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Play as a hero who wants to restore the lost color to his world.

Color is the embodiment of power, every king has his own fortress, watched over by the Supreme Monarch in his great tower, always on the lookout for domination.

Fight with the help of 7 unique characters !

Enter the Yellow Fortress (currently the only available one) and eliminate the Yellow King's henchmen !

Find 1 or 2-handed weapons with different levels of rarity !

Find exclusive weapons !

Infuse color essence into weapons to grant them unique powers !

Collect relics with unique powers to fit your playstyle !

Finally, fight the Yellow King to unlock an even more powerful power !

Upgrade your characters outside combats in the camp !

Unlock color based powers that can be changed any time at camp !

Content:

  • 7 different classes

  • 38 weapons available

  • 27 normal relics

  • 9 yellow relics

The game is still in development, there are a few things missing:

  • There are no merchants yet, some relics use gold

  • The 5 other colours (green is almost finished)

  • The final boss (the Monarch)

Game developed solo since March 2023, started as a student project at SAE geneva

Colorless Odyssey
TryliomDeveloper
TryliomPublisher
1970-01-01Release
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews (0 reviews)
v0.5.0 - Melee weapons update

Refactor of the version number to be coherent, like it\'s now major.monthly update.fix update\n\n

Major

  • True melee weapons and better weapon animations have come, changing some weapons

    [/*]
  • Using a weapon slow you by 55% over 0.2s and some weapons inflict you with knockback

    [/*]
  • Enemies won\'t damage player and allies unless they are rushing (attack) or future patterns like dashing

    [/*]
  • Rays have been completely remodelled, from the graphics to the gameplay, to make something I\'m proud of today

    [/*]
  • Spark has been renamed to Chain Lightning and completely refactored, like rays

    [/*]
  • Refactored how relic tags work, this system is used to not give the player a useless relic or unusable. Now it\'s way better, like if you are in a case where you have only aoe, you will not get relics that affect only the projectiles or rays

    [/*]
  • New exterior levels in fortresses and walls remake

    [/*]
  • The game has a new background on main menu and it\'s way better

    [/*]
  • You can reroll weapons from chests

    [/*]
  • A glossary has been added (in game wiki) for more detailed info about relics, weapons and ability

    [/*]
  • Him can now use both first and second passives of other classes in both slots

    [/*]
  • Rework first passive and ability of the snowman

    [/*]
  • Change one of tier 3 yellow altar relics to a lottery-like relic

    [/*]

Added

  • (Re) Added Thermal Ray rare weapon that shoot a controllable and growing ray

    [/*]
  • Now **Thunder** aoe has a 30% chance to apply **Paralysis** debuff, both for the player and enemies depending on who launch it

    [/*]
  • New exclusive yellow weapon Izanagi with 5 stab attacks followed by a spin attack and 15% chance to trigger a chain lightning

    [/*]
  • Now elite and boss drop a few runes on death

    [/*]

Quality of Life

  • Rotation speed of growing ray weapons increase with speed percentage stat now

    [/*]
  • Weapons that shoot things at the mouse position will do it with a better range

    [/*]
  • Falling projectiles now fall with way more precision where the mouse was

    [/*]
  • Added spread per projectiles from weapons spawning projectile on mouse position

    [/*]
  • Removed the purple color applied to homing projectiles

    [/*]
  • If a projectile can stick to an enemy but has pierce, it will stick only when it cannot pierce more enemies

    [/*]
  • When dashing, you go through decorations as flames and boxes

    [/*]
  • Relics discovered displayed on save are not counting anymore the levels of each ones

    [/*]
  • Improved synthetizer menu with weapon ordered by rarity

    [/*]
  • Make piercing projectiles able to apply knockback, so melee weapons can too

    [/*]
  • Make monarch fight less unfair

    [/*]
  • Refactor enemies and allies patterns, making them better as well

    [/*]
  • Make shops wider, increase back room place for it

    [/*]
  • Circle that show incoming danger in an area are way more precise

    [/*]
  • Make homing possible for projectiles turning around something (souls swords from Soul Reaper class mainly)

    [/*]
  • Change relic selector menu a bit

    [/*]
  • Add an alert when an enemy will shoot a projectile

    [/*]
  • When your dash would drag you in a hole, if by extending the dash time it can save you, it will

    [/*]
  • Score timer is stopped when the room is cleared

    [/*]
  • You can now cancel your dash to remake one

    [/*]

Balancing

  • Weapons that received a melee attack have been buffed due to their shorter range

    [/*]
  • A lot of other balancing not tracked (changelog max characters)

    [/*]
  • Balance enemies health, contact and projectile damage

    [/*]
  • Increase boss stats for each additional fortresses past 1

    [/*]
  • Boss can be knockback (reduce by 80%)\n

    [/*]

Fixs

  • Now stats from weapons are correctly applied to aoe launched by them

    [/*]
  • Weapons that shoot projectiles/rays that pass through walls now won\'t prevent them from spawning inside

    [/*]

\nNext update will add a lot of weapons and relics, as well adding things we didn\'t have time to add and continue to rework textures !

[ 2025-10-22 17:30:54 CET ] [Original Post]

Minimum Setup

  • OS: Any
  • Processor: Dual Core 2.00GHzMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: Intel HD 520
  • Storage: 1 GB available space
  • Memory: 8 GB RAM
  • Recommended Setup

    • OS: Any
    • Processor: i5Memory: 8 GB RAM
    • Graphics: GeForce GTX 660
    • Storage: 1 GB available space
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