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Colors Of V

有试玩版

Ioannis Tzanellis收录日期 Sep 20, 2026

About the game

单色显像管上的矢量地牢,由三片减色滤色片照亮。取下一片滤色片,房间的一半便不复存在:看不见的墙不具实体,看不见的敌人会被冻结,也无法被射击。颜色通道就是碰撞层,因此视觉与物理规则绝不会产生偏差。

Steam 原始说明

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 is solid, nothing can shoot you, and you can shoot nothing at all. It is not a refuge, though — the tube was never built to be held shut. After a couple of seconds the dark starts taking hull, and at four and a half a gel pops off on its own, 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.

试玩版与发售信息

上次检查时发现了 Steam 试玩版。下载前,请在 Steam 上确认您所在地区是否仍可使用。

Steam 试玩版、游戏测试与抢先体验有什么区别?

信息与图片:Steam · 最后检查 UTC