
Be a fruit locked in a room, dodge circular saws and paint as much of the level as you can.
Modeled estimate, not a reported figure. How we estimate →
Media

About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
ショットガンキングがめちゃくちゃ好きなので、同クリエーターがリリースした本作を購入。 Disc Room ライクなゲームです。 期待したほどでもないかな〜。 ショットガン👑の完成度が高すぎて‥ カジュアルな死にゲーが好きな人にはお勧めします。
it's.. [i]fruity[/i] i'm sorry
I've never felt such raw emotion like playing as a piece of fruit in Disc Room. It's pretty good! Like many of Punkcake's games, I wish there was more, but they got me to pay $6 for this and it's always a fair price for the amount of fun mechanical design they offer. It gets addicting, too. 7/10. Pigments is good, but not one of their all-time best.
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
A fantastically fun and surprisingly addicting game. I am stuck in a loop of finding the blades easy to predict and then being certain they have their own demented AI which seeks to destroy me at every turn. Brilliant time!
It's like Disc Room meets Slider but with Punkcake's usual flair and assortment of design wrinkles to keep things exciting and challenging. The idea is to cover the board with your fruit juice. When you're not moving your little fruit around, time goes in slow-motion, but when you move, it's back to real-time baby and those discs are deadly. In fact, after a while you'll probably go crazy like me and be absolutely convinced that they're intelligent and out to get you, plotting your pulpy demise; I swear they always seem to be bouncing where I am or need to be. It's uncanny. Anyway, Pigments is fantastic and also a joy on the Steam Deck. While it's a very snackable game, it's also very hard to put down because next time you'll do it, honest. Again. Screw those discs. Right, again. As if! Come on let's go.
This game's tougher than its art direction suggests. I appreciate that each fruit isn't just different in its level layout, but in what the fruit can do, as well. And then there's a few unique hazards, too. Keeps things interesting. I was surprised at just how many times I misjudged the angle a buzzsaw was going at and got sliced. Having a lot of fun with it. It's like Pac-Man and Q-Bert put together. [b]Note for the developers[/b]: The game did crash on me one time, playing as the chestnut. Dealing with string code, the numbers given were 2716 (function foo), 2700 (function lp), 94 (function foreach), 2557 (function foo), 2576 (function kf), 284 (function f), and 1611 (function f). "1611: attempt to index field 'sq' (a nil value)"
super petit jeu pour tuer le temps, rapidement addictif ! Décidément les concept de punkcake sont vraiment incroyable !
Pigments, developed and published by PUNKCAKE Delicieux, is a compact arcade-style game that builds its entire identity around a single, sharply defined mechanic and executes it with clarity and intent. It follows the developer’s familiar approach of delivering small, highly focused experiences that prioritize immediacy and replayability over scale. At first glance, it may seem almost too simple to hold attention for long, but the way its systems interact creates a surprisingly engaging loop that thrives on tension, timing, and incremental improvement. The gameplay centers on controlling a small fruit-like character trapped within a confined arena, with the objective of spreading color across as much of the space as possible while avoiding fast-moving hazards. These threats—primarily spinning saw blades—bounce unpredictably around the environment, forcing constant movement and quick decision-making. What makes the design effective is how it turns a straightforward goal into a risk management exercise. Players must weigh the desire to cover more ground against the increasing danger of staying in play longer, as the chaotic movement of hazards leaves little room for error. The result is a fast-paced experience where survival and efficiency are tightly linked. Matches are intentionally brief, often lasting only a few moments, which makes the game easy to pick up and play in short bursts. This brevity works in its favor, creating a strong “retry” loop where each failure immediately leads into another attempt. Progress is measured through score rather than traditional objectives, encouraging players to refine their approach and push slightly further with each run. The simplicity of this structure is part of its appeal, as it removes unnecessary distractions and keeps the focus squarely on performance and improvement. To prevent the experience from becoming too repetitive, the game introduces unlockable variations that slightly alter how each run feels. Different playable characters come with their own levels or subtle mechanical differences, requiring players to adjust their strategies rather than relying on a single approach. While these changes are not drastic, they provide enough variation to keep the gameplay from feeling entirely static. There is also an additional mode that strings together multiple challenges, offering a different rhythm compared to the standard score-chasing format and giving players another way to engage with the core mechanics. Visually, Pigments adopts a bright, pixel-art aesthetic that complements its concept. The act of painting the environment becomes a visual reward in itself, as the arena gradually fills with color in response to player movement. This not only reinforces the objective but also makes progress easy to track at a glance. The overall presentation is clean and readable, which is essential for a game that demands quick reactions. Sound design follows a similar philosophy, providing clear feedback without overwhelming the experience, though it remains understated rather than memorable. The game’s minimalism, however, is both its defining strength and its primary limitation. By focusing so tightly on a single idea, it delivers a polished and cohesive experience, but it also leaves little room for long-term evolution. There are no deep progression systems, narrative elements, or significant expansions of the core gameplay loop. For players who enjoy arcade-style challenges, this may be exactly what they’re looking for—a game that can be revisited in short sessions without requiring a major time investment. For others, the lack of broader content may cause the experience to lose its appeal over time. In the end, Pigments succeeds by understanding its own scope and delivering within it effectively. It offers a fast, engaging, and often tense arcade experience built around a clever central mechanic that rewards practice and precision. While it doesn’t aim to provide depth or longevity on the level of larger titles, it excels as a bite-sized game that captures the satisfaction of chasing a better score. For players who appreciate minimalist design and quick, skill-based challenges, it provides a solid and enjoyable experience. Rating: 7/10
It's a fun little game and it's addicting. I love the colour palette sooo much!! the differences in the levels make it more fun also <3 very entertaining (don't be fooled, i dont have much time here on steam bc i got it on itch and played a lot already hahaha)
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Related
| Battlefield™ 2042 | $257M | 325.3K | 47% | $59.99 |
| Cities: Skylines | $203.5M | 290.6K | 93% | $29.99 |
| Marvel’s Spider-Man Remastered | $130.9M | 135.8K | 96% | $59.99 |
| Planet Coaster | $109.4M | 72K | 91% | $44.99 |
| Human Fall Flat | $109.3M | 225.6K | 95% | $19.99 |
| Need for Speed™ Unbound | $106.2M | 58.8K | 60% | $69.99 |
Related
| RKN Block Me: Telegram | $2.4K | 147 | 87% | $0.79 |
| DriftForce | $2.4K | 64 | 69% | $1.99 |
| Gone Fireflies | $2.4K | 52 | 85% | $2.99 |
| I Believe in Capybara Supremacy! | $2.4K | 85 | 81% | $0.99 |
| Redneck Kentucky and the Next Generation Chickens | $2.4K | 137 | 96% | $0.99 |
| FIND KITTENS 2: Crafts | $2.4K | 152 | 97% | $0.73 |