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Mool: Chroma

Em breve

jwl worksDescoberto Sep 13, 2026

About the game

Um roguelite com perspetiva de cima para baixo onde tu és o monstro. Absorve cores, mistura-as em formas impossíveis e destrói os «heróis» que caçavam os da tua espécie. Nove despertares supremos, salas criadas à mão e distribuídas de novo em cada partida, e um altar que troca as tuas maldições por poder.

Descrição original no 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

Informações sobre a demo e o lançamento

Os dados da verificação atual não confirmam nenhuma demo. Isto não significa que o jogo nunca tenha tido uma; consulta a página do Steam para saberes a disponibilidade atual.

Demo do Steam, teste de jogo e acesso antecipado: qual é a diferença?

Informações e imagens: Steam · Última verificação UTC