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Mool: Chroma

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jwl worksScoperto Sep 13, 2026

About the game

Un roguelite con visuale dall'alto in cui il mostro sei tu. Assorbi i colori, mescolali in forme impossibili e fai a pezzi gli «eroi» che davano la caccia alla tua specie. Nove risvegli supremi, stanze realizzate a mano e distribuite nuovamente a ogni partita, e un altare che scambia le tue maledizioni con il potere.

Descrizione originale su Steam

YOU ARE THE MONSTER

The kingdom's heroes have farmed slimes for generations — for loot, for experience, for sport. You are what crawled out of the pit afterward.

Mool: Chroma is a fast top-down roguelite about a very small slime and the very large things it has to kill.

COLOR IS YOUR BUILD

Five atoms — red, yellow, blue, white, shadow. Absorb them and they MIX. Red and yellow burn. Blue and shadow bite. Stack one color deep enough and it awakens into something else entirely.

Every run you are assembling a weapon out of light and pigment, and no two assemblies play the same. Explosive shells, chain lightning, piercing beams, homing curse missiles, a singularity that pulls a room into a point.

Nine apex forms sit at the end of the tree. Getting to one is the run.

THE HEROES ARE THE HORROR

Five champions wait at the bottom of the kingdom, and none of them are still people.

A glutton who never stopped eating. A hunter who cannot stop drawing. A mage who unraveled. A captain whose armor kept fighting after he left it.

And beneath them all, the king who ate slimes until he became one — a wall of black ichor with a drowned crown and a hundred swallowed eyes, still watching.

THE ALTAR WANTS YOUR SUFFERING

Curses drop where blessings should. They stack. They make the run worse.

And the altar will trade them — the more you carried, the more it gives back. Greed is a mechanic here: hold the pain longer, cash it in bigger.

  • 20-30 minute runs, 5 stages, 3 difficulties
  • 30 colour forms, 9 apex awakenings, 96 pickups to find
  • 100% procedural pixel art and sound — every texture and every note is generated at runtime by our own code. No audio files ship at all; the only image files are the bitmap font atlases.
  • Hand-built rooms, dealt fresh every run
  • Rebindable keys and gamepad support
  • Unlocks, a conquest grid, and run records to chase

Informazioni sulla demo e sull’uscita

I dati del controllo attuale non confermano alcuna demo. Ciò non significa che il gioco non ne abbia mai avuta una; consulta la sua pagina Steam per verificarne la disponibilità attuale.

Demo di Steam, playtest e accesso anticipato: qual è la differenza?

Informazioni e immagini: Steam · Ultima verifica UTC