A hungry king drank the colour out of the world. You are the one who told him
what he was becoming, and you have been in a cell ever since. Now the door is open.
Eight lands, eight bosses, and a grey map that turns back to colour as you take it apart.
450 by 450 of them, zoomable down to a single cave mouth.
Seven Gnawers, seven gates, ten Facets, and a Hunt on every board.
Eleven people are still out there. You will need most of them.CHROMARA · SEED 7331
Drag it
One town, before and after.
Every land in the game has two states, and the Crown's grey is not a filter laid
over the world — it is the world, until the thing holding it down stops standing. This is Greenhaven,
in the Dense Forest, with its boss still alive; drag across and it is the same street after he falls.
↔
Boss standingBoss downone frozen frame · the same camera
Both halves are one
frozen frame of the running game on identical pixels, with only the land's state changed: the whole
palette lifts, banners and awnings and window flowers go up, hearths light, the wreckage goes, a
memorial stone is cut for the knight who was freed, the husks in the street are gone, and eight
villagers are back at their doors. They are standing rather than walking home, because the clock has
to be stopped for two frames to line up this exactly.
No spoilers past the first hour
The night the lights went out
This is the part of the story the game tells you in its first ten minutes. What
happens at the end of the road is yours to find.
01
A king asked what colour was for.
Nobody could answer him, so he found out for himself. The hunger he made of himself pulled
the colour out of Chromara in one night — out of the fields, out of the roofs, out of the
people — and left a shape standing where each of them had been. He calls himself the Null
Crown now: a circle drawn around nothing.
The drain, as it happens. You are watching it through your own bars.
02
You were the one who said it out loud.
You stood in his hall and told him what he was becoming. He built you a room for it: stone
walls, one window. There was a hat on a hook in that cell when they shut the door — nobody
issues a prisoner a hat — and it has been waiting there through every grey year since.
The first thing you do in this game is take it down off the hook.
03
The morning after is very quiet.
The cells hang open. The great hall is empty except for the captain of a guard that does not
exist any more, still watching an empty chair. Seven who served these walls went home to
fight the thing that took the colour. None of them sent word. Something is standing in each
of their lands now, wearing a shape you might recognise.
Castle Chromara. The gate is open, and eight roads lead out of it.
04
The things in the fields used to be people.
This is the part the game is named for. What walks the roads now is not a monster that moved
in — it is what the drain left standing where somebody was. They wear their own shape as a hood,
they have two dim lights where a face should be, and their sleeves are empty. Break one and
what it took seeps back out. A villager in a ruined town will tell you not to feel bad
about it; she is right, and it does not help much.
A lunger caught mid-dash beside a chaser at rest. The shape is the creature.
05
Here is how you put it back.
Each land has people held in its caves. Free every one of them and they walk to the boss's
ground themselves and break the ward across it together — it was keyed to them, not to any
crown. Beat what is waiting inside and that land gets its colour back: the sky, the town, the
people who lived there, the music. Then there is one more of you, and one more land, and one
more piece of a circle you are carrying.
One of seven fragments. Together they are a shield nothing gets through.The same street, after. They come home on their own.
“It will be the last colour here. Do not be frightened — it is only like
colour leaving a blade. Quick, and quiet.”
The Null Crown, the first time he notices you
And that is where this page stops. There is a room at the end of the
north-west road, and something in it has been waiting a long time to find out whether you are the
one it remembers. What happens there — and what happens after — is the reason the game has an
ending instead of a scoreboard. And there is one more crown, for whoever finishes it alone.
Eight lands, one wall each
Chromara, land by land
One seed, hand-placed and identical for everybody: the same towns, the same caves,
the same castle in the middle. Each land has its own palette, weather, music, roster of shapes and
boss — and its own level band, so the map itself is the difficulty curve. Pick one.
Starter Plains
Town
Boss
Levels
Bullet element hidden here
Caves, each holding someone
Fortress · sanctuary
Under the last cave
Hatch in the fortress yard
How the world treats you
The rules of the road
Roads are safetyOff the road you move a quarter slower, and hollow forms notice you
from about 16 tiles instead of 5. The road is faster and quieter. It is also the only way
through a land's wall.
One road nothing will touch you onA wide ring road circles the fallen castle. Walk it
and the forms on the grass beside you simply let you pass — unless you shoot first, and then
only the one you shot.
Lava and mire are shortcuts with a priceYou can cross both. Both keep hurting you for
as long as you stand in them.
Every cottage opensHomes are safe rooms that save your game, with somebody's memory
left on the table. One house per town holds a testimony naming that boss's weakness.
Towns are worst while the boss livesAfterwards they go quiet and the people walk
home on their own.
The shapes have mannersDiamonds lunge, squares soak, hexagons split when they die,
triangles spit fire, pentagons circle you, and about one in seven is an octagonal marksman.
Octagons and triangles cannot hit a moving target.
Fifteen levels above you is a wall, not a fightIt takes nothing from your bullets and
moves faster than your walk. Run, roll, come back later.
The Dark Ruins have no road at allThe only way in is a breach in the volcano wall
with two Wardens standing in it.
Three places off every roadA fortress, a sanctuary and a watchtower in each land,
none of them on the way to anything, all of them on your map once you have stood there.
Her seals keep one ruleThe deep stair under a land's last cave and the hatch in its
fortress yard open only once that land's knight has fallen. Nothing down there is on the main road.
What you find out there
Rooms, caves, and people shouting
One survivor hides in one house per land. Listen for the shout.Every cottage opens. Homes save your game and keep somebody's memory on the table.Twenty-nine caves. Six hollow forms in each, and one person behind them — and
under seven of them, floors nobody has walked in years.Shapes are colour-coded by level, so you can read a fight before you take it.
Every tile, exported from the game
The whole world, to scale
This is not an illustration of the map — it is the map, 450 by 450 tiles of it,
rendered straight out of the world the game generates from seed 7331. Zoom out to see all eight
lands at once; zoom all the way in and you are looking at individual walls, roads and cave mouths.
FIT
Town Boss ground Cave · someone is held in every one The last roomdrag to pan · scroll or pinch to zoom · double-click to dive
The same world, as the game draws it for you mid-run: every cave you have found,
ringed by whether anyone is still down there, every tower, fortress and sanctuary you have stood
at, and her mark: a violet arrow pointing down for a deep stair, a hollow diamond for a sealed hatch.
Tap a land to fly the detailed map to it.
Nobody does this alone
Who is still out there
One survivor hides in one house in every land — listen for the shout. Find the
blaster they dropped out in the wilds, hand it back, and they fight beside you for the rest of that
land. Each of them changes how your side of a fight works, and a boss hits
twice as hard if you walk in without theirs.
Seven lands, seven things standing in them
What is waiting at the end of each road
Seven people who served the castle went home to fight what took the colour. Each
land's boss stands on ground ringed by a ward you cannot shoot through, and it lifts for exactly
one thing: everybody that land was hiding, out of its caves and standing at the gate together.
They telegraph, and the roll is the answer
Every boss paints its heavy attack on
the floor before it lands. A dodge roll makes you untouchable for a heartbeat, and that
heartbeat is what the ring is asking for.
A boss you nearly beat re-forms hurt
Walk out of a fight you were winning and it
is still wounded when you come back. Arenas become your respawn point the moment you step in.
Two Wardens, once
The Dark Ruins have no road — just a breach in the volcano wall
with a pair of Wardens in it. Put them down and they never come back.
Every win is permanent
A fallen boss gives you two levels, a piece of the circle,
fire rate you keep forever, and a land that goes quiet and colourful behind you.
And a seal lets go
The night a knight falls, the seal under his land's last cave
opens, and something that has been gnawing at it for years is waiting on the floor below.
Rematches, against the clock
After the ending, walk onto any beaten boss's ground
to fight it again. Your best times go to a Highscores page, and to Game Center if you are signed in.
Four controls, then everything else
How you fight
Your shots aim themselves at the nearest form, so both thumbs are free for the part
that matters: where you are standing. Two of these four are not yours at the start — they come off
a hook in a prison cell. A game controller works too, and the touch controls step aside while it is
in use.
Both thumbs free for where you stand: the blue button finds its own target.
↖
MOVE
Drag anywhere on the left half of the screen. The stick appears under your thumb.
▶
SHOOT
Tap or hold. Shots find the nearest form on their own — keep moving and keep firing.
≫
RUN
3.75 s of sprint at 1.65× your walk,
15 s to refill. The hat's gift.
↻
ROLL
Untouchable for a heartbeat, ignores the off-road slowdown, and it hurts anything you roll
through. 3 s cooldown. Also the hat's.
Five slots, and they stack
Abilities you find in the world
Nine of them, dropped by chests and bosses. Hold up to five at once, and the same
one twice is twice as good.
One per land, hidden
Elemental bullets
Each land hides one element. Loaded against the forms of the land that fears it,
every shot does double damage — and the Bullets button cycles
whatever you have found, or pure Aether blue.
The Super Shield
One fragment of seven, for every boss that falls. Bring them together and the circle closes over you.
Shield points2× your max health
Regeneratesafter 15 s of calm
Costs younothing
The Vow
Two knights walk the ring road, and once they trust you they hand over the thing they have
been keeping. Every volley of yours that lands is one charge, however many bullets it fired.
Charges to fill it40 volleys
On releaseevery hollow form inside 9 tiles is unmade
Against a boss12% of its health, and the room cleared
The curve
Getting stronger
Your damage is your levelStraight across, no stat screen, and
every ten levels adds fire rate on top.
Health climbs faster than the damage coming at youSo a level is never cosmetic.
You mend yourselfSix seconds without being hit and you heal 8% of your maximum per
second — about twelve seconds from empty to full, at any level.
Hearts drop from killsEach one is 12% of your maximum.
Bosses pay the mostTwo levels, permanent fire rate, and a fragment, every time.
The other kind
Facets are not abilities
Since 1.1 there is a second kind of thing to find: the Sealwright's Facets, fused into
the Point in your hand for good. Always on, never in the bar, and none of them changes the damage you deal.
Seven in the deep vaults, one in a strongbox, one for a Hunt, one under the plains.
New in 1.1 · three places off every road
What the roads do not lead to
Every land now keeps three places off its roads. A fortress,
where the hollow forms gather and the blaster your survivor dropped has been carried. A
sanctuary, the land's own wonder, quiet ground with a circle at its
heart. And a watchtower you can climb, ladder and all. None of them is
on the way to anything. All of them are on your map once you have stood there.
The Hollow Thicket, the forest's fortress. The forms carried the survivor's blaster
home with them, and the survivor will tell you so.The Elder Tree, the forest's sanctuary. Every land has one: a pyramid in the sun, a
crystal heart, an ice castle, a sunken temple, a sleeping volcano, a mirror spire.Stand in the circle at a sanctuary's heart and the queen reaches you in a dream: one
blurred moment of the king's fall in each land, and the whole of it, clear, in the last.The Old Watchtower. There is one in every land, and the climb is worth a level.
The view from the top
Six roofs, six lands
From a tower's roof the whole land stands up around you: its town, its boss's ground,
its fortress and its sanctuary, all named. Drag to look around.
Sand Dunes · Sunscar Oasis, and the Wurm.Rocky Highlands · Stonewatch, the Slate Fort, the Sentinel.Frozen Tundra · Glacierhold, the Frost Camp, the Echo.Poison Swamp · Miregate, the Mire Palisade, the Hydra.Volcanic Wastes · Molten Hold, the Cinder Keep, the Tyrant.Dark Ruins · the Ruins of Oblivion, the Black Bastion, the Queen.
The keep has a stair now. A small room off the great hall climbs to the castle's
roof, and from the centre of the world every land stands up around you.Every tower you have climbed is a road to every other. Climb down anywhere you
have been, and the walk across Chromara is a ladder.
Once a town is yours
The errand board
A restored town puts a board up by its plaza. Three errands: gather three of the land's
own things, find what was lost, carry a letter to the next free town. A shield, a revive and a level
for the three. Then a fourth line appears, and it is not an errand.
A champion of the forms, and the town wants it gone.
Sunscar Oasis's board. The town tells you where its things grow.The board stands by the fountain, and the letter is worth a level.
Also since 1.1
The rest of what changed
Three save slotsMore than one person can play on the same device, and none of them
has to finish first.
Pick a difficultyEasy, Regular or Extreme, chosen when the game begins. It never
changes the story, and the pause menu reminds you which one you chose.
Rematches against the clockAfter the ending, walk onto any beaten boss's ground to
fight it again. A Highscores page in the pause menu keeps your best times and your run's record.
Game CenterRematch times and your run's record go to leaderboards; the seven medals,
the Crown and the crowning are achievements. Optional, and the game plays the same signed out.
Every land's forms have a move of their ownThe dunes' burrow, the forest's snare, the
highlands' shockwave, the tundra's frost, the swamp's tongue-pull, the wastes' ember trail, the
ruins' mirror shot.
Game controllersLeft stick moves, right stick aims, A shoots, B dodges, X runs, Y swaps
element, the D-pad uses the bar. The touch controls hide while a pad is in use.
The queen restocks youQueen Seraphine refills your Extra Revives whenever you visit
her. Fewer are found in the wild now, with new shots in their place.
Medals & LoreA medal for every restored town, and the town's own history behind it.
SettingsMusic and sound levels, and a screen-shake switch.
The pause menu, with its two new pages: Facets, and Highscores.One medal per town. Tap it and the town tells you what happened here.
New in 1.1 · the middle of the game · nothing past the vault door
Under her mark
Isabela the Sealwright sealed her finest work under the last cave of every land but the
plains, on floors below the room you free a captive from. Her mark is over the mouth, a violet arrow
pointing down, in the world, and on the map once the seal has let go; and the seal inside reads the
Point in your hand. While the Crown still holds
the land, it finds the land still held. The night its knight falls, it
lets go.
“Under the dunes, a seal lets go.”
After the Amber Wurm, once the ceremony is over
The dive
Two floors down, three under the Ruins
The plate at the back of the last cave. LOOK, while the land is held. DESCEND, once
it is yours.The Galleries: a hall of forms with side rooms off it. They come one at a time, and
the last two together.Her workroom, and a key on a hook where anyone could reach it. You have seen a hook
like this before.Her lock, in the north wall. With the key in your hand it turns as if it had been
waiting.Her Floor. The thing waiting on it has been at her seal for years, the way a tongue
works a loose tooth.Her vault: five alcoves, a riddle in the stone, and a Facet behind it. What the
riddle asks is between you and her.
Seven Gnawers
A shape with a bite out of it
The Crown only subtracts. It cannot open her seals, so it set something on each one to
gnaw. Every Gnawer is its land's own shape at twice the size with a wedge missing, and its moves are
that land's signature move, enlarged. It paints every heavy attack on the floor first. You walk out
of most of them and roll through the rest. Years of gnawing, and not one mark on the seal.
SIFT
Sand Dunes
Dives under the sand as a mound you can still hit, marks your spot with a ring, and bursts up.
THICKET
Dense Forest
Root lanes, three then five, each with a warning. A hit snares you for a heartbeat, then it gives chase.
FLINT
Rocky Highlands
Swells, then slams: a shockwave that shoves you off your feet. Later, a slow rolling stone you can step over.
RIME
Frozen Tundra
Lays frost that slows you both, then charges down a line with a warning on it.
SILT
Poison Swamp
A tongue pulls you two tiles in, then it bites. Later, puddles that chase.
CLINKER
Volcanic Wastes
A five-shot fan, and embers left burning along its path.
HUSH
Dark Ruins
Circles you, mirrors your volleys back in your own colour, then dives straight through you.
Seven hatches
The element gates
Each boss land's fortress yard has a stair choked by one land's matter: thorn, a dead
lodestone, murk, a torrent, a mirage, an ember vent, a drift. Carry the element that answers it, shoot
it, and it gives way. Below is a garrison strongroom: a small nest of forms, a strongbox, and a note
tallying what was taken. Five of the seven send you a land or two back the way you came. The last two
answer elements from your own past.
LOOK tells you what it wants, and which land keeps it.Fire, in the Glass Redoubt's yard. “The thorn burns back to the root.”The garrison's strongroom. Five forms, one box, and a note.
What chokes itWhereWhat answers it
THORNthe Glass Redoubt, Sand DunesFire · the Dense Forest keeps it
LODESTONEthe Hollow Thicket, Dense ForestLightning · the Rocky Highlands
MURKthe Slate Fort, Rocky HighlandsRadiance · the Poison Swamp
TORRENTthe Frost Camp, Frozen TundraIce · the Volcanic Wastes
MIRAGEthe Mire Palisade, Poison SwampPrism · the Dark Ruins
EMBER VENTthe Cinder Keep, Volcanic WastesWater · the Sand Dunes, from your own past
DRIFTthe Black Bastion, Dark RuinsWind · the plains, from the very start
Ten, and none of them in the bar
Her Facets
A Facet is something of the Sealwright's folded into the Point in your hand: fused for
good, always on, never in your ability bar, and it cannot be lost or spent. None of them changes the
damage you deal. They change how the world treats you. Seven wait in the deep vaults;
one is in the first strongbox you open; one is what a town keeps for whoever brings its Hunt back;
and one is under the plains, where the game first shows you what a Facet is.
The Facets page in the pause menu keeps the count, and says where each one waits.
STILL
under the plains
Healing starts 3 s after a hit, not 6.
SURE
the Dunes' vault
Off the road, while nothing hunts you, 85% of your pace, not 75%.
HEARTWOOD
the Forest's vault
A heart heals 15%, not 12%, and waits 18 s on the ground, not 12.
STEADY
the Highlands' vault
A shockwave throws you half as far. A tongue drags you half the way.
KIN
the Tundra's vault
A companion knocked down outside a fight is back in 45 s, not 90.
PROOF
the Swamp's vault
Lava and mire cost half. They still slow you.
AFTERGLOW
the Wastes' vault
After a Vow that took its time to fill, 1.8 s untouchable, not 1.2.
FIRM
the Ruins' vault
Below a quarter of your health, blows that get past your shields land 15% lighter.
BREATH
the first strongbox
Your sprint comes back in 10 s, not 15.
WAYMARK
the first Hunt
From any rooftop, TRAVEL reaches every fortress you have found in a land you have won.
The fourth line on the board
Hunts
Finish a restored town's three errands and its board grows a fourth line, harder than
the others: a champion of the forms has come back to the land, and the town wants it gone. It wears a
gold crest ring, walks with three escorts, and is set at least two levels over you the moment it
appears, never more than four, so it is never a walk. The first Hunt handed in anywhere is WAYMARK; every one after is a shield. If it is
too much for now, let it go: the board takes it back, and the champion stands whole again next time.
Three done, and the fourth line appears. It was last seen east of town.The champion, in its crest, and its escort coming.
What the town kept for her
Roads to the fortresses
With WAYMARK, TRAVEL from any roof lists every fortress you have found in a land you
have won, beside every tower. Two columns, and the whole world is a short climb.Her mark on the world map: a violet arrow pointing down for a deep stair, a hollow
diamond for a sealed hatch, wherever you have found them.
That is as far as this page goes underground. What the vault riddles ask,
and what is written in her workshop under the ruins, are hers to tell.
Everything down here opens only in a land you have already won, so none of it stands between you and
the end of the road. It is what a won land keeps for you.