
Solve mind-bending puzzles using COLOURS of Coreium and Innovative Mechanics... and discover a terrible truth... Made by a 15-Year-Old aspiring Game Developer
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
About

Genres
Stats
Languages: English**languages with full audio support
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The game is very interesting but there are no clues where to go. I don’t mean that the game should tell you what to do, but it should also indicate where to solve the puzzle. And on the plus side I will also say that the game gives you the tools to solve the puzzle, but you have to solve it yourself. (translate/перевод)игра ооочень интересная но нет никаких подсказок куда идти. Я не имею в виду то что игра должна посказывать что делать но указывать где надо решать головоломку тоже надо. А из плюсов также скажу что игра даёт инструменты для решения головоломки а решать должен сам.
really good game enjoyed it
Media
Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Great puzzle platformer game, I enjoyed nearly everything - from story, dialogues, puzzles, platforming, and mechanics, visuals (just loved whole art design even if it was bit too bright in few places) However I got some major complaints too: - movement feels very sloppy, all the floors, pipes and other stuff we are jumping on is slippery as hell - speaking of jumps, as other reviewers said - it's very unfun to get so easily slipped away if we need to do precise 1 unit jumps only to randomly fall off box or something and when in close proximity with walls or objects then our jumps are way too short to execute, very annoying to be constantly aware of this glitch (?) - moving big boxes or other such objects is such a big PAIN and especially aligning them in correct positions or places is obnoxious - suffered the most on one of first low gravity sections in last chapter - jumping on those pipes itself was easy BUT landing my jumps was horrible and I had to repeat this single session over 20 tries because there is ZERO air control which is unacceptable I also think whole last chapter is bit too long comparing to previous ones, wouldnt mind if it was bit shorter but that's just my tiny complaint Want to add I passed one entire room (in chapter 4 if i remember) in unintended way - with placing two color boxes on each other and just jump to exit but maybe this shortcut is for purpose of doing speedrun walkthroughs, just letting know if movement and physics were more polished it could be easily a 10/10 game and very strong competitor to other big 3d puzzle games that were released this year poor physics could be also Unity engine fault but still Wish keyboard controls were also rebindable Anyway this was again brilliant experience and especially glad it is free to play Very impressive that it was made by very young guy also Look forward to Colourblind 2 but please take my complaints and advices about physics and movement to heart
WOW 10/10
Colourblind is a creative first-person puzzle platformer that turns the familiar concept of mixing colors into the foundation of an entire adventure. Developed and published by IcarusDev, it takes place in a futuristic, largely colorless world inhabited by robots and filled with remnants of a troubled past. Rather than treating color as a purely visual feature, the game makes it an essential tool for interacting with the environment. This creates a distinctive identity that separates the experience from more conventional puzzle games built primarily around switches, physics objects, or locked doors. The main attraction is the color manipulation system. Players acquire different colors and use their relationships to overcome environmental obstacles. Colors can be combined to form new ones and separated into their component colors, requiring the player to think carefully about what is available and what must be produced to progress. It is an accessible concept at first, especially for anyone familiar with basic color mixing, but the puzzles become more involved once several possibilities are available simultaneously. The best challenges encourage experimentation and observation rather than simply pointing the player toward an obvious solution. Puzzle solving is combined with first-person movement, exploration, and platforming. Players are not confined to small chambers where the only objective is solving an isolated logic problem. Instead, navigation through three-dimensional environments becomes part of the challenge. Jumping, traversing obstacles, locating routes, and examining the surroundings help maintain a more active pace between moments of careful puzzle solving. There are occasional rough edges in movement and environmental interaction, particularly when precision is required, but these issues rarely erase the appeal of the underlying concepts. The adventure is organized into five chapters spread across five locations, giving the journey a clear sense of progression. Five characters are encountered along the way, providing personality and dialogue within a setting that might otherwise feel deliberately lonely. The robotic cast introduces moments of humor while the wider environment suggests a considerably darker history. This contrast is one of the more interesting elements of the game because the cheerful or eccentric personalities do not completely disguise the unsettling implications of exploring a world populated by machines and the remains of those that no longer function. Its story gradually encourages curiosity about what happened to this strange civilization. The premise initially appears lighthearted because of the colorful puzzle mechanics and robotic personalities, but dystopian elements become increasingly important. Discovering the truth behind the environment provides an additional incentive to progress beyond simply reaching the next puzzle. The narrative is relatively modest compared with story-heavy adventures, yet it gives context to exploration and prevents the five chapters from feeling like an arbitrary collection of challenge rooms. The visual direction benefits enormously from the central mechanic. A predominantly desaturated environment naturally makes every appearance of color more noticeable. Color becomes valuable information, allowing important puzzle elements to stand apart from their surroundings while reinforcing the idea that something fundamental is missing from this world. The futuristic architecture, mechanical inhabitants, and post-apocalyptic atmosphere establish an appealing science-fiction identity. Production values are understandably modest, and some areas lack the visual complexity or refinement of larger games, but the artistic concept generally compensates through clarity and consistency. There is a respectable amount of supporting content for a free game. Steam achievements provide additional objectives, while Steam Cloud functionality is convenient for maintaining progress between systems. Developer commentary is another worthwhile inclusion because it offers additional insight into how the project and its mechanics were constructed. The fact that the game originated as the work of a remarkably young solo creator also gives its scope some useful context, although its strengths ultimately come from the ideas presented on screen rather than the developer's age. Steam Deck compatibility is rated Playable rather than Verified. This means the game can reasonably be experienced on Valve's handheld, but users should expect that some aspects may not meet every requirement for a completely seamless Deck experience. Minor control adjustments, interface considerations, or occasional manual configuration may therefore be necessary. Its first-person perspective and relatively lightweight presentation still make portable play an attractive possibility, particularly for players comfortable adjusting controller settings when needed. The greatest weakness is the inconsistency that accompanies its ambitious design. Movement can occasionally lack precision, some environments are more polished than others, and certain puzzles communicate their intentions better than others. Players expecting the refinement of a large-budget first-person puzzler may encounter noticeable technical or presentation limitations. However, these imperfections are easier to tolerate because the game continually attempts to do something distinctive with its central mechanic instead of simply reproducing familiar puzzle conventions. Ultimately, Colourblind succeeds most strongly as an inventive independent experiment expanded into a structured adventure. Its combination of color manipulation, platforming, exploration, robotic characters, and a gradually unfolding dystopian mystery gives it considerably more personality than its simple premise initially suggests. The five-chapter structure provides enough direction to make the journey feel purposeful, while the color system remains the feature most likely to stay with players afterward. It may lack refinement in several areas, but creativity and enthusiasm are consistently visible throughout the experience. For puzzle enthusiasts who value unusual mechanics over technical perfection, it is an easy game to consider, particularly because there is no purchase barrier. Its rougher elements prevent it from reaching the level of the genre's strongest first-person puzzle adventures, but the clever use of color and surprisingly ambitious world design make it worthwhile for curious players. Rating: 7/10
It is a very hard but also fun game it has decent animations and the puzzels are really good.
☀️
Just an absolute colossal fail at programming the right physics and environment for platforming. If you are going to copy so many elements from Portal, then at least get the jumping right.... Couldn't get past Chapter 2. The dev uploaded a full playthough so you can follow along if you really want those achievements, but I would steer clear.
It is ♥♥♥♥, no air control to jump, that one level you have to wait forever and the jumps suck. I was gonna make a joke on how they misspelled color but this game is too ♥♥♥♥ to get that dumbass pun
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $0 | 0 | — | Free | |
| $840 | 10 | 60% | $4.99 | |
| $0 | 63 | 81% | Free | |
| $39.4K | 62 | 82% | $34.99 | |
| $91 | 1 | 100% | $3.99 | |
| $0 | 50 | 96% | Free |