
Solve mind-bending puzzles using COLOURS of Coreium and Innovative Mechanics... and discover a terrible truth... Made by a 15-Year-Old aspiring Game Developer
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
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Languages: English**languages with full audio support
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Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
hate to be so harsh since its obvious that the dev has a vision and is just young and inexperienced, but that doesnt make the game a fun time, even for free. others note the bad platforming; it IS bad, but not because of the core movement (which is different than one may be used to but not inherently bad). collision is really inconsistently drawn, and your jumps get eaten if you're standing too close to any vertical surface. there's also a LOT of waiting for moving platforms. moving platforms also aren't synced with each other, causing even more waiting. puzzles have cool ideas but don't really go far enough to require actual thought. environments on a large scale are cool but room-by-room just feel cobbled together to fit whatever the puzzle needs it to be with some random props on top for good measure. sometimes those props obscure your vision in a way that makes you have to look at the main puzzle element in your peripherals, which isn't a HUGE deal, but does show that there wasn't much thought and/or tweaking. combined with the weird collision, i'd assume there was little to no outside playtesting. i feel similarly about the artstyle, it looks great on a broad scale but the brightness/bloom/reflections can make it unnecessarily hard to see at times, and the readability of rooms could be improved upon. The writing seems poorly paced, but grain of salt since i didnt get very deep. not offensive overall, maybe some enjoyment to be had by certain people?
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Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
☀️
It is a very hard but also fun game it has decent animations and the puzzels are really good.
Инди-хоррор с уникальной механикой: игрок должен различать цвета, чтобы выжить в мрачном мире. Плюсы: Инновационная концепция — оригинальная механика цветового восприятия; Атмосферное звуковое сопровождение — создаёт напряжённую обстановку; Разнообразие уровней — каждый уровень предлагает новые испытания. Минусы: Сложность — некоторые уровни могут показаться чрезмерно сложными; Однотипные враги — мало разнообразия в противниках; Баги с управлением — возможны проблемы с отзывчивостью. Итог: Colourblind — инди-хоррор для любителей необычных игровых механик. Привлекает инновационной концепцией и атмосферой, но может разочаровать сложностью и техническими проблемами.
Great puzzle platformer game, I enjoyed nearly everything - from story, dialogues, puzzles, platforming, and mechanics, visuals (just loved whole art design even if it was bit too bright in few places) However I got some major complaints too: - movement feels very sloppy, all the floors, pipes and other stuff we are jumping on is slippery as hell - speaking of jumps, as other reviewers said - it's very unfun to get so easily slipped away if we need to do precise 1 unit jumps only to randomly fall off box or something and when in close proximity with walls or objects then our jumps are way too short to execute, very annoying to be constantly aware of this glitch (?) - moving big boxes or other such objects is such a big PAIN and especially aligning them in correct positions or places is obnoxious - suffered the most on one of first low gravity sections in last chapter - jumping on those pipes itself was easy BUT landing my jumps was horrible and I had to repeat this single session over 20 tries because there is ZERO air control which is unacceptable I also think whole last chapter is bit too long comparing to previous ones, wouldnt mind if it was bit shorter but that's just my tiny complaint Want to add I passed one entire room (in chapter 4 if i remember) in unintended way - with placing two color boxes on each other and just jump to exit but maybe this shortcut is for purpose of doing speedrun walkthroughs, just letting know if movement and physics were more polished it could be easily a 10/10 game and very strong competitor to other big 3d puzzle games that were released this year poor physics could be also Unity engine fault but still Wish keyboard controls were also rebindable Anyway this was again brilliant experience and especially glad it is free to play Very impressive that it was made by very young guy also Look forward to Colourblind 2 but please take my complaints and advices about physics and movement to heart
Colourblind is a creative first-person puzzle platformer that turns the familiar concept of mixing colors into the foundation of an entire adventure. Developed and published by IcarusDev, it takes place in a futuristic, largely colorless world inhabited by robots and filled with remnants of a troubled past. Rather than treating color as a purely visual feature, the game makes it an essential tool for interacting with the environment. This creates a distinctive identity that separates the experience from more conventional puzzle games built primarily around switches, physics objects, or locked doors. The main attraction is the color manipulation system. Players acquire different colors and use their relationships to overcome environmental obstacles. Colors can be combined to form new ones and separated into their component colors, requiring the player to think carefully about what is available and what must be produced to progress. It is an accessible concept at first, especially for anyone familiar with basic color mixing, but the puzzles become more involved once several possibilities are available simultaneously. The best challenges encourage experimentation and observation rather than simply pointing the player toward an obvious solution. Puzzle solving is combined with first-person movement, exploration, and platforming. Players are not confined to small chambers where the only objective is solving an isolated logic problem. Instead, navigation through three-dimensional environments becomes part of the challenge. Jumping, traversing obstacles, locating routes, and examining the surroundings help maintain a more active pace between moments of careful puzzle solving. There are occasional rough edges in movement and environmental interaction, particularly when precision is required, but these issues rarely erase the appeal of the underlying concepts. The adventure is organized into five chapters spread across five locations, giving the journey a clear sense of progression. Five characters are encountered along the way, providing personality and dialogue within a setting that might otherwise feel deliberately lonely. The robotic cast introduces moments of humor while the wider environment suggests a considerably darker history. This contrast is one of the more interesting elements of the game because the cheerful or eccentric personalities do not completely disguise the unsettling implications of exploring a world populated by machines and the remains of those that no longer function. Its story gradually encourages curiosity about what happened to this strange civilization. The premise initially appears lighthearted because of the colorful puzzle mechanics and robotic personalities, but dystopian elements become increasingly important. Discovering the truth behind the environment provides an additional incentive to progress beyond simply reaching the next puzzle. The narrative is relatively modest compared with story-heavy adventures, yet it gives context to exploration and prevents the five chapters from feeling like an arbitrary collection of challenge rooms. The visual direction benefits enormously from the central mechanic. A predominantly desaturated environment naturally makes every appearance of color more noticeable. Color becomes valuable information, allowing important puzzle elements to stand apart from their surroundings while reinforcing the idea that something fundamental is missing from this world. The futuristic architecture, mechanical inhabitants, and post-apocalyptic atmosphere establish an appealing science-fiction identity. Production values are understandably modest, and some areas lack the visual complexity or refinement of larger games, but the artistic concept generally compensates through clarity and consistency. There is a respectable amount of supporting content for a free game. Steam achievements provide additional objectives, while Steam Cloud functionality is convenient for maintaining progress between systems. Developer commentary is another worthwhile inclusion because it offers additional insight into how the project and its mechanics were constructed. The fact that the game originated as the work of a remarkably young solo creator also gives its scope some useful context, although its strengths ultimately come from the ideas presented on screen rather than the developer's age. Steam Deck compatibility is rated Playable rather than Verified. This means the game can reasonably be experienced on Valve's handheld, but users should expect that some aspects may not meet every requirement for a completely seamless Deck experience. Minor control adjustments, interface considerations, or occasional manual configuration may therefore be necessary. Its first-person perspective and relatively lightweight presentation still make portable play an attractive possibility, particularly for players comfortable adjusting controller settings when needed. The greatest weakness is the inconsistency that accompanies its ambitious design. Movement can occasionally lack precision, some environments are more polished than others, and certain puzzles communicate their intentions better than others. Players expecting the refinement of a large-budget first-person puzzler may encounter noticeable technical or presentation limitations. However, these imperfections are easier to tolerate because the game continually attempts to do something distinctive with its central mechanic instead of simply reproducing familiar puzzle conventions. Ultimately, Colourblind succeeds most strongly as an inventive independent experiment expanded into a structured adventure. Its combination of color manipulation, platforming, exploration, robotic characters, and a gradually unfolding dystopian mystery gives it considerably more personality than its simple premise initially suggests. The five-chapter structure provides enough direction to make the journey feel purposeful, while the color system remains the feature most likely to stay with players afterward. It may lack refinement in several areas, but creativity and enthusiasm are consistently visible throughout the experience. For puzzle enthusiasts who value unusual mechanics over technical perfection, it is an easy game to consider, particularly because there is no purchase barrier. Its rougher elements prevent it from reaching the level of the genre's strongest first-person puzzle adventures, but the clever use of color and surprisingly ambitious world design make it worthwhile for curious players. Rating: 7/10
Everything is outlined in black and most walls are white. You'll struggle to find where to go and what to do.
Игра Colourblind — это гениальное сочетание минимализма и сложной головоломки. С первого взгляда кажется, что всё просто: нужно всего лишь распределять разноцветные шарики по соответствующим им зонам. Но именно эта кажущаяся простота и обманчива! Главная и блестящая особенность заключается в том, что цвет зоны виден только тогда, когда на неё попадает шарик. Это полностью меняет привычную механику и заставляет мозг работать на максимум, просчитывая ходы наперёд и строя стратегии. Каждый уровень — это озарение, когда после цепочки раздумий всё наконец складывается в идеальную картину. Удобное управление, приятная музыка и постепенно нарастающая сложность делают геймплей невероятно затягивающим. Это та игра, в которую хочется играть снова и снова, чтобы побить свой рекорд. Colourblind — это умный и стильный паззл, который надолго останется в памяти.
I'm sorry but i cannot recommend the game,simply because the movement mechanics are making the game almost unplayable. however there were some nice mechanics, such as the cubes color mixing puzzles.other than that ,i don't have anything more to say about the game simply because i didn't get past the factory overground. The game can , and in my opinion should get a fix , and i hope to play it then.
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