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Sonic Chaos - Turquoise Hill Demo

Project Overview

Sonic Chaos

Sonic Chaos is a fan game and re-imagining of the 1993 Sega Game Gear and Master System platform game of the same name. Based on the current style of 2D classic Sonic games inspired by Sonic Mania, Sonic Chaos updates the 8 bit visuals of the original and adapts a play style more closely resembling the classic 16-bit games. The game has been in development for almost an entire year, of which the last 3 months was spent building a brand new engine from scratch. Sonic Chaos uses this new engine, Crimson Engine, and with it we've strived for classic Sonic gameplay accuracy.

Since the initial release, even after only a few hours; we've already gotten tons of feedback and bug reports. We're so glad to see this many people enjoying the demo, and we'd like to make it the best we can!
So even though SAGE has begun, we'll be releasing plenty of updates during the event, stay tuned!

08/25/2018 - Update 1:
- Icon added
- Act 2 Boss refinements
- Fixed Act 2 boss softlocks
- Fixed bug where roll state is kept during act clear on act 2
- Demo now restarts at the titlescreen upon completion instead of closing

08/25/2018 - Update 2:
- Various Collision issues in Act 1 and Act 2 fixed
- Object placement issues in act 2 fixed
- Platforms above a bottomless pit in Act 1 have been changed to stay floating
- Fixed some pathswapping issues in both Acts

08/29/18 - Update 3:
- A frame cap has been implemented!
- Act 2 background has been optimized
- Shield fixes
- Tails gets properly put into spring-mode when he lands on a moto-spring while flying
- A bug where the player turns invisible in an S-Tube has been fixed
- Ring monitors now properly give an extra life upon passing 100 rings
- Falling platforms not being destroyed after going offscreen while falling is fixed
- Object solidity adjustments
- Monitor collision has been adjusted/corrected
- A music crashing bug accidentally introduced in 1.2 has been fixed
- Level layouts have been slightly adjusted to improve play experience and provide better direction

Update 3 will most likely be our last update until the next demo. Thanks to everyone who played! We've got lots of work to do!

Screenshots and media!


A+Start - Project Lead, Lead Designer, and Artist
Mr. Poe - Project Lead, Lead Programmer, Crimson Engine Programmer
TheStoneBanana - Chaos Engine & Gameplay Programmer
Michael Staple - Lead Composer & Musician
Heraga - Lead Level Designer
Jassbec - Level Designer
Tpot - Additional Programming and Assistance

Latest reviews

It's massive massacre :) LOVE THIS DEMO!
But.. 4 years ago and still no other demo or full game? Such a shame!

Mini boss in act 1 was fine, but boss in act 2.. fantastic!
I never play Chaos yet too but in this case i wish for more then 1 zone demo only..

Shall be more in nearly future?? Keep my fingers crossed..

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very impressive, the game is very fluid and very sonic taking elements from almost all older games its very refreshing to play. i am looking forward to seeing more this in the future.
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I've played the original Sonic Chaos, and as easy as that game was, I found it incredibly fun and a good game to be one of the first games from the series I played. Unfortunately, I don't think the same about this game.

The level design for the first act of Turquoise Hill is okay at worst. At best, it feels like Sonic 1. Act 2 though... I wasn't sure where to go -- the stage kept forcing me backwards along the path I came, and in other parts it wasn't clear where to go. There aren't a lot of enemies there, either. I nearly received a Time Over before I gave up. The Zone hasn't got any truly memorable sections, which is a shame since I remember a couple of sections from the original, even though it's been years since I last played that game. I would've much preferred a straightforward port of the original's layout. It's been like 20-30 minutes since I played this game and I can only remember the areas of the second Act that I had to run through more than once, and maybe another one or two.

The look of this game is alright. The pixel art is impressive, and the spritework is really skilful, but I never liked the aesthetic of Sonic Mania. Arguably a personal preference, but I feel it didn't do justice to the original game it was based on and simply played on nostalgia for Sonic 2. Sonic Chaos had its own distinctive style, and I feel it would be way better if you remastered or even just touched up on the original's look for the sprites. The landscape and backgrounds are really pretty, although the ground and walls look a little too flat and shiny. The music really fits the Zone, though!

I'm sorry if I sounded harsh, but I really want to see this become the best it can be. I don't intend any hate. I'm excited for any new updates and demos, since Sonic Chaos is a game I love, and I wish you luck with it. Thank you!
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I've noticed a few issues.

* My game crashed as Tails when I reached the Act 2 Boss Fight.
* Some animals clip upwards to the sky
* Some bits of level collision don't function correctly, but doesn't impact gameplay.
* If you die while the Act 2 boss fight's stage 1 attack is active, when you come back, the balls will spawn at full reach.
* More indication that you need to travel vertically in Act 2 would be nice. My first run of this act took about 8 minutes.

Otherwise, this is amazing. Little bits that I never expected to be changed are, like the end of act animation. You guys did an amazing job.
(I don't know where you go to report bugs, so I'm just going to put it here now until told otherwise)
Here is fine, we're keeping track of bugs from various sources.
The act 2 boss fight crash seems to be fixed, the fix should be out by tomorrow , alongside a few other things (including some level collision problems)
Nice, but how do i configure buttons in the game?? Cause, it's impossible to play on keyboard using arrows to move and Z or X to jump. And yes i have gamepad, but game doesn't see it, cause my gamepad is not from xbox or playstation or something like that. So yeah, anyone can help with changing buttons?
That's odd, it does have controller support, but we have had reports of some controllers not working, and we're looking into it.
An amazing demo, though I did notice a few issues:
  • Collision seems a bit janky, especially with monitors. For example, I went to hit a ring monitor, but somehow ended up hitting the life monitor next to it without touching it. It's also janky in general if you don't hit them head on
  • The first boss's collision was also weird; if you hit it, you can pass through underneath unscathed
  • The tunnels also act weird. I somehow managed to stop being in ball form in the middle of one
  • The boss music failed to activate for the second boss in one of my playthroughs (was playing as Tails if relevant)
  • The game crashed after beating the demo as Tails. I was gonna close the program anyway, but still weird
  • I bounced on a badnik spring at one point and it clipped me into the ceiling or something. Hard to tell what happened
Otherwise it looks and sounds amazing and I can't wait to see what becomes of it. Keep up the good work ^.^
There's no analog support at the moment. It was planned but we forgot due to time restraints. We're working on another update, and may be able to throw in some analog support before we finish it up.
The update we're working on also fixes the music bug, and various issues with tunnels. Tails crash also appears to be fixed. Update should be out tomorrow. Thanks for the feedback!
I grew up playing the original Sonic Chaos and this brings me back to those days. It's just incredible. There's just one problem I found. In the act one boss, the game keeps freezing every few seconds and I don't know why. I know it's not my computer, since I have a core i7 and a GTX 980Ti, so it may be an optimization problem.
We've gotten similar complaints with slow downs, we've heard people say the issue is fixed by disabling anti-virus, but we really don't think people should be having to disable anti-virus to further enjoy our game, so we're looking into it. We suspect it's because the game is made in a custom engine written in raw C, so it's more difficult to assure it's integrity.
This is looking great - I can't wait for the whole thing to be done. I'll add a few reports here for things I've found to be a bit off:
*There was a corkscrew I went through that, at the very end, launched me off to the left, into the air. I'm pretty sure I didn't hit a spring, so idk what happened there.
*Another corkscrew, in front of a loop in early ACT 2, just sort of dropped me in the middle even though I was moving forward with decent speed.
*A loop in ACT 2, which is right after /another/ corkscrew but is to the left of it, dead-stopped my momentum halfway through it.
*A lot of the sloped ground seems to act like it's a lot steeper than it actually is in some places.
*Personal thing, but the spindash and some other sfx are a bit too loud, to the point of being grating. There might be audio options added later, but I'd suggest turning those down a bit if you can.

I'm sure you guys can fix whatever you end up finding - it's looking great so far, keep it up!
We haven't noticed any corkscrew issues, we'll do some testing and check it out.
As for the loop, one of the tiles is a bit off, should be fixed by tomorrow.
The steeper slopes is somewhat by intention. The physics are ported from the genesis games where angles are assigned to slopes, and not consistent with their visual. It's rarely noticeable in the classics, and it's kinda noticeable in our demo, so we may adjust it. Thanks for the feedback!
I was so excited to play, but when I went to launch it I realized it's not Mac friendly :(
Unfortunate but I can still watch gameplay :p
I spent over 10 minutes beating act 2 and the timer just froze at 9:99:99 but I didn't get a time over
Although I was in the ending sequence so it might have been intentional
Nice, but how do i configure buttons in the game?? Cause, it's impossible to play on keyboard using arrows to move and Z or X to jump. And yes i have gamepad, but game doesn't see it, cause my gamepad is not from xbox or playstation or something like that. So yeah, anyone can help with changing buttons?
So, is there any way to change buttons on keyboard, like from arrows to W,S,A,D and jump on V and B?
Great demo and I cant wait to see more but I did find one weird glitch nobody seems to have mentioned yet

If you bounce on a motobug that bounces you higher while flying as Tails you go incredibly fast and high into the air (to the point that you basically teleport.) You go so fast that you can partially clip into the ceiling in act 2
This seems like a really awesome project! I found a couple of bugs in Act 1 (haven't played the rest yet) - jumping at the path switch point of loops lets you go right past them (without losing any speed), and there are a few animation issues - I got Sonic to look like he was standing in midair in a loop, and also pushing while moving across the ground. These aren't major issues, however, and the game seems like it'll be really fun when it's finished.
My pc broke so can't play atm! Watched the YouTube vid and looks really good
I found another problem with this game. Just few minutes ago i was recording a gameplay video about this game, to share it on youtube, and when i was playing as Tails, and got to the boss of second act, game freezes first and then crashed without any error message. It just shuts down automatically and that's all. So here you go, another problem to fix for you guys :emoji_relaxed:
Really incredible demo… You obviously put a lot of work into this one! I like the engine, and the graphics and music are simply astoundingly good.

I have a couple of bug reports/recommendations for future releases… If you get the time/resources to make them:

1) the momentum for sonic when is running "regularly" is a little slow. This game felt a lot more "sonic-y" after I got a speed power up. It could use a little bit of tweaking to be a bit faster.

2)The hit box around sonic when he's jumping seems to be too small... For example when going through the small tunnel high up in stage 2 if you're rolling you don't actually collect the rings. You can also see this in item boxes where sonic bounces too far into them because their boxes are little smaller than they should be.

3) please consider removing the "fade out" feature for lost rings. I absolutely hated this addition to sonic mania. It makes it so the player can't gauge when rings are going to disappear, i.e like when they used a blank in the old sonic games.

Like I said before, this is really an awesome demo. Sonic mega mix aside, this is the best fan made sonic game I played yet! I even like it better this than sonic mania in some ways :)
oh and I LOVE the boss music...that audio sample really brings me back to Sonic CD. man, the music and graphics and out of this world.
You'll implement Sonic's Super Peel Out, right?
Since it's in the original game and stuff (maybe the invincibility frame could be used)
This is looking great so far! Sonic does seem a bit slow though when attempting to run up slopes. Also, is the Act 2 boss a reference to the original plot from the Chaos Manual, where the Red Emerald was taken to power Nuclear Weapons and Laser Cannons?
I've come across a bug while playing through the first act and attached a screenshot of the result. I'm not entirely sure why it occurs as I've tried to replicate it and it only appears half of the time. I came across this when attempting to go up through the tunnel while not having significant speed to do so. Feel free to contact me if there are any questions.
I've come across a bug while playing through the first act and attached a screenshot of the result. I'm not entirely sure why it occurs as I've tried to replicate it and it only appears half of the time. I came across this when attempting to go up through the tunnel while not having significant speed to do so. Feel free to contact me if there are any questions.
Fixed in the latest update!
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