Steam release scheduled · App 5214490

Colors Of V

View on Steam ↗Updated Awaiting first sample
  • Single-player
  • Steam Achievements
  • Full controller support
  • Color Alternatives
  • Custom Volume Controls
  • Gamepad Recommended
  • Playable without Timed Input
  • Save Anytime
Steam

Store data

Store status
Coming soon
Scheduled release
14 October 2026
Positive reviews
—
Total reviews
0
Release date
14 October 2026
Player tracking—Begins when the game launches
Release date14 October 2026Scheduled by Steam
Store statusComing soonSteam store listing
Steam rating—0 reviews
Steam metadata

Game information

Details supplied by the Steam store
App ID
5214490
App type
Game
Supported systems
Windows · Linux
Genres
Action, Indie
Release date
14 October 2026
Last player update
Awaiting first sample
Steam store data

System requirements

Supplied by the developer on Steam

Windows

Minimum
Requirement
Requires a 64-bit processor and operating system
OS
Windows 10 64-bit
Processor
Dual-core 2.0 GHz
Memory
4 GB RAM
Graphics
Vulkan / OpenGL 3.3 capable, 1 GB
Storage
500 MB available space
Additional Notes
1280x720 minimum
Recommended
Requirement
Requires a 64-bit processor and operating system
OS
Windows 11 64-bit
Processor
Quad-core 3.0 GHz
Memory
8 GB RAM
Graphics
Dedicated GPU, 2 GB
Storage
500 MB available space
Additional Notes
1920x1080, 60 Hz

Linux

Minimum
OS
SteamOS 3.0+ / Ubuntu 22.04+ (64-bit, glibc 2.35+)
Processor
x86_64, 2 cores
Memory
2 GB RAM
Graphics
Vulkan 1.0 compatible GPU, 512 MB VRAM
Storage
250 MB available space
Additional Notes
Gamepad recommended. Native build, no Proton required.
Explore charts ↓
Player history

Concurrent players

This range will fill as SteamWatch collects more samples.

24-hour and 7-day views use hourly peaks from ten-minute samples. Longer views use retained daily peaks. Up to 24 recent event markers are shown per layer.

Twitch

Twitch stats

Awaiting the first Twitch sample.
Long-term history

Monthly players breakdown

Calculated from SteamWatch samples
Monthly data will appear after the first successful player sample.
Explore game activity ↓
About this game

Description

Supplied by the Steam store

Light is the mechanic, not the lighting

A black vector screen and three gels in the printer's colours. Yellow blocks blue, magenta blocks

green, cyan blocks red — real subtractive optics, so they stack. Yellow and cyan together leave

green and nothing else. Three gels, seven usable states, and every one of them is a different

room.

What you cannot see cannot see you

Invisible is not hidden. It is absent. A wall you cannot see is not solid and you walk straight

through it. A trap you cannot see cannot cut you. An enemy you cannot see is frozen — and cannot

be shot. Visibility and collision are the same channel, so they can never disagree with each

other, and every gel swap rewrites the floor plan under your feet.

Stacking costs light

Each gel darkens the tube and tightens what you can see. Seeing one thing clearly means seeing

less of everything. And you cannot flip a wall into your own body — the swap is refused rather

than shoved through, which makes timing a gel a positional decision, not a panic button.

All three gels is total darkness

Nothing passes, so nothing exists: nothing is solid, nothing can shoot you, and you can shoot nothing at all. It is not a refuge, though — the tube was never built to be held shut. After a couple of seconds the dark starts taking hull, and at four and a half a gel pops off on its own, never one that would drop a wall inside you. Coming back into the light, both sides are blind: you get a second of grace, they stand still for slightly longer. Earn it with a real stretch of blindness; flickering the gels will not farm it.

Running is not a plan

Enemies are faster than you. The only defence is to stop something existing — which is also the

only way to stop being able to kill it. A room does not wake at full speed either: enemies hold

for a moment and wind up, dim while dormant, so you get a room to read instead of a memory test.

A hundred levels, ten tiers, one seed

Nine rooms and a boss, ten times over. The first three are hand-built because they teach the

three rules and nothing generated teaches as cleanly. Everything after is generated from the

level number, so level 34 is always the same level 34 — a run can be replayed, compared and

argued about. Each tier decides what a level is allowed to use, so the campaign teaches in order:

primaries, then secondaries only a two-gel stack erases, then walls no light gets past, then

density on top of all of it.

Steam gallery

Screenshots

12 available
More game data · Seller history