- Release Year: 2016
- Platforms: Macintosh, Windows
- Publisher: OtakuMaker.com
- Developer: Silverbroom Studios
- Genre: Puzzle
- Perspective: 1st-person
- Game Mode: Single-player
- Gameplay: Timed input
- Average Score: 61/100

Description
Pigmentone is a first-person puzzle game featuring fixed/flip-screen visuals and timed input gameplay, where players manipulate colors by guessing, combining, and dividing pigments across multiple rings of rainbow to solve abstract challenges in an otherworldly setting of hues and light.
Where to Buy Pigmentone
PC
Pigmentone Guides & Walkthroughs
Pigmentone: Review
Introduction
In the saturated indie puzzle scene of mid-2010s Steam, where titles like The Witness and Baba Is You were redefining spatial and logical conundrums, Pigmentone emerged as a quirky, unassuming contender—a $1.99 digital curiosity from Sliverbroom Studios that dared players to wrestle with the slippery nature of colored light. Released on July 8, 2016, for Windows and macOS, this fixed-screen puzzle game positions itself not as a paragon of pure logic, but as a “guessing game” that revels in trial-and-error frustration. Its legacy is one of obscurity: collected by a mere handful of players on MobyGames, saddled with a “Mixed” Steam rating from 24 reviews, and haunted by forum complaints of bugs and an unresponsive developer. Yet, beneath its simple facade lies a provocative experiment in real-time color physics, challenging the genre’s conventions. Pigmentone is a flawed gem for masochistic puzzle aficionados, proving that sometimes the most memorable games are those that punish as much as they enlighten.
Development History & Context
Sliverbroom Studios, a diminutive indie outfit with scant prior portfolio, helmed Pigmentone‘s creation, publishing it under the OtakuMaker SARL banner (sometimes stylized as OtakuMaker.com). Added to MobyGames in April 2018 by contributor Charly2.0, the game reflects the DIY ethos of 2016’s Steam ecosystem, where tools like Unity or GameMaker empowered solo devs to flood the platform with bite-sized experiments. Technological constraints were minimal—requiring only a Core 2 Duo processor, 2GB RAM, and basic integrated graphics like NVIDIA GeForce 9400M—making it accessible even on aging hardware, with a lean 80-150MB footprint.
The era’s gaming landscape was puzzle-rich: Portal sequels had popularized physics-based gating, while indies like World of Goo and Human Resource Machine emphasized elegant “aha!” moments. Pigmentone‘s creators envisioned a departure, crafting a system mimicking colored light (additive RGB mixing) over pigment subtraction, as teased in the Steam store page. This vision prioritized real-time experimentation over deductive purity, aligning with the rise of “relaxed” yet infuriating titles like Monument Valley. However, telltale signs of inexperience abound: Steam forums from 2016-2022 brim with reports of launch bugs (e.g., “Game not starting,” Mac glitches, splitter malfunctions on level 50), UI woes (“ruined this game for me”), and queries about endings or achievements. An inactive developer response exacerbated issues, with posts like “Avoid this game! Crucial bugs” underscoring a lack of polish typical of one-person passion projects thrust into Steam’s Early Access-adjacent wilds.
Narrative & Thematic Deep Dive
Pigmentone eschews traditional storytelling for abstract purity, a narrative void that amplifies its thematic core: the elusive hunt for harmony amid chaos. There are no characters, no voiced protagonists, no branching dialogue trees—just emitters spewing monochromatic beams along screen edges, receivers craving specific hues, and a void of escalating complexity across 50 levels. The “plot,” if it exists, unfolds implicitly through progression: players manipulate light paths, confronting the game’s self-admitted trial-and-error ethos, where success feels like cracking a cosmic code.
Thematically, Pigmentone probes perception and synthesis. Colors don’t mix via real-world paints but through light’s additive magic—red + green yields yellow, all primaries summon white—evoking synesthetic wonder and optical illusions. Receivers, ringed in rainbows that solidify when correct, symbolize fragmented psyches seeking unity; prisms split composites like prismatic truths refracted from a single source. Obstacles (impenetrable white rectangles) and invisible pipelines represent life’s barriers and hidden currents, forcing reroutes that punish presumption. A punitive help system reinforces themes of self-reliance, docking scores for hints, while relaxing music tempers despair, mirroring the zen masochism of Tetris. Dialogue is absent, but tooltips and rules (e.g., “Prisms only work if the combined color comes directly from the receiver”) serve as terse lore, underscoring isolation. In extreme detail, levels escalate from binary color matches to multi-ring orchestras, thematizing entropy: early puzzles reward intuition, later ones demand exhaustive permutation-testing, critiquing logic puzzles’ illusion of determinism.
Gameplay Mechanics & Systems
At its heart, Pigmentone is a deconstructed light-puzzle loop, blending The Swapper‘s beam manipulation with Human Fall Flat‘s fiddly experimentation, viewed through a fixed/flip-screen lens (MobyGames notes a curious “1st-person” tag, likely erroneous for its top-down 2D arena). Core gameplay revolves around emitters, receivers, and color chaining:
Core Loop
- Emit & Receive: Drag emitters (color dots) along edges to fire beams at receivers. Receivers tint to match, their rainbow auras syncing when correct.
- Combine & Propagate: Link receivers to mix colors (light-based: R+G+B=white), then beam outputs to others, creating daisy-chains.
- Split & Route: Prisms (directional triangles) bifurcate mixes but only from direct receiver sources; invisible pipelines reveal on hit, bending paths; obstacles block absolutely.
- Solve & Time: All receivers must glow true simultaneously. A time-trial scoreboard encourages replays, but no checkpoints mean restarts from scratch.
Progression is linear across 50 levels, with escalating ring counts and element density—early stages teach basics, mid-game introduces prisms/pipelines, late ones demand pixel-perfect routing amid clutter. UI is minimalist but flawed: Steam users lambast clunky dragging (pre-patch improvements noted), tiny hitboxes, and opaque feedback (beams vanish without traces). Innovation shines in real-time mixing, defying static puzzles like Flow‘s vector locks; colors blend dynamically, enabling emergent whites/grays from overmixes.
Flaws abound: Trial-and-error dominates, with no undo (fueling “guessing game” gripes), bugs (e.g., level 50 glitches, splitter fails), and absent achievements/endings (forum confusion persists). Playtimes average 3-4 hours (Completionist.me data), though outliers log 100+ hours grinding scores. Help system “punishes” via score penalties, adding risk-reward. Overall, mechanics innovate on color logic but crumble under unpolished execution, turning elegance into endurance tests.
World-Building, Art & Sound
Pigmentone‘s “world” is a void of infinite black canvases, each level a self-contained arena of geometric austerity—emitters as glowing orbs, receivers as bullseyes, prisms as sharp wedges, pipelines as ethereal veins. This minimalist world-building fosters claustrophobic focus, atmosphere building through emergent rainbows piercing darkness, evoking a sci-fi lab or cosmic prism forge (user tags: Sci-fi, Atmospheric, Stylized).
Visuals are “simple and attractive”: 2D vectors with vibrant RGB spectrums, real-time glows/shadows simulating light refraction. Fixed screens flip between puzzle states seamlessly, but low-res assets (256MB graphics suffice) and white obstacles blend into UI, per complaints. No lore backdrops; purity amplifies immersion, colors “painting” the void as victories unfold.
Sound design counters frustration with relaxing ambient tracks—synth waves and chimes underscoring mixes, beam zips providing tactile feedback. No voiceover or SFX overload; music loops soothe “despair,” enhancing replay zen. Together, elements craft hypnotic flow-state tension, visuals pulsing with life, audio a balm—though bugs disrupt harmony, pipelines’ reveals lack sonics.
Reception & Legacy
Launch reception was muted: No MobyScore, zero critic reviews on Metacritic/MobyGames, Steam’s 62% positive (24 reviews) deeming it “Mixed.” Positives praise addictive puzzling and soundtrack; negatives decry bugs, UI, repetition (“waste hours guessing”). Forums echo abandonment—bugs unfixed, dev silent post-2016, queries like “Does this game have an actual ending?” unanswered. Commercial footprint: ~1,355 owners (Completionist.me), $1.99 price yielding niche sales; Steam Trading Cards/Family Sharing offered minor hooks.
Legacy endures in obscurity, influencing few directly but epitomizing indie pitfalls. Post-2016, polished peers (Baba Is You, 84 Metascore) overshadowed it, yet its light-mixing lingers in Humanity or Patrick’s Parabox. Wikidata/MobyGames preservation cements it as a historical footnote, a cautionary tale for unpatched indies. Evolving rep: Forgotten amid Steam sales, but patient players (hundred-hour grinders) hint cult potential.
Conclusion
Pigmentone is a bold, broken prism—shattering color puzzle norms with real-time lightplay and 50 levels of escalating torment, yet marred by bugs, trial-and-error tedium, and dev neglect. Sliverbroom Studios’ vision captivates in bursts, its relaxing ambiance and additive mixing offering fleeting highs amid lows. In video game history, it claims a peripheral spot: not a landmark like Tetris, but a quirky artifact for puzzle historians, best for sub-$2 curiosity. Verdict: Recommended with caveats for genre diehards willing to debug the dev’s oversights—dare to play, but temper expectations. 6.5/10.