PS2 style
The shine comes off first. Rougher picture, motion that starts to stutter. Still your game, just older.
Beat or break the game
A third-person action roguelite built on counters, deflects and ultimates. Read the pressure and turn it back on the room. Then stack upgrades until the run stops being fair, and keep going until the game itself gives out.
The break is not a cutscene. You keep playing while the engine comes down around you, and you still have to survive the landing.
Survivor games nailed the build. You pick upgrades, the numbers go stupid, and it rules. But once the build is running, you are mostly watching it happen.
Master of Chaos gives you the fight back. Counter what swings at you. Deflect what they shoot. Keep your combo alive and hit harder for it, and survive long enough to build something ridiculous.
Then push it further than the game can take. Most studios would patch that. We call it the finish line.
Most games call an overpowered build a balance problem. This one calls it the win condition, and then makes the engine pay for it.
Push a run far enough and the game cannot keep up with you. It starts falling backwards through the eras it came from, one console generation at a time, and it keeps falling while you are still playing. You do not watch it happen. You fight your way down through it.
The shine comes off first. Rougher picture, motion that starts to stutter. Still your game, just older.
The world shrinks to a few metres of fog. It looks the way 3D looked the first time you saw it.
You are looking down at it from a fixed angle now, and everything trying to kill you has gone flat.
Straight from above. Nowhere left to hide, and that includes you.
Flat, side on, pixels. Same enemies, still coming at you from the right.
Exactly one break condition is active per run. You choose it going in.
A chaos meter that reacts to how the fight is going. Tame the horde or get overrun. The default, and the one that feels like a fight.
Fixed targets: kills, combos, time, and the rest. Hit enough of them and the collapse begins on schedule. For players who want the list.
No criteria at all. Build until the frame rate itself gives out, and the engine's own collapse triggers the break. The purest version of the idea.
333 upgrades across 16 systems, and still counting. This table is pulled live from the build's own data, so it grows when the game does. Rarity is a funnel, not a pyramid: each step up halves how often you see it, but the price stays reachable so a Legendary always feels buyable.
Loading items…
Values shown are base values before rarity scaling. A few items still show an empty icon frame: those are the ones without art in the build yet.
The demo is free and out on Steam. The mailing list is for everything that happens between now and release.
Free on Steam, out now. Counters, deflects, the combo meter and a run long enough to start breaking things. It is the fastest way to find out whether this is for you.
Install the demo on SteamDevelopment notes, new mechanics, and the occasional clip of a build doing something it clearly should not. No schedule, no filler, and no mail that exists only to remind you I exist.
Wishlists are the whole ballgame for a solo release. It costs you one click and it decides whether Steam shows the game to anyone else.
Wishlist Master of ChaosMaster of Chaos is made by one person, working under the name Chaos at Perfect Execution. Design, code, systems, balance and the arguments about all four: same desk.
It started from a small annoyance. In most action games the best moment is the one where a build finally comes together and the game briefly stops resisting, and in most action games that moment gets patched out. It is treated as a mistake. I wanted to build the game where it is the destination instead, where the systems are laid out so that the ridiculous combination is reachable if you go looking for it.
Everything else grew out of defending that idea. Counters and deflects exist so that power has to be earned in the moment and not just bought. Upgrades reference each other so that finding a synergy feels like finding something rather than being handed it. And the break exists because if a run is genuinely allowed to go too far, the game should be honest about it and come apart instead of quietly capping you.
Being solo shows up in the schedule more than in the scope. Features land when they are actually finished, playtest feedback usually turns into a build the same week, and nothing ships because a roadmap said so.
The best build in the game is the one that was never supposed to exist. Go find it.