
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!
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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 27 reviews with recorded playtime.
Reviews
Very slick, very fast. Easy to learn, hard to master. Its a hacknslash on a slipnslide, but its blood instead of water. As you bounce around the arenas like a ping pong x pin ball that's been injected with enough fentanyl to kill a horse all you can seem to think is how much ♥♥♥♥♥♥♥ fun you're having. Simplicity breeds creativity and the limited control scheme all while having 3 separate weapons to freely use shows that off. I haven't seen a game without a strafe key control this smoothly. Every hit feels like a hot knife through a lead brick, every throw like a SAW movie style skee-ball machine, and every slam like a reflex test at the doctor who thinks you ♥♥♥♥♥♥ his wife. The hindering control scheme quickly turns into a challenge to adapt to and overcome with the eventual goal of skill being rewarded in a natural way that keeps you coming back leading the player to rewarding themselves. - Signed, the CHAMPION OF SLOPE ROOM
Total Chaos Against Apathy manages to transpose the 2d beat em up formula to a 3d action arcade game. The lack of evasive options outside of a superjoy, the use of tank control to limit your ability to run around enemies and the consistent and predictable hitstun puts the entire focus of the combat on positioning, spacing and crowd control. Enemies come at you fast and can easily surround you, requiring you to herd them together or use your superjoy proactively to maintain control. The presence of a ranking system together with a chain based scoring system frames the entire experience. Chaining together kills and cashing them out lets you work toward extends but it also steadily increases the difficulty until it reaches a breaking point where you aren't able to keep up anymore. Dying severely decreases the rank giving you breathing room and letting you start to build again in a really elegant and dynamic push and pull system; more importantly, however, makes extra lives an active resource you can use instead of simple assurance. The great pacing elevates the whole system with 13 arenas full of high octane chaos where you try to die slower than your enemies, interspersed with shorter stages focused on scoring or that work as breathing room without ever letting down on difficulty or becoming uninteresting. Enemies are also varied, are introduced pacing and work really well in large compositions that constantly try to outflank you and force you to use every mechanic to your advantage. All 3 of the weapons are well thought out and varied, focusing on various aspect of the combat system, be it throws for crowd control, spacing for high damaging attacks or the use of burst to mantain control of the battlefield. The arcade framework and the need to 1CC the game to complete frames the entire game, making every aspect of it shine and work together in a cohesive manner with a focus on fundamentals and mastery. The main drawbacks of the indie's scene rise of popularity in the mainstream is that it has changed from a grass root artistic movement to an industry that, maybe understandably, puts more and more focus on market and mass appeal. This has come to the detriment of the amateur soul that should be the key quality of indies or doujin games. You can see this soul in TCAA, an action game with an arcade framework, a rank system, tank control and a focus on 1cc is something that can only be made at the indie scale and it's an unique experience exactly because of this. A clear passion project that it's undeniably true to the developer vision and its elevated because of this. Tank controls are awesome.
This games rocks what the ♥♥♥♥
genuinely incredible
incredible amounts of sauce on display
Incredibly slick combat and visual style. The camera work is really good and it flows in a way that compliments the snappy animations. Your character is like... roller skating around in this game, which is really neat and takes some getting used to. But it really breaks up the tendency to "backpeddle all the time" that I find myself doing in some games. You can throw a centaur. All three weapons feel pretty different but they all have moves that feal really good when you land them. Well worth the price!
you can throw people at other people
Genuinely please play this. We need more games like this, made out of pure love and ambition. Also the music is good as hell!
This is a placeholder positive review, since I know I like the game, but can't properly put it into words just yet. I will update this review when I've formulated my thoughts! But yes, buy it, play it. It's good.
cool game
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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