A vector dungeon on a monochrome tube, lit by three subtractive colour gels. Drop a gel and half the room stops existing: a wall you cannot see is not solid, an enemy you cannot see is frozen and cannot be shot. The colour channel is the collision layer, so sight and physics never drift.
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Fecha de lanzamiento14 de octubre de 2026Sale en 19 días
Light is the mechanic, not the lighting
A black vector screen and three gels in the printer's colours. Yellow blocks blue, magenta blocks
green, cyan blocks red — real subtractive optics, so they stack. Yellow and cyan together leave
green and nothing else. Three gels, seven usable states, and every one of them is a different
room.
What you cannot see cannot see you
Invisible is not hidden. It is absent. A wall you cannot see is not solid and you walk straight
through it. A trap you cannot see cannot cut you. An enemy you cannot see is frozen — and cannot
be shot. Visibility and collision are the same channel, so they can never disagree with each
other, and every gel swap rewrites the floor plan under your feet.
Stacking costs light
Each gel darkens the tube and tightens what you can see. Seeing one thing clearly means seeing
less of everything. And you cannot flip a wall into your own body — the swap is refused rather
than shoved through, which makes timing a gel a positional decision, not a panic button.
All three gels is total darkness
Nothing passes, so nothing exists: nothing can touch you, nothing is solid, and you can shoot
nothing at all. The tube will not hold it — after four and a half seconds a gel pops off, and
never one that would drop a wall inside you. Coming back into the light, both sides are blind:
you get a second of grace, they stand still for slightly longer. Earn it with a real stretch of
blindness; flickering the gels will not farm it.
Running is not a plan
Enemies are faster than you. The only defence is to stop something existing — which is also the
only way to stop being able to kill it. A room does not wake at full speed either: enemies hold
for a moment and wind up, dim while dormant, so you get a room to read instead of a memory test.
A hundred levels, ten tiers, one seed
Nine rooms and a boss, ten times over. The first three are hand-built because they teach the
three rules and nothing generated teaches as cleanly. Everything after is generated from the
level number, so level 34 is always the same level 34 — a run can be replayed, compared and
argued about. Each tier decides what a level is allowed to use, so the campaign teaches in order:
primaries, then secondaries only a two-gel stack erases, then walls no light gets past, then
density on top of all of it.
Preguntas frecuentes
Steam no indica ningún precio para Colors Of V en este momento.
Colors Of V aún no ha salido. Lanzamiento previsto: 14 de octubre de 2026.
Mínimo: Windows 10 64-bit, Dual-core 2.0 GHz, Vulkan / OpenGL 3.3 capable, 1 GB, 4 GB RAM. La tarjeta de requisitos de arriba compara los requisitos mínimos y recomendados de cada plataforma.
Steam indica 500 MB de espacio libre en disco para Colors Of V.
Este juego todavía no tiene reseñas en Steam.
No — Steam no incluye el español entre los idiomas de Colors Of V. En total, Steam indica 1 idioma para Colors Of V, ninguno de ellos con voces.
No — Steam clasifica Colors Of V como un juego para un jugador.
Los Steam charts de Colors Of V en SteamStatistics muestran los jugadores en vivo y las curvas de 24 horas, 7 días y 30 días, actualizadas al menos cada diez minutos.Abrir los Steam charts de Colors Of V ›
En Steam, Colors Of V funciona en Windows y Linux. Compatibilidad total con mando.
Colors Of V tiene la clasificación DEJUS 6 e IGRS 13.
Jugadores actualizados — · datos de la tienda 23 sept, 02:25 UTC · fuente: SteamWebAPI