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Project Chromata

Project Chromata

by Unknown

★ 54%
Price Free
Avg Players 23
Reviews 80
Released Oct 3, 2025
2DCasualFree To PlayFree to Play
View on Steam ↗

What players are saying

▼ Not recommended 114 hrs
Interesting story. Buggy to all hell, the program must be up all the time. You risk not being able to see your constellations at all (even with loading the game up again, several times). Very little direction. Automation sucks, you cannot have it optimally automate and it's far better to just continue to micromanage everything including convergence, Nothing wants to fit properly on the screen, cutting off vital information because the scroll bar doesn't go far enough.
11 found helpful Steam ↗
▼ Not recommended 156 hrs
The automation in this game is so bad. You only get the "best" settings at basically the end of the game, and even those don't work properly. Auto prestige works off how much essance you have, rather than how much Light you want to get out of it. And "High yield" gets me a negative rate on primary essence... Sigificantly reducing yield?

And then there is the issue of running "offline" if not fully in the foreground. It's an offline single player game - an IDLE game at that. Let people afk.

Overall, feels like an idle game made by a person who doesn't play idle games, nor did the dev properly test the user experience.
9 found helpful Steam ↗
▼ Not recommended 30 hrs
Sorry to say but the gameplay is very repetitive and there is not much happening sometimes u make 4 or 5 runs and u dont even notice any increase.
but than u get to the fracture world and u collect some special light and u dont even know what its for but here i stopped to play because every time u minimize and maximize the window the automatic prestige triggers even though u choose 800k lightyears and minimum 1 hour, stupid bug but was the tipping point for me to stop playing for no goal at the end.
9 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

Project Chromata Update - Version 2.0.3

1 day ago
Hello, Chroma Engineers!The chromatic effort to make this game better continues.This is a REAL performance patch and minor bug fixes. Patch Notes - Version 2.0.3STAGE 9Performance: Time Warp no longer causes the Architecture tab to freeze for minutes on large fortresses.Balance: Creator assaults now grow substantially stronger throughout Stage 10 expansion, with tougher late waves, larger attack groups, and escalating surges and boss escorts.STAGE 4Improved: Landmark Assault now supports arrow-key map panning and displays both keyboard and middle-mouse navigation controls.VOID DIVEAdded: Clearing Void Dive Tier 100 in a realm now unlocks FreePlay for that realm, with endless distance records and continuously escalating difficulty.Balance: FreePlay Null Essence caches continue rewarding NE forever, with their value halving across each additional 100% distance.Added: Extended Retrieval Field increases pickup and stabilizer reach, while Stabilizer Uplink accelerates green stabilizer charging.Fixed Bug: Upgrades in the Void Hunt and Void Dive shops can now be bought while Time Warp is active, which is now paused while an Void upgrade menu is open.THE CONTINUUMFixed Bug: Realm Tree descriptions now show their actual Lattice bonuses instead of retired Logic Load capacity bonuses.Thank you again for all the feedback, bug reports, and patience while I continue improving Project Chromata.Don't forget to join the Discord to share your progress, report issues, and help shape the next updates!

Project Chromata Update - Version 2.0.2

2 days ago
Hello, Chroma Engineers!The chromatic effort to make this game better continues.Mostly a performance patch and minor bug fixes. Patch Notes - Version 2.0.2GLOBALAdded: A General setting can now choose whether peeked secret achievements remain revealed after restarting.Fixed Bug: Losing focus while sitting on the main menu no longer discards your accumulated offline time.STAGE 7Fixed Bug: The terminal's "upgrade all" now shows the cost per colour (what each tank actually pays) alongside the total, instead of only the combined total which read as ten times too high.STAGE 8Fixed Bug: Thermal Overload notifications now appear only while viewing the Stage 8 Collision Chamber, instead of appearing in Stage 9, Architect mode, other tabs, or ending scenes.STAGE 9Performance: Greatly reduced lag during Stage 9/10 expansion pushes, especially on large fortresses at the final rings.Fixed Bug: A Null-Origin Field destroyed by enemies while still under construction now leaves its slot intact so it can be rebuilt, instead of turning to empty ground and blocking your progress. Existing affected saves recover automatically on load.Fixed Bug: The Null Essence / Time Warp controls can no longer be clicked through the Void Dive overlay while a dive is in progress.THE CONTINUUMFixed Bug: Realm progress is now saved immediately and no longer disappears when the game is closed.VOID DIVEFixed Bug: The "How To Dive" panel no longer cuts off the Stability & Chart (and Anchor) descriptions.Fixed Bug: The Hold/Toggle cursor setting is now preserved after restarting the game.VOID HUNTFixed Bug: Chaos Dampener and Pulse Suppression now appear correctly in the Void Hunt Upgrades panel.Fixed Bug: The Hold/Toggle cursor setting is now preserved after restarting the game.Thank you again for all the feedback, bug reports, and patience while I continue improving Project Chromata.Don't forget to join the Discord to share your progress, report issues, and help shape the next updates!

Project Chromata Update - Version 2.0.1

5 days ago
Hello, Chroma Engineers!The effort to make this game better continues.This is a quick patch for fixing Stage 10 and other stuff that made the game less enjoyable. Since I skipped sleeping, I have also added all the recent feedback and bug reports fixes! Patch Notes - Version 2.0.1GLOBALAdded: Peeked secret achievements now remain revealed after restarting the game.Changed: The Story interface now uses the same settings cog button as the main menu.Fixed Bug: The Assault Low Detail and Fog Memory settings no longer show their On/Off state twice.MAIN MENUChanged: Launching the game now opens the main menu so you can pick Story or Continuum, instead of dropping you straight into your last mode. (Tabbing out or losing focus is unaffected.)AUTOMATIONAdded: Optional Classic High Yield automation mode. Toggle "Algorithm: Classic/Optimized" in the High Yield dropdown to use the older weighted distribution.Added: Fill Bottom-Up PIP AI mode. Concentrates pips on the lowest-tier unfilled tanks and automatically moves up a tier as each one tops off.STAGE 3Fixed Bug: Auto-Explore and Auto-Stabilize now work correctly in the Fractured Void for returning players and recover automatically from invalid automation timers in older saves.STAGE 4Fixed Bug: Landmark Assaults now preserve explored hexes across browser reloads, recover visibility correctly from older assault saves, and no longer leave destroyed towers as invisible blockers.Fixed Bug: Switching to a different Realm no longer crashes when a landmark from the previous Realm was still selected.STAGE 8Fixed Bug: Applying a saved PIP template in Stage 8+ no longer wastes points on the now-infinite basic generators.STAGE 9Added: Auto-Convert Attributes to Origin Essence. A toggle in the Collision Chamber (Stage 9+) turns your leftover synthesized attributes into OE.Fixed Bug: Importing a Stage 9 save now properly loads its Stage 9 progress instead of showing a blank screen or keeping the old data.Fixed Bug: Stage 9 no longer crash...

Posts come from Steam's official announcements feed.

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