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Project ChromataNewsProject Chromata Update - Version 1.9.2
In-game event

Project Chromata Update - Version 1.9.2

Project Chromata · published 15 May 2026, 10:43 UTC · build 23250333

All newsPlayers around this dateRead on Steam

Hello, Chroma Engineers!

The stabilization effort continues thanks to all your reports and feedback!
I truly thank you for reporting your findings and sending your suggestions!
Introducing a small balance and bugfix patch!

Patch Notes - Version 1.9.2

GLOBAL

  • Added: Visual Theme picker in Settings → Visuals lets you lock the UI to any stage's color palette. Themes unlock as you reach each stage.

  • Fixed Bug: Codex entries are now sorted in accessibility order instead of alphabetically. Scouting Logs, Assault Logs, and Purification Logs now follow realm progression order, and Assault Logs within each realm follow landmark order.

NULL / VOID HUNT

  • Fixed Bug: Void Hunt dots and the trap now correctly reposition when resizing or switching to fullscreen mid-run.

  • Added: Void Hunt now has a minimum play area of 900×620 pixels. The game will no longer shrink below that size on smaller windows.

  • Fixed Bug: Right-clicks in Void Hunt no longer affect gameplay.

  • Fixed Bug: Void Hunt traps can no longer get stranded off-screen, and a recenter button now appears if one does.

  • Fixed Bug: Scroll wheel now works correctly in the Void Hunt Upgrades and Null Store modals.

  • Fixed Bug: Golden dots now correctly despawn when leaving the screen instead of wrapping back around.

  • Fixed Bug: Golden dots now correctly reward 5x the base dot value instead of being silently capped at 3x.

  • Balance: Void Hunt base dot reward is now a flat 50 NE for all players, replacing the old storage-based scaling.

  • Added: The Void Hunt trap now shows a level progress bar above it and an exposure bar below it for at-a-glance monitoring.

  • Added: New permanent Void Hunt upgrade: Resonant Threshold raises the per-dot NE reward cap by +5 per level, up to 20 levels.

STAGE 1

  • Added: Each color tank now shows a net total rate below its input and output, allowing players to quickly see whether a color is gaining or losing overall.

STAGE 4

  • Fixed Bug: Cleared landmarks from before v1.9.1 now correctly show how many Mastery Shards were collected.

  • Added: Press [F] while a Stabilizer is selected to toggle between Defend and Nullify mode.

  • Fixed Bug: The Pristine Light milestone achievements now unlock correctly for Pristine Light gained through crafting.

  • Added: Shift+Click now adds structures to a multi-selection; pressing Delete or clicking Destroy All destroys them all at once.

STAGE 7

  • Fixed Bug: Status screen now correctly labels the scan bonus as "Scan Duration" instead of "Scan Speed".

  • Fixed Bug: Using decrypt [realm] (short form) now correctly registers the realm as decrypted, fixing broken connect, monitor, and re-decrypt behavior.

  • Fixed Bug: Realm decrypt scripts no longer show NaN% after reloading the game.

  • Fixed Bug: Active Axioms now show full names and scroll with a scrollbar when the list overflows.

  • Added: The terminal now supports Ctrl+V to paste text from the clipboard.

  • Added: New upgrade all [type] command upgrades all colors at the lowest level for a given type, bringing lagging colors up to match the rest.

  • Added: The logs command now supports logs search [keyword] to filter logs by keyword, and logs sort to group all logs by type.

  • Added: Two secret achievements for submitting a bug report and a suggestion.

  • Fixed Bug: Mining threads for a resource are no longer restored on load if that resource has already gone infinite.

  • Added: Each successfully connected Realm now permanently increases Decrypt Speed by +5% (up to +40% for all 8 Realms).

STAGE 8

  • Fixed Bug: Collision Chamber success upgrades now correctly add 0.5% success chance per level instead of 1%.

  • Added: - and = are now hotkeys for Collision Chamber tabs 11 and 12 respectively.

STAGE 9

  • Balance: Enemies, waves, and bosses have been rebalanced.

  • Fixed Bug: Act 3 enemies no longer spawn on top of the core.

  • Fixed Bug: Stabilizer Ultras now also protect Act 3 structures that are still under construction.

  • Fixed Bug: Post-completion Act 3 build and upgrade buttons now show the real increased OE and NE costs after Stage 9 is finished.

  • Added: Stage 9 Act 3 now includes a new Disruption Field structure that blocks normal and surge enemies, while bosses bulldoze through it.

  • Fixed Bug: Act 3 enemies blocked by a Disruption Field now pathfind around it instead of stacking against it.

  • Added: The Act 3 core now passively regenerates up to 20% Integrity between waves.

Thank you again for all the feedback, bug reports, and patience while I continue improving Project Chromata.Join the Discord to share your progress, report issues, and help shape the next updates!

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