traumacore Violence, I wanted to scale things back to a 'depth through simplicity' style of gameplay. I hope my team and I made something that can stand as an argument for the kinds of combat-focused games I love, as opposed to the mass-appealing wave of action games that only inspire apathy"
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 25 reviews with recorded playtime.
Reviews
the spirit of tomonobu itagaki lives on. not in ninja gaiden 4, but in 8 dollar games made by weird girls on the internet.
This game rules! I just grabbed it and ended up playing it for hours right away, so I'll probably return back for additional thoughts, but I wanted to capture my initial excitement with this review. Overall, I think the game has a real sense of design that is a bit hard to completely grasp just looking at footage, but once you play it the system will feel unique and familiar at the same time. Its not a DMC style combo mad game, instead its much more beam em' up influenced it feels like (which I love, but is also tricky to pull off in 3D). To me it feels like Spikeout, Godhand, Ninja Gaiden, Gungrave, Tony Hawk (the movement), and Guilty Gear were all influences and it works so well. The combat system is something I'd never have been able to come up with if asked what a great 3D beat em up system would look like, but at the same time it seems obvious that this a great way to make such a system and this is a game that should have always existed, which is always the best feeling design wise I think ha, original and natural at the same time. Of course there is still plenty of room for polish and refinement and I think the game balance (just from a quick impression) relies too much on burst and chaining iframes, rather than emphasizing the really fun tank controls and manual spacing, but the game is a massive standout for me among stuff I've played lately. :-)
I made some of the music in this game! Check it out!
give discade project 10000000 dollars and gift this game to all of your friends. tank controls are ♥♥♥♥♥♥♥ awesome buddy.
i ♥♥♥♥♥♥♥ suck balls at this game as a casual, but this is a project with genuine love and passion within it's core and i think the dev team achieved their goal of making an argument for UNIQUE combat-as-the-center-of-the-design arcade action games. my only gripes are with some maps being an ass to navigate, even if it's kinda an intended design. but the graphics look fun, the presentation is stylish, music is AWESOME, and the two-button combat is unique, deep and thought out. big fan of how much blood and boob jiggle Total Chaos Against Apathy has
Game for enlightened visionaries who don't ask why Final Fight doesn't have a dash, but rather if it really needs a jump. This game gets that minimalism is a virtue, hitstun should be long and juicy, and tank controls are awesome. Great game if you're looking to get dropped right into a relentless swarm and start controlling those crowds asap. Gift to action game sickos everywhere.
every time i bank a high combo it feels better than sex. every time i fail a high combo i feel more disappointed in myself than my parents are.
I was sold as soon as I read this game had tank controls. This is chaotic as hell and damn near everything an action game should be. Games with throws are really just better huh?
It would seem that every single goal the developers had for this game was successfully met. This game rocks. Let there be more tank controls combat action titles, please!!
Love to see an action game nowadays be so focused on crowd control and Houston
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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