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Colors Of V

Launches 14 October 2026 · PC · Action, Indie

Colors Of V cover art

A vector dungeon on a monochrome tube, lit by three subtractive colour gels. Drop a gel and half the room stops existing: a wall you cannot see is not solid, an enemy you cannot see is frozen and cannot be shot. The colour channel is the collision layer, so sight and physics never drift.

Story

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...

Gameplay

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...

Features

Developed by Ioannis Tzanellis. Published by 7 Towers Soft Games.