
Project Chromata is a deep sci-fi incremental game about restoring the universe by mixing colors. Unlock new technologies, prestige to gain powerful permanent upgrades from a vast star chart, and master automation systems to watch the numbers soar in this satisfying and feature-rich idle experience.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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About
An idle, minimalist sci-fi game with a deep, unfolding mystery. You awaken as the Chroma Engine, a machine built for a single purpose: to create. In a silent, starless void, you must generate fundamental colors, mix them into complex new forms, and reignite the memory of a lost cosmos.
The universe is empty. Your function is to fill it. By allocating your power and building a vibrant resource engine, you can push back against the perfect nothingness. Each restored star is a new light in the dark and a fragment of a forgotten story, bringing you closer to understanding what was lost.
Create & Combine: Generate primary colors and unlock complex mixers to build an intricate production chain.
Reignite the Stars: Use your creations to generate Light and restore a vast, explorable Star Chart, unlocking powerful, permanent bonuses with each constellation.
Automate Everything: Evolve your engine with sophisticated automation to manage production and upgrades, allowing you to focus on cosmic restoration.
Discover the Past: Uncover the secrets of the void through fragmented lore entries tied to your progress.
Thank you for joining the Project Chromata! The game currently includes the entire first major story arc (Stage 1 & 2), offering a complete and satisfying gameplay experience from start to finish. We are hard at work developing the next massive content update, Stage 3, which will expand the story and introduce entirely new systems. We welcome you to our community and look forward to hearing your feedback as we continue to build upon the universe!
Genres
Stats
Languages: English
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Game has a softlock that forces a hard reset if you don't understand the mechanics in advance of experimenting. 23 hours of play wasted. Zero interest in further time.
man why did you turn this into an RTS? is so boring you killed the momentum of the idle game. if you had at least some meta progression in the RTS it would be less boring, but as it is there is no major difference in any stage besides getting more annoying enemies, you get the same 4 units with no changes in any stage, its just grinding the same ♥♥♥♥♥♥ strategy over and over and over again with the game just getting more boring with every stage you beat, it killed any fun this game had. PLEASE either remove the RTS or actually do some game design ffs, why the hell would you think doing more than 50 stages with the same units with the same costs with the same effects with no ♥♥♥♥♥♥ change at all would be fun?
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Few hours fun but the realm thing ruined whole game. Instead turn idle game to active would be nice if both could be awaible at same time and give some bonuses to each others.
The full day of play, spread over multiple days of real-time, just for slogging through an incredibly slow and uninteresting third section was tolerable, even if it proved that the design fundamentally did not come from a place of understanding "fun", "progression", or even "anything remotely new or interesting". Being presumably near the end of it just for my save to corrupt, shunting me back to the start with nothing, that was not. The fact that a save which I exported the day before could not be imported is total ♥♥♥♥♥♥♥♥. This is a waste of your time more than most other idle games, and definitely more than any actual functional ones written by competent programmers. Do anything else.
The game was neat up until the Screaming Nodes and the Root Nodes got introduced. The former can be pushed through, if you can put up with rage games. The later could be fixed if the dev followed a simple, BASIC rule of giving the player a way to remove those unpassable tiles those f*cking things create. But since you can't for whatever reason(even though you should at least after breaking all of them, if not having them removed automatically after breaking the responsible Root Node.) the game can randomly decide that you lost the run and there is nothing you can do about it. Until that is fixed, all I have to say is f*ck this game and f*ck the creator for trolling players like this.
You can overlook a lot of the old negative reviews, they've done a lot to improve various sections of the game, and it's genuinely a fun incremental game, this coming from someone who was fully stuck at stage 4 until the updates and now I've been genuinely enjoying it
the game starts out great with a good pase of progress and you start to get automation but then you get a bit further in and the game changes from an idle game to a bad tower defence style search and destroy with a time limit for allmost no accual progress even worse if you get past that then you now just have to wait opening up the game once a day without making progress to unlock a thing that does the exact same with no upgrades or accual progress towards what the game told you it was
if iim honest this game is good-ish but after stage 3 the game becomes and RTS game witch is pretty bad if you want play at your own risk and if you like RTS games play something better than this
For the love of god balance part 4, I have lost track of how many times I've sunk 20-30 minutes into a level to uncover a root and physic node right beside each other being boosted by a shield and I lose literally from just having those 3 showing at once. Fun idle game but I'm done until something gives on this. Setting up a RTS module inside an idle game that makes the player rage quit repeatedly is ♥♥♥♥♥♥ design.
Honestly, I had a lot of fun with the beginning of the game. As soon as I got to the section that had a timer countdown to permanently losing resource nodes, I turned it off for the the night, thinking I would pick it up in the morning... then I never opened the game again, because I dreaded the timer, and didn't want to play it. So... I guess I can't recommend a game I wouldn't want to play myself.
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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