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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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“The core game is complete and fun right now. The 10-minute survival loop works. The boss encounters land. The meta-progression hooks. We're not in Early Access because the game isn't ready — we're here because we have a larger vision that we want to build with players, not in isolation.

The full version of Totally Hellish Chaos will be a much deeper experience: more characters, more stages, more weapons, more modes, and a story layer that runs underneath the chaos. That kind of expansion takes time to build well, and player feedback during Early Access will sharpen every part of it. We want to know which weapons feel broken in the bad way, which enemy patterns feel unfair versus genuinely hard, and which parts of the meta-progression feel good to chase. That information can only come from real players in real runs.

If you're the kind of player who likes watching a game grow and having a real influence on how it gets there — this is the right time to get in.”

Approximately how long will this game be in Early Access?

“Approximately 12 to 18 months from EA launch. Our working target for the 1.0 release is late 2027.

This is a working target, not a promise. We're a very small team. If the timeline slips, we'll tell you — with a specific reason, not a vague "soon." You'll never hear silence. You'll hear "we moved content drop 5 from November to December because of X." ”

How is the full version planned to differ from the Early Access version?

“The Early Access version is a complete survival game. The 1.0 version is a much deeper one.

Here's the direction we're heading between EA and 1.0:

Characters — additional playable characters, each with a unique starting weapon and a trait that meaningfully shifts how runs feel. We plan to ship them in waves alongside content drops, not all at once.

Stages — additional fully playable stages with their own enemy mixes, environmental hazards, and boss fights. We plan to vary the spatial register across stages — tight corridors, low-visibility horror, open arenas — so each one is a distinct experience.

Weapons — the arsenal grows on both sides: more base weapons and more of their evolved (infused) counterparts. Build variety is the goal, not raw count.

Enemies — more regular enemies, more elite (rare) variants with guaranteed rare-passive drops, more mini-bosses, and more full bosses. The bestiary expands in tiers across content drops, not in one release.

Game Modes — additional 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.

Achievements — the achievement set will expand significantly.

The hidden narrative layer — there's a story running underneath the humor of THC. In Early Access you'll feel it without fully understanding it. We plan to resolve it over the course of the road to 1.0. We're not going to spoil more than that here.

We plan to ship all of this. We aren't promising specifics — if a planned character doesn't feel right after playtesting and gets cut, we'll tell you why. If a stage gets reworked, we'll tell you why. If we add something we hadn't planned, we'll tell you why we did. ”

What is the current state of the Early Access version?

“The game is stable, feature-complete for Survival mode, and tested on clean Windows machines before every push.

What ships at EA launch:

One fully playable stage with nine escalating waves and a 10-minute timer. Two full boss fights — each with multiple phases, screen-wide health bars, and distinct phase-transition behavior. Two playable characters with distinct starting weapons and traits.

A weapon system with multiple base weapons (each with six upgrade levels) plus their evolved "infused" forms unlocked via specific weapon-plus-passive combinations. Dozens of passive items with stacking synergies. A bestiary including ranged enemies, stationary nests, summoners, and a range of standard threats. Three difficulty modes. A full meta-progression system with persistent currency and permanent stat upgrades. Dynamic music that escalates across the wave count. Full HUD with wave timer, XP bar, weapon display, health bar, and currency tracker. A collection screen tracking every weapon, passive, enemy, and boss you've encountered.

Things we know will evolve during EA: balance (weapons, enemies, and XP curves respond to real-run telemetry), any bugs discovered in live play, and UI improvements based on player feedback. Our run-logging system lets us respond to balance issues quickly — every run generates a telemetry summary we can analyze.”

Will the game be priced differently during and after Early Access?

“Yes. We plan to gradually raise the price as we ship new content and features.

The Early Access price reflects the game's current state and is set deliberately low — partly because that's honest for an EA, partly because we want players in early. By 1.0, the price will be meaningfully higher, reflecting the expanded content that ships between EA launch and full release.

Players who buy during Early Access get all future updates — including the full 1.0 game — at no additional cost.”

How are you planning on involving the Community in your development process?

“Three channels:

Steam Community forum — we read every post. If you find a bug, report it there. If you have a balance take, post it there.

Discord — direct line to the developer. We run feedback threads around each content drop, post work-in-progress clips, and occasionally ask the community to weigh in on decisions before we commit to them.

Public roadmap — we publish a content roadmap and update it after every drop. When something slips or changes scope, we post a dedicated update explaining what changed and why. You will never see a vague announcement. You'll see specifics.

Big feature decisions during EA — whether to ship a planned mode, whether to expand a specific character's trait, whether to prioritize a content drop over a polish pass — will be discussed with the community before we commit. We don't promise to do everything players ask. We do promise to listen and explain our reasoning when we don't.

We also ship opt-in run telemetry. If you leave it on, your run data (anonymous) helps us tune balance. If you turn it off, nothing is collected. Either is fine.
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About This 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.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Some 2D sprite art for enemies, environment elements, and UI was generated and iterated using Pixellab AI, then hand-edited and finalized by the development team for consistency and pixel-art style. Audio is human-composed and sound-designed. Narrative and dialogue text was drafted by the developer with AI writing assistance. No live-generated content is present at runtime — all AI-derived assets are baked into the build.

Mature Content Description

The developers describe the content like this:

This game includes the following:

Cannabis themes — The setting and tone draw from cannabis cultivation culture. Enemies, weapons, and items reference cannabis horticulture and terminology.
Cannabis use is mentioned and insinuated in flavor text; it is portrayed as a cultural and historical element, not as instruction or advocacy.

Stylized violence and gore — Combat is pixel-art bullet hell. Enemies explode into pixel-art gibs and blood when killed; the player bleeds when hit. The art style is exaggerated and arcade-like, not realistic. No depiction of harm to real-world identifiable groups.

Dark humor — The narrative voice is deadpan and bleak. Flavor text and dialogue touch on persistence in the face of loss. No jump scares, no horror imagery beyond the cannabis-fantasy aesthetic.

Crude humor and mild language — Some flavor text and item descriptions use mild crude language.

Generative AI assets — Some visual and audio assets were created with assistance from generative AI tools during development.

This game does not contain sexual content, real-world political content, or graphic depictions of real-world harm.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Intel Core i3-6100 / AMD Ryzen 3 1200
    • Memory: 4 GB RAM
    • Graphics: Intel HD Graphics 530 / any dedicated GPU
    • DirectX: Version 11
    • Storage: 200 MB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10/11 64-bit
    • Processor: Intel Core i5-8400 / AMD Ryzen 5 2600
    • Memory: 8 GB RAM
    • Graphics: GTX 660 / Radeon HD 7870 or equivalent
    • DirectX: Version 11
    • Storage: 500 MB available space
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