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Welcome to Project Chromata

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.

Your Directive

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.

Gameplay

  • 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.

Early Access Note

This is the demo of Project Chromata, containing the complete Stage 1, Stage 2 and Stage 3 of the game! 

Stage 4 is currently in active development and will introduce new mechanics and a significant expansion of the story. Your feedback on the current version is invaluable for balancing and shaping the future of the game!

Join the Community

Have feedback or want to follow development? Join our official Discord server!

If you enjoyed the game and want to support its continued development, every little bit helps bring Stage 4 to life faster!

Updated 3 days ago
StatusIn development
PlatformsHTML5
Rating
Rated 4.4 out of 5 stars
(86 total ratings)
AuthorGamezEternal
GenreSimulation, Strategy
TagsClicker, Idle, Incremental, Minimalist, Narrative, Sci-fi, Singleplayer, Story Rich

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Project-Chromata 1.3.9.5 DL.zip 378 kB

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Auto-Converge no longer seems to work while Manual Control is active. This is very annoying.

How are you supposed to stabilize a void nexus structure?

I decided to browse itch and I'm glad i did that because this game is literally pawsomes,,, Just got to the light color split (CC, GS, AR) and have had a lot of fun so far! Looking forwards to see what the game has in store. My single complaint so far is that the Cyan/Magenta/Amber placement is asymmetrical, but I doubt most people even noticed that.

<-placeholder image since once you see this it will annoy you


actual on left, symmetrical version on right


First time using Null, and I already like it a lot. the speedup feels great, and watching your Light jump a few million in a couple of seconds is awesome.

Does anyone have a fractured void save? I copied my data but forgot to actually paste it anywhere before resetting my computer...

Got to the Void today - really enjoying this one. Story feels robust, and the idle mechanic feels really inspired.

Only criticism is that getting the PIP AI to function properly was a bit of a struggle, and I never figured out how to get the manual percentages working, so I’m just running manual flat numbers right now. Would love a mode similar to High Yield: Light Essence, but that automatically cascades the points to Cyan/Magenta/Amber when White is full, then cascades the points to Orange/Purple/Green, etc

(+1)

I feel as if it could be nice to have a PIP AI to generate equal amounts of each resource. Instead of having the balanced PIP AI which means there is equal amount of PIPs it could generate the same amount of each color.

Yeah, the Balanced PIP AI would be fantastic if all the bonuses were equal, but it just makes my red/blue/yellow fill up in seconds and continues to treat them like that’s equitable.

(+1)

I feel like I'm doing something wrong. I left the game after finishing stage 2 and after a day of playing and trying to optimize i get aprox 83k light every 3 minutes with automation. Tried some longer runs but it is always less light per minute. I want to play stage 3, but waiting 2Hours for 4M to unlock the next void sector feels like shit. Any recomendations? I have 1000 PIPSand a 120% bonus light from the void sectors. I'm doing 3 minutes runs to max the basic colors and whatever white i can get in those 3 minutes for bonus light. Thank you.

Same for me. I only do 1 minute runs because longer runs significantly reduces light/minute. Longer runs aren't more rewarding than shorter runs like the patch notes suggest.

(+1)

I've noticed in this update that the Secondary Color Bonuses to make them faster seems to make them drain more from the Primary Colors? Specifically my Green Mixer has a 125% bonus, and the points per second for Yellow and Blue are 5 more than that of Red with a 40p Orange, 40p Purple, and 30p Green setup.

(+1)

Ah! Nevermind, perhaps this is intentional with the "more ingredient efficient" bonuses.

(+3)

SPOILERS for Stage 3

I'm about to finish Stage 3 as I'm writing this. I was so dumb not seeing the patterns earlier. So, for anyone who's lost, I'll give you all the coordinates of the constellations and the lore coordinates.

Scarlet Veil: 10.-10
Fragments: 3.0 5.-2 5.0 3.2

Azure Font: 0.10
Fragments: -3.3 -5.3 -1.3 -5.5 -3.5

Golden Corona: -10.0
Fragments: 0.-3 2.-5 -2.-3 0.-5

Crimson Maw: 0.20
Fragments: -2.-8 0.-9 2.-10 1.-11 -1.-10

Jade Expanse: -20.0
Fragments: -6.0 -8.2 -8.0 -6.-2

Ochre Cradle: 20.-20
Fragments: 8.-1 9.-3 11.-4 10.-2

Vermillion Locus: 20.0
Fragments: 6.-6 8.-6 8.-8 6.-8

Fuchsia Cluster: -20.20
Fragments: 0.8 2.6 0.6 -2.8

Ultraviolet Shroud: 0.-20
Fragments: -11.5 -9.9 -9.7 -9.5 -11.7


Decrypted Datapoints:
-8.-9 -15.11 9.-9 0.-19 -15.11 0.9 0.19 -9.0 -19.0 19.-19 19.0 17.-6 -9.0

(I might have missed some.)

The void is symmetrical — flip a coordinate and you'll probably find its partner. Play with the minuses and pluses, you'll get there.
The most thorough approach is to circle around yourself, which is also the most costly and time-consuming if you don’t know where to go — which is what I did.

English is my second language, so sorry for any misspellings.

Also, a bug: I can’t upgrade the Void Nexuses.

Thanks for reading. I hope it help

See you on stage 4!

Thank you for your comment!
I really appreciate the time you have taken to play my game! :) 

(1 edit)

ive been playing for quite a while, and i have some concerns


spoilers for late fractured void


i cant seem to upgrade the outer ring of void nexus structures

the PIP ai always slightly underestimates the amount of required PIPs to not run out, and i have had to manually tune the AI to fix this

EDIT: this is only on the Ethereal generators


this is a great game!

(1 edit)

also there is nothing i can do about the corruption outside of the map

(+5)(-1)

I've noticed quite a bit of lag in the Star Chart that wasn't there before Stage 3 was added.


I feel like there should be a little bit more direction in early stage 3? I've bought all of the 1M/2M/4M spots on the map, and so far it has felt kinda random whether or not a hex has had anything. This wouldn't be a huge problem, but having to complete multiple runs per hex just to see that the only thing it gives me is a +5% to my light feels pretty frustrating. 


It'd be really nice if you could look at your manual automation templates without overwriting the current pip allocations. The current implementation is annoying enough to work with that I haven't really messed with it, which seems to be an issue since the two other AIs I have (balanced and high yield: white) both aren't nearly as efficient as they could be.


Speaking of automation... the tooltip for the balanced mode is straight-up wrong. Currently, it assigns the same number of pips to each color, regardless of whether or not that color has a full tank.

---

Having played this for a bit (both before the big update and afterwards), I really feel like there need to be more/better production speed upgrades, especially if filling up all of the tanks before prestiging is supposed to be a viable strategy.

Hi,

I've been playing the game for a few days now and created an account specifically to leave this comment.

I think the setting is great, but unfortunately I have a few issues:

1. If you set it to “Manual Control” and then enter values that are below the threshold, both in terms of percentage and number, all PIPS are actually used instead of the planned values. I have 1400 PIPS available and have planned for 1320, but all 1400 are used.

2. There is a problem that some (automatic) runs take longer because the White Essence is purchased too early, and then the colors above it run out, the Updates can't be bought. There should be an option to specify the order in which the updates should be purchased. With good purchasing behavior, the run takes 03:31 minutes, with bad purchasing behavior, it takes 06:30 minutes. The yield is also worse for the longer run on Light/min.

3. It would be nice to be able to use fractions of a percent, e.g., 0.1 percent instead of 1 percent.

4. Would an automatic AI on white + the shards make sense? The AI I have unlocked so far completely ignores the shards.

5. Is the display for the values shown in patch 1.3.7 incorrect? You say it should always be displayed with 3 digits, but for some colors I have 4 digits (3 before the separator and 1 after). It would also be better to have 3 values per color: income in green, consumption in red, and the result either in green if positive or red if negative.

Nevertheless, keep up the good work and thumbs up!

P.S. If it matters:

I'm running Linux Mint Cinnamon 22.2. I'm using the 64-bit version of the Firefox browser for Linux Mint, version 143.0.1. The window is on a separate screen, and another Firefox window is on a different screen.

(1 edit)

Just wanted to say, it's either lag or something else causing my production to go from (ex.) 72.8/s to 0.0/s. Oh, and sometimes it just shows 0.0/s despite it producing and having pips.

(1 edit)

I absolutely love this game, one of the most enjoyable idle games I've played in my entire life, and the lore behind it along with the plot twist is just perfect. Especially for being so early in development, I really want to take a moment to truly thank you for being such a wonderful team of developers and being so hands-on and close to your game, monitoring and changing it nearly immediately in response to feedback. Thank you, truly. This game is wonderful. 

Implementations that'd be awesome: maybe when undergoing efficient purification, you could control how much pristine light you want to make, so as not to drain the entirety of your light reserves (therefore keeping passive light gain from structures optimal). Also, as others have mentioned, it is a bit of a chore exploring and then stabilizing the fractured void, it would be a tremendous boon to the game if you could allow a keybind to explore/purify a sector, and also allow arrow keys to move your highlight between sectors. Also, it seems as though upgrading Void Nexus structures past level 2 is impossible for some reason (at least on the web version) and the void Nexus structures further from the forge are impossible to upgrade even once after activation. 

Also, at risk of making the game yet even more challenging, a mere 500/250 of T2 essence is a HUGE bargain for anything late-game, let alone an entire sector needing activation. Maybe 500K or 250K would be a more reasonable price for an activation of the Vermillion, Fuschia, and Jade sectors?

Love the new details in fractured void!!!

I've having a lot of fun playing this game, its actually insane lol


minor spoiler warning for early fractured void if anyone cares lol


However I feel like I'm stuck, or I'm just missing something. I'm currently at the fractured void stage of the game, and everything's costing over 32M Light to purchase, and I barely get any Light, I've gotten everything of 16M Light and below, tried long runs for Light, but short ones still seem to be better. Got a feeling I'm missing something important, but can't figure out what.

(1 edit)

I optimize the automation by prioritizing on primary color nodes because of buffs from early Fractured Void's star charts and tuning auto-converge to the exact value when those primary nodes are full.

Here's my ratio

Maybe there is a better one but I haven't found that ratio yet


So, yeah, this isn't fun. I didn't understand the whole pristine light thing when it was introduced, and now after the patches everything is essentially 2x more expensive. 

(2 edits)

Não sei se irão traduzir isto mas deixo aqui um comentário que possa ajudar.

Me parece que vocês devem limitar a mecânica "Light Collector Array". Com apenas algumas desses bem posicionados o jogo simplesmente "quebrou" quando se atinge 1b de luz. Sugiro limitar a quantidade que possa ser construída da estrutura.

Algo que também sugiro é que indiquem a forma como se desbloqueia a Quintessência, depois de algum tempo sendo consumido pelo Vazio a capacidade de produzir simplesmente apareceu do nada, não sei se era algum problema ou se fiz algo que deveria ser feito.

Por fim, quero dizer que vocês estão de parabéns, estão criando algo muito divertido.

pretty sure the the light collector array was already addressed, there's no use for light other than unlocking sectors, this is how it was supposed to be used.

The game's still unplayable for me. My vram usage just keeps shooting up with the game open and both the fractured void and star chart pages are so laggy that they're basically unusable.

(-3)

try google chrome. it happens to me with firefox, but works well on chrome

for whatever reason, the ai for the high yield isn't listening to me, I'm guessing that's an ongoing issue?

the void is mad tweaking bruh

is the high yield quintessence pip thing even working?

It is not working at the moment. will get it fixed soon.

What a thoroughly enjoyable game!

Now then, I have a question. I'm accumulating light to perform super convergence, but the button has vanished. I've tried reloading, hard resets, and various other methods, but it still won't work.

I currently have 16M light. Please help me. I wish to progress to the next phase.

I'm using the Chrome browser.

(1 edit)

Had same issue, tried all of the above until one method worked:

Downloaded 1.3.5, imported save, suddenly next stage showed properly, saved, exported back to 1.3.6 in browser.

Thinking of it, was playing fine up until yesterday when suddenly the popup/overlay on star chart disappeared, so something wonky in the 1.3.5->1.3.6 process when at that exact point in game.

Ofcs there is a chance bugs can follow with importing back and forth between versions like this so would like proper fix, but worked for now

Thank you, noquiem.

It seems various issues arise when continuing to update.I take my hat off to those involved in development.

We have successfully transitioned to the next phase.This has been a tremendous help. Thank you very much.

I have all star systems except for one star on UV Nebula which allows x2 Quintessence production. I have a feeling that I should have unlocked Quintessence earlier, and I'm not sure if I'm missing something, but how am I supposed to get it? I've spent billions on exploration hoping it's a node to unlock and the corruption is killing me because I can't produce enough pristine light without Quintessence. How do I produce it?

just refresh the page and check the upgrades on the normal page

It won't work :(

Is there a node I have to unlock for it? if so, what/which coordinate(s)?

what i did was max out the star system 😅

thank you! I was missing a star in the UV shroud :p

was i supposed to reach sector(0,-19) this early?

I have all the original stars and all the upgrades up to and including "final convergence", don't really know how to get that to work and have no way to trigger the part that I think takes me to Fractured Void.

Looks like refreshing the page caused Fractured Void to appear!

(+1)

Great game! (I'm currently idling for super convergence) I have one question, is the loretext Ai, or is it just very well crafted? For some reason I keep recognizing keywords and phrases that AI uses. Also, awesome lore so far!

Thank you! I am happy you enjoyed it. The lore is written by me! I do have a tool to help with grammatical and suggest different synonyms, so I don't repeat myself. I try to avoid ai if possible.

Makes sense! :) Synonyms do that. Love the game!

(+2)

This is coming from someone who played to the end of Phase 2, then came back when Phase 3 was out. I had everything unlocked up to that point.

Coming back, I'm mostly struck by how there really isn't anything active to do in Phase 3. Maybe I'm missing something. But there's the whole empty Fractured Void, where it costs 1 Million to unlock one of the hexes. That takes maybe an hour to accumulate. Then the reward is just 5% bonus? After unlocking a couple of those immediate 1 Million hexes, I thought maybe the 2 Million hexes would really start to be useful, but those are also only 5% bonus? So maybe once per hour at this point I can do something in the game. I don't remember the earlier phases being so idle. It's quite dull, knowing there are maybe hours/days to come of just unlocking these hexes for meager 5% bonuses? I don't get it.

Bug report: Offline gains are pretty messed up. If Auto-Converge is turned on, I will never get offline gains. I'll close and reopen the game later, and it will be as if the game had been paused the whole time, and no state change occurs. If I turn off Auto-Converge, the game applies offline gains as expected. This means I can't set the game to Auto-Converge at 2 Million, then come back tomorrow, because the game won't do offline gains if Auto-Converge is on. I think maybe it kind of works offline if you set the Auto-Converge amount to something very low, but it definitely doesn't work at all at higher values.

Anyway, I thought the first two phases were kind of interesting, but Phase 3 just slammed on the brakes and puts me off completely. I keep feeling like there must be some skill I'm not seeing that would make the start of Phase 3 not be a total slog.

Thank you! I really appreciate your feedback! I am working on making stage 3 more fun and less of a slog!

(1 edit)

146 prestige and i finally got to the hole but 10m is definite to much in my opinion but when is chapter 3 coming out

So I've been playing for about a week or more, but not daily, I didn't realize before that immediate convergence was an optimal strategy pre patch 1.3.5 I however saw that the white essence creation was too slow, but fast at the start so I put it to converge every 6k white essence, the AI for the pip distribution is buggy for the mixer standard upgrades, if the AI is alocated for when they are already bought, after convergence the distribution will dry secondary colors by producing tertiary as soon as possible and since you need secondary colors to buy the mixer upgrades it stops from advancing on it's own

(2 edits)

The opening animation is way too slow. Either make it faster or make it skippable. Also, it restarts if you enter or exit fullscreen while it's playing.

Some prestige bonuses aren't listed in the production screen.

The journal entries are listed in a weird order that doesn't make sense.

I imported my save and the super convergence button was gone.

Please make a button to buy things in stage 3. I can't stand clicking explore and stabilize. I've basically beaten the game but I can't stand clicking. Put a button to buy, like "press E to buy."

Just letting you know I loved this game.

Yes! Thank you for your feedback! That is a quality of life I will add!

(1 edit) (+1)

not exactly sure what stage 3 is supposed to introduce? I had the game completed on stage 2 except for super convergence and this feels more of the same. the only new thing is the fractured void and several 1 mil light nodes, i've gotten all those and nothing new still. when does this genesis forge unlock? should i see some place to use that?

to add on, i think my star chart just broke? now showing only the names but the actual nodes are all gone

"Final calibration protocol" didint do anything for me, orange purple and green were full but still had 110 pips assigned. I missed a setting?


Game start is super slow and game end is uneventful. The shift click distribution is fun, though maybe a "max, half, third" options would be more intuitive instead, since you almost always work with weird numbers.


But the overall polist is good. I like it.


Good game

Thank you for your feedback and comment! The final calibration protocol needs to be adjusted and explained better what is actually does. Will add it to the list to improve 😊

(1 edit)

Hello again. :-)

I'm very happy that you liked my feedback so I figured, I will do more if I see something.


Patch 1.3.5

1. Balance Patch
I really like the new balance changes - Now it's not possible anymore to get 5M/s of any Well/Mixer with just 1 Pip assigned.
But I noticed something strange with T1 Essences:
The "Golden Ray" has half the production rate of the other two, even if I have all the nodes allocated.




Furthermore I'm not sure why it displays "+350%" for Gold and "+800%" for the other two.
I thought it could be, that one of the x2 multipliers is not being calculated or something? But that would mean "+ 400%" for gold at least... Beats me...


2. AI PiP distribution flickering
I'm not sure what exactly causes this, but once every second or so my pip distribution "toggles" kind of...

This is the first state (Cyan, Magenta and Amber missing PiP)


And this is the second state
(Cyan, Magenta and Amber now have some, T2 Mixers and White is 0)


These two states are toggling once a second.
I double checked each time, if the Essence-PiPs are flickering too, but they aren't, same with the T1 Wells.

Edit:
I noticed, that the PiP-AI removes PiP from Mixers which are completely full. But right after removing the PiP, the mixers content will be consumed by the next tier, so it's not 100% again and the PiP will be assigned to them, on the next "tick".
This seems to be the cause.
I use the "numbers Mode" for pip distribution and those numbers are SET, why removing the PiP in the first place?


Other than that I forgot to mention something yesterday:

Stage 3 Bug/Oversight

1. Unreachable Corruption Meters outside of Matrix
Here's a screenshot I got from "out of bounds" Corruption.

You can not click and / or stabilize them.
I think, it won't be doing something harmful, but the more you know. :-)


Other than that I can already confirm that the second button for Pristine Light is clickable and the Structure texts are properly readable due to lowering the button position! Glad to see those changes so quickly. :-)

Great job! <3

At least in the web version, the game quickly forces you to zoom (pretty much forces you to by the time you get tertiaries - cyan, amber). Not only is this a bear on a touchpad - but luckily works - but also means the text on individual generators becomes unreadable :(

(+1)

So I guess I finished the 3rd Stage of the game a few minutes ago.
( I was playing the Web-Version of the game - Don't know if any of this is related to my Chrome Browser of if those Bugs exist in the Downloadable version as well)

Most of the time I enjoyed the game like...a bit too much. :-)
But then after my first Pristine Light collecting, the Fractured Void was giving me a hard time.
It's not that it was too difficult with gathering more Light or the corruption taking over the board, it was allocating all of the board itself.

As you have to:

1. "click the tile"
2. "move over to the right"
3. "hit the button"
4. "Move back to the left for the next node"
Repeat the process over and over felt like hell.

NOW, you have to do it a second time for stabilizing all tiles and remove the corruption
AND another time once you want to build your "Structures" on it.


So here's my suggestion for improvements for Stage 3 Content:

1. Make it so that a tile can be allocated by "Shift-/ or Ctrl-Clicking"
2. Stabilizing tiles with the same key comb. or a different one would be great as well
3. It would be really cool to "pre-select" one of the structures in a menu somewhere and just "click click click" the tiles I want the structures to be, as entering the menu for it every time is a bit tedious.
4. The colors of the hexagon tiles are pretty cool, but the background colors are very hard to distinguish if you're not having a strong colorful monitor.
I'm not sure if you could adjust the color a bit to make more clear which tiles are "yet to stabilize" - it was pretty hard to tell sometimes.


Furthermore I noticed a few minor bugs/design issues with the game in generel which could be interesting for you to know. :-)

1. Auto-Reset of production when switching tab or minimizing Window
For some reason there is an "auto-reset" of all colors and mixers once you change the browser tab or minimize the window. (Might be due to preventing the "Cheat" with "getting all tanks full in a blink of an eye" (Offline Calculation))
And that's basically no problem, it just bothered me once I tried to collect more Pristine Light as I minimized sometimes while allocating the tiles and didn't notice, that the production was completely off for several minutes.

2. I can not click on the second Button in the Pristine Light conversion Menu where it says "Efficient Purification" with Quintessence - even though I would get "+1B" at the moment and have all of the board allocated (The 9 Color nodes as well).

Reloading the game wasn't helpful either so I guess it's a bug.


3. Some Menu-Texts for Tile Structures are not properly readable
I noticed that once I wanted to know if the Nexus-Nodes would buff those Structure effects as well. (Most noticable in Window-Mode of the game - fullscreen works mostly fine)


4. The current I/O numbers are very odd or missing sometimes
There are two scenarios I noticed the most: 
- Input Number is displayed only (That's especially with the new Essences you need to collect for Stage 3 Content) - Very hard to balance later on.


- Both numbers are displayed, but the input number has another notation
For example (Input = 1.5k / Output = 1.422)
As the numbers get rounded (At least I think so) It's a pain to get the production right
(Imagine minimizing the browser before saving stuff in AI, so you have to do it all over again. xD)


5. Color-Arrangement of "Cyan, Magenta, Amber"
That's really a small GFX-thing but Castor75 drew a cool looking re-arrangement of those. I thought I'd repost it here:



6. The Codex is always highlighted
Don't know why, it just is.
I read through each and every entry and it's still blinking, might be some relics of the old state of the game as mine wasn't "hard-resetted" once 3rd Stage came online.



And that's all I can complain about for now. xD 
I hope I could keep the feedback constructive and you're not offended by the long list. :)


I really enjoy this game and will eagerly wait for Stage 4 to come out.
Wouldn't think that mixing some colors together would bring such a joy.
Thanks for all your time and effort putting into this! Keep up the great work and have nice rest of your day.


And you too, reader of this way too long comment! 
Thanks for reading and wasting your time. xD 

(+2)

My good player, tester and feedbacker. I truly duly love your post! It is tremendously helpful and I just love the overall time and effort you have taken to make it so clean and easy to read! Thank you Very much for this post and comment, I will take most into consideration!!!

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