
Explore a unique and connected world. Understand its fragile balance, uncover its deepest questions, and find more than just the answers.
Modeled estimate, not a reported figure. How we estimate →
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Aug 14 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Explore a unique and connected world. Understand its fragile balance, uncover its deepest questions, and find more than just the answers. Chroma Zero immerses you in a universe of mystery, color, energy, and movement, and challenges your expectations and intuition. There are no levels, the puzzles are integrated into the fabric of the space itself, and everything can change in the blink of an eye. Exploration and curiosity are rewarded.
Knowledge Based Progression – Learn the rules of the space, and you can progress farther in the world and deeper into the mystery
Open-world Puzzles – Explore everywhere, the world itself is the puzzle. There are no levels.
Extremely Dynamic Environment – The world reacts to your actions in dramatic fashion
An enchanting and beautiful Original Score by Adam Kromelow and Dan Rufolo
Narrative with charm and wit, and at times, wit and charm
Players generally take between 6 and 12 hours to finish the game, and a bit more to explore everything. Most progress is gated only by knowledge, which is gained by exploring and experimenting.
This is an immersive, non-linear, risk-taking and moderately challenging "Metroidbrainia" game, made by a solo developer (hi there). The narrative is mostly light-hearted, but can be impactful at times. The puzzles ramp up in difficulty, though the game helps to guide you as well. So if you're exploring everywhere, you will know what to do -- maybe just not how to do it! I was inspired by games like Antichamber, Outer Wilds, Myst/Riven, and the discovery elements of Tunic. I hope to bring more games like these into the world, since by their nature they are focused on giving you a wonderful and surprising first-playthrough.
Controller Support – This game works 100% with controllers except for adjusting items in the 'Settings' subsection of the main/pause menu system. So, if you want to do stuff like change your resolution, adjust the sensitivity, adjust the key-bindings, turn on/off motion blur, etc. etc. it is ALL THERE for your fiddling pleasure, but you need a mouse to do it. Please forgive me this one trespass, dear gamer.
Color Vision Deficiency Mode – An overlay can be positioned in any corner of the screen, or in the center, which describes the point-of-interest you're currently looking at.
Photosensitivity Modes – A Brightness Offset adds range to the in-game brightness slider, and adds low-contrast animations to soften otherwise high-contrast events. An intro-animation offset adjusts the way the game starts, which typically involves a symmetrical pattern repeating across the screen. The offset makes it asymmetric.
Speedrun Timer – A reposition-able timer starts on Play, and stops during dialogue sequences, but otherwise continues until game-over. Also, if this timer is enabled, the button-hold to delete your save file is sped up so fresh restarts can happen more quickly. Visit our discord for more speedrunning discussion and leaderboard links.
Secrets – (..uh, spoiler!..)
You can pet the cat(s)
Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 363reviews | 96% | — | $64.5K |
| $9.99 | 22ratings | 95% | — | not modelled | |
Engagement
Reviews
Themes across 56 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The puzzles were fun to solve, and the open world character was nice, had fun playing this. Now the downsides. The worldbuilding was very abstract and not very engaging, but I didn't expect this game to be another Outer Wilds. Some puzzles ended with a meh monologue, which was underwhelming for the effort,
good
非常优秀的知识锁+能力锁游戏。一小块三环带组成的地图被反复利用,成为不同的箱庭关卡。 还有这音乐做得太好了,氛围感拉满。 以下强剧透,没通关的不要看 [spoiler] 我在世界变暗前一直没进过品红色塔。是瀑布底下的品红塔的图让我知道该怎么“毁灭世界”的。但是没进过品红塔之前碰lightgate的Zero不应该让我再继续?可能是bug。 有两个地方没对上电波。 一个是给传送门染色。当时只试出了减法染色,但是进黄色金字塔需要所有颜色,所以减法染色行不通。我试出来了“进传送器给颜色会传送器关上的时候传送”,但是我是在白色传送器里给红色试的,所以没发现给颜色实际上能叠加颜色,这点比较可惜,可能应该再多想想的。后来跳跳乐到同心圆里找到了答案。 我在想是不是把玩家关在一个学习传送器染色的小关会比较好,但是鉴于随时都可以重置,我可能会直接重置而不是思考怎么用传送器出来。 还有一个电波没对上是世界变暗之后第一步不知道该干啥(好像很多人都遇到了这个坎)。 虽然Zero说他把剩下的能量都给了我,但是我也没搞清楚他到底给了我啥。世界变暗前刚好会集齐所有的三个环带能量,复活之后Zero在一开始就给了我三个环带能量。这两步之间没有差异,导致我没发现重置之后我本来不应该有所有环带能量。可能更醒目得提示我这一点会更好。 还有Zero一直说让我“平衡/Balance”能量。之前的“平衡”都是让我把没填上的颜色填上,但是世界变暗之后没什么可以填的东西了,也没办法够所有还亮着的东西。 而且因为我没进过品红塔,都不知道还缺一个按钮这回事。 后来直接查了Steam社区指南里的提示。 [/spoiler]
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Spanish - Spain, Dutch, Japanese, Korean, Polish, Portuguese - Brazil, Simplified Chinese, Ukrainian, French, Italian +1 more
| $9.99 |
| 4ratings |
| 100% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 56 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Very interesting puzzle game, with non-linear methods of progression and quite challenging puzzles. As you can solve the puzzles in various order, it might happen that the hint obtained when solving a puzzle isn't really needed since it's stuff that has been already solved, but it's part of the freedom given in this game. The lack of an undo button without resetting the entire level can make solving some parts a bit tedious, but regardless I highly suggest Chroma zero if you like puzzle games.
규칙 모르는 초반이 제일 힘겹지만, 그곳만 넘어가면 정말 좋은 게임입니다 아예 모르겠다 싶으면 초반 정도는 공략 봐도 좋을 것 같아요 후반이 진국이라
Holy Ass!!!
good thinky, the middle part gets a lil tough to think about but it also lets you do quite a lot if you know what you're doing within the bounds of the game that is
Hop on this one, Outer Wilds fans. You're gonna love it. You're not going to love the lack of reviews for the game, but you can, of course, rectify that! There's no loop in the real world, you gotta seize fate by the nipples and pull! Pull as hard as you can!
To the prospective player, I'd like to note that there are probably 5-10 puzzles in the game, total, and that a lot of your time will be spent tinkering around with the game's systems and doing things that you're told to do by a rather toneless NPC (who gives '"cool" high school science teacher'). Overall, I have mixed thoughts on this. I've designed and created a few puzzle games before and I noticed this one having a lot of the same problems that I was having, chiefly with getting the player to the actual puzzles and clearly distinguishing what is/isn't part of a puzzle. I'm kinda annoyed that (spoilers) a lot of the puzzles you can access first have basically nothing to do with the mechanics that initially available to you. I wish there were more self-contained puzzles that allowed the player to gain further familiarity with the mechanics, and that the temples actually gave you something to solve instead of just obtusely hinting at systems in the game. The mechanics are really interesting but I felt like there wasn't ever a puzzle that truly used these systems to the fullest. I also felt like the logic was a bit iffy at times, especially after the SPOILEREVENT when the portals are able to use the intermediate colors but other objects aren't. Shoulda been 3 instead of 6 SPOILERTASKS, I think, just using the primary colors. That cumulative bit is basically not a puzzle but it might've taken me more than 40 minutes just because I kept a) falling off the map, b) forgetting to close a portal, or c) accidentally destroying something I needed. Wish there was an 'undo' button, at least to go back to the last portal you were at. Performance is very inconsistent, as other reviewers have mentioned, but it wasn't too obtrusive to the gameplay. So, the ambition and the ideas were definitely here, but the execution was less compelling. For me, this is the sign of a kick-ass game developer whose best work is definitely ahead of them. As in, this ain't a great puzzle game, but I am certain that the developer has a great puzzle game in 'em. But, that's all idle speculation.
Great puzzle game :)
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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