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A roguelike shooter where your deck is your weapon and every room is a blank canvas.

In Palette: Cards & Chaos, you play as a water spirit with a giant paintbrush, fighting through a shifting labyrinth full of danger. This top-down shooter blends fast-paced combat with a unique card system: collect cards that represent attacks, then stack them to create powerful and unpredictable combos.

Each run is a chance to build something new. Will you decimate enemies with swift brushstrokes, or launch a storm of paint projectiles? The cards you choose define your playstyle—and your survival.

Features

Deckbuilding Meets Action
Build your attacks by combining cards during each run. Find creative combos that change how you fight.

Procedurally Generated Dungeons
Explore a maze that’s different every time. New rooms, enemies, and surprises with every run.

Paint-Based Abilities
Use your brush to attack, block, and change the battlefield. Your abilities are as creative as you make them.

Unlock New Cards and Upgrades
The more you play, the more tools you unlock. Discover new cards and effects that change the way you play.

Palette: Cards & Chaos
Inkbloom GamesDeveloper
Inkbloom GamesPublisher
August 2025Release
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Positive (20 reviews)
Public Linux Depots:
  • [0 B]
Damage Calculation Hotfix Update 1.1.1

A small update to fix how player damage is calculated. \n\nLast update I thought I\'d fixed the overflow issues with various scalings at very high numbers. It turns out I missed something that was causing incorrect player damage calculation. \n\nWIth this update things should be fixed now, fingers crossed.

[ 2025-09-15 01:20:45 CET ] [Original Post]
Patch Notes for Update 1.1

First post-launch update! After getting a bit more player feedback, it turns out the game was a lot easier than intended. This update hopes to give players much more of a challenge as the game goes on, while increasing run longevity.\n\nWe\'re keeping the things the same for the first few levels but drastically upping the enemy scaling in later levels. Enemies will get many times tankier while shooting faster, which will hopefully be a lot more challenging.\n\nRepeat card drop odds are also nerfed since they are very strong (just try stacking a few on a big mult card). To compensate, cards can now be merged up to 16 stacks, increased from 8. I\'m pretty excited for this one, as it\'ll allow runs to go longer and for builds to get way crazier.\n\nLastly, we made a few bug fixes, mainly surrounding how damage and health values are coded. For those curious, the numbers were previously stored as integers, which have maximum values of around 2 billion before they overflow and become negative. These limits were pretty easy to hit before which broke a lot of things. Now, they\'re stored as longs, which have a max value of around 9 quintillion. Fingers crossed no one gets far enough to break these too.\n\nAlso, just as a quality of life change, we\'ve added commas to the damage popups, and scientific notation once they get really big. They\'re a lot more readable this way.\n\nHope you enjoy!

[ 2025-09-07 23:06:19 CET ] [Original Post]
Launch!

It\'s finally launch day.

It\'s been a hectic journey, but we hope you enjoy Palette. It\'s been a blast making it :)

[ 2025-08-28 18:40:41 CET ] [Original Post]
Palette: Cards & Chaos is entering Next Fest!

Hey everyone, we're entering Next Fest tomorrow!

As you may have seen, the demo for Palette: Cards & Chaos has been out for two weeks already. In that time, we've received a lot of great feedback from players and shipped out a few patches.

However, there's still a lot of work left to do. For those who are curious, here are some of the key features we're focusing on as we approach the full release in August:

  • Endless stages - venture as deep into the labyrinth as you can! You'll be able to continue collecting cards and scaling, however enemies will scale too.

    [/*]
  • More builds - we'll be adding more cards, with a focus on player freedom. The goal is for nearly any kind of build to be viable, whether that be fully honing in on one modifier, or throwing tons of different cards together.

    [/*]
  • More variety - several more room types, enemies, and bosses are planned. This will hopefully keep replayability high.

    [/*]
  • Balance tweaks - with the rollout of endless stages, card numbers will have to be reigned in and refined. Since many cards currently scale exponentially, things get out of hand a bit too quickly.

    [/*]
  • On a similar note, if you get lucky with chests and stack a ton of multishot cards in the demo, it's pretty easy to end up shooting thousands of projectiles at a time. It gets a bit laggy, but it's really funny, you should try it ;). We'll be working on building systems to alleviate the performance hit, while still making multishot stacking worthwhile.

    [/*]
  • Polishing everything up a bit, and making it look nice

    [/*]

Those are our main focuses for now, but we're constantly looking for different perspectives on the game. So if we come up with any cool new ideas, things may change.

In the meantime, check the demo out if you haven't already! And if it looks promising, make sure to wishlist. Leaving a review on the demo page also helps a ton, we're always looking for more feedback. Take care!

[ 2025-06-09 04:40:08 CET ] [Original Post]

Minimum Setup

  • OS: Ubuntu 18.04+ (or equivalent distro)
  • Processor: Dual-core ProcessorMemory: 2 GB RAM
  • Memory: 2 GB RAM
  • Graphics: Integrated graphics
  • Storage: 500 MB available space
  • Memory: 4 GB RAM
  • Recommended Setup

    • OS: Ubuntu 20.04+ (or equivalent)
    • Processor: Quad-core ProcessorMemory: 4 GB RAM
    • Graphics: Dedicated GPU (NVIDIA GTX 660 or better)
    • Storage: 500 MB available space
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