Chromaflood

Paint your path. Outrun rivals. Turn the arena your colour.

  • Active Development
  • Game
  • Arcade action
  • Works offline

A territory-control arcade game where every step leaves paint, you move faster on your own colour, and matches are won by coverage rather than kills.

An isometric arena floor covered in competing cyan and pink paint, with touch controls for move, slide, hop, dash and fire
A Coverage match in progress.

Screenshots

Frames from the Windows desktop build, captured by the project's own verification run rather than on an Android device.

Showing screenshot 1 of 4

  • A Coverage match in progress.
  • Main menu.
  • End-of-match territory results.
  • Every unlock is cosmetic and paid for with credits earned in play.

What Chromaflood is

Chromaflood is an offline territory-control arcade game. Movement is the mechanic: every step lays paint, you move faster across your own team's colour, and the map you create is the advantage you race on. Six paint tools are implemented — from the rapid Splasher to the wide Paint Roller and explosive Burst Launcher — alongside equippable shields, bombs and sprinklers, five compact arenas and five modes including Coverage, Elimination, Paint King and Colour Rush. Underneath, a deterministic fixed-step match simulation runs independently of what is drawn on screen, and a 160 × 160 ownership grid tracks territory incrementally so scoring never has to rescan the arena. Every unlock is cosmetic and bought with credits earned in play; the build has no advertising, no purchases and no mandatory account, and its manifest actively removes the internet permission.

What it does

  • Territory control where movement itself is the weapon — you travel faster on your own colour
  • Six paint tools, from the rapid Splasher to the explosive Burst Launcher
  • Five modes: Coverage, Elimination, Paint King, Colour Rush and solo challenges
  • Five compact themed arenas with interactive elements
  • Cosmetic-only unlocks bought with credits earned in play
  • No ads, no purchases and no mandatory account

The map is something you build mid-match

Paint is not a score counter bolted onto a shooter. It is terrain. Your own colour is a fast lane, your opponent's is a drag, and the arena you leave behind decides whether the next thirty seconds go your way. Coverage is the point rather than a side effect of shooting things.

Under the surface

The architecture is unusually strict for an arcade game, and it is what keeps scoring honest and frame time flat.

Deterministic simulation

Match state advances on a fixed step, entirely independent of presentation and human input.

Incremental scoring

A 160 × 160 ownership mask keeps running counts, so the game never rescans the arena to work out who is winning.

Bounded presentation

Projectile and droplet pools are capped, and the paint texture uploads at a limited frequency.

Atomic saves

Versioned JSON written through a flushed temporary file, atomic replace and backup recovery.

Deliberately absent

There is no initial multiplayer, no cloud save, no store, no analytics and no advertising — and, importantly, no inactive buttons hinting that those things are coming. Version 0.2.0 expanded mines, slides, contact weapons, cosmetics, challenges, arena interactions, accessibility, diagnostics and persistence tests. Physical Android acceptance testing and owner-supplied release signing are what remain.

Getting Chromaflood

Chromaflood is still in development and is not distributed yet. It is roughly 75% of the way to a first public release.

At a glance

Status
Active Development
Version
0.2.0
Runs on
Android, Windows (Android 8.0+)
Offline use
Works offline
Package
com.chromaflood.game
Engine
Unity 6000.6.2f1
Last updated

Privacy

The build has no analytics, advertising or account services, and its manifest removes the internet permission outright. Progress and settings stay on the device.

Full privacy information for Chromaflood →

Permissions

Vibration
Optional haptic feedback. The manifest explicitly removes the internet permission, so the game cannot reach the network at all.

Support

Questions, bugs or ideas for Chromaflood?

Chromaflood support →

Technical details

Technical details

Built with

  • Unity
  • C#
  • IL2CPP
  • ScriptableObjects
  • Procedural art
  • Synthesised audio

How it is put together

  • `MatchSimulation` runs a deterministic fixed-step match, entirely independent of presentation and input.
  • `PaintGrid` keeps a 160 × 160 ownership mask with incremental counts, so scoring never rescans the arena.
  • `SaveService` writes versioned JSON through a flushed temporary file and an atomic replace, with backup recovery.
  • All runtime art and sound are generated from project-owned definitions — no third-party asset packs.

Development workflow

Built through ChatGPT.

Timeline

  1. Version 0.2.0

    Mines, slides, contact weapons, cosmetics, challenges and accessibility expanded.

Accessibility in the app

  • Casual controls with auto-aim, or manual Arcade aiming
  • Left-handed layout that swaps the two sticks
  • High-contrast colours and distinguishable team patterns
  • Reduced-effects mode
  • Adjustable audio and battery-friendly settings
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