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Totally Hellish Chaos

A cannabis farmer. A corrupted harvest. Ten minutes to survive everything his farm has become. A bullet-heaven survivors roguelite with dark humor on the surface and something heavier underneath.

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About the Game

Something crawled up from the soil.

A cannabis farmer built something rare out here — good soil, good genetics, years of careful work, a life worth keeping. Then a meteor struck the valley. The blight spread overnight. The plants mutated. The pests evolved. The scarecrow started moving.

Now the farm is trying to kill him. He's not leaving.

What you do

Totally Hellish Chaos is a 10-minute bullet-heaven survivors roguelite. You move — that's your only input. Your weapons fire automatically. Enemies pour in from all sides. Every kill drops XP. Every level-up offers a choice: new weapon, upgrade, or passive item. Survive nine escalating waves across ten minutes. Kill both bosses. Hold the line.

It starts manageable. It does not stay manageable.

At Early Access launch

  • A growing arsenal of improvised farm tools — weapons that shouldn't work and do. Each upgrades through six levels.

  • Evolved "infused" forms — unlocked by combining weapons with specific passives at max level. No two infusions feel alike.

  • Dozens of passive items — stacking synergies that build into broken, satisfying runs.

  • A bestiary of cannabis-infused horrors — Kushgoyles, Rot Hulks, Spuffers, ranged threats, summoners, and stationary nests.

  • Two full boss fights — each with multiple phases, screen-wide health bars, and distinct phase-transition behavior.

  • Two playable characters — The Grower from the start, plus a hidden survivor that unlocks after your first survived run.

  • Three difficulty modes — Seedling, Flowering, Harvest. The gap between them is real.

  • Meta-progression — currency earned each run, spent on permanent stat upgrades. Your run data is logged automatically.

  • Full dynamic audio — music that escalates with the waves, layered sound design, crossfading between states.

The tone

The game is darkly funny. The Grower treats the apocalypse the way a farmer treats a bad pest season — with irritation, improvisation, and the stubborn refusal to consider that it might be losing. His weapons are duct-taped together. His voice is deadpan. His farm is in hell and he has not left.

"More of them. Figures."

Cannabis culture runs through everything — the enemies, the weapons, the passive items, the wave pacing. This is a game about growing things, defending them, and the chaos that comes for them anyway. The humor is the surface. Pay attention and there's something underneath. We won't explain it. You'll either feel it or you won't.

What's coming during Early Access

More playable characters. More stages with their own enemy mixes, environmental hazards, and boss fights — varying the spatial register from tight corridors to low-visibility horror to open arenas. More base weapons and more of their evolved infused forms. New game modes built around different ways to engage with the same systems: longer-form endless runs, daily-seed shared challenges, modifier-stack challenge runs, and a buff-and-drawback arcana-style mode. An expanded achievement set. A hidden narrative layer that resolves gradually across the road to 1.0.

Every content drop is numbered, named, and honest. You will always know what shipped, what slipped, and why.