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Steam News28 June 20265d ago

Project Chromata Update - Version 1.9.7

Hello, Chroma Engineers! The effort to make this game better continues. This is a minor patch in preparation for the big Stage 10 release that will soon come.

In this update2

Full notes

Full Project Chromata update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

15 fixes12 additions12 changes1 removal
  • Store
  • Maps
  • Fixes
  • Gameplay
  • UI and audio
  • Events
changedHello, Chroma Engineers!The effort to make this game better continues.
changedHello, Chroma Engineers!This is a minor patch in preparation for the big Stage 10 release that will soon come. My own deadline is to release it in two weeks, but I'd rather have a solid game than rushing :)
addedPatch Notes - Version 1.9.7Added: Null Infusion - a new Null Store upgrade that permanently increases all production. It keeps scaling, giving Null Essence a lasting use beyond Time Warp.
fixedPatch Notes - Version 1.9.7Fixed: The High Yield automation target list now orders colors to match the production graph (top-to-bottom, left-to-right) instead of its own internal order.
fixedPatch Notes - Version 1.9.7Fixed: Rebuilt High Yield automation around a conservative feeder-surplus solver so production chains remain non-negative and cannot stall.
changedPatch Notes - Version 1.9.7Improved: The Prestige tab now shows effective total ethereal multipliers on resource-specific bonuses, making Scarlet Light and Golden Ray differences easier to compare.

Project Chromata changes

changedThe effort to make this game better continues.
changedThis is a minor patch in preparation for the big Stage 10 release that will soon come. My own deadline is to release it in two weeks, but I'd rather have a solid game than rushing :)
addedAdded: Null Infusion - a new Null Store upgrade that permanently increases all production. It keeps scaling, giving Null Essence a lasting use beyond Time Warp.
fixedFixed: The High Yield automation target list now orders colors to match the production graph (top-to-bottom, left-to-right) instead of its own internal order.
fixedFixed: Rebuilt High Yield automation around a conservative feeder-surplus solver so production chains remain non-negative and cannot stall.

Hello, Chroma Engineers!

The effort to make this game better continues.

This is a minor patch in preparation for the big Stage 10 release that will soon come. My own deadline is to release it in two weeks, but I'd rather have a solid game than rushing :)

Patch Notes - Version 1.9.7

Global

  • AddedNull Infusion - a new Null Store upgrade that permanently increases all production. It keeps scaling, giving Null Essence a lasting use beyond Time Warp.
  • Fixed: The High Yield automation target list now orders colors to match the production graph (top-to-bottom, left-to-right) instead of its own internal order.

  • Fixed: Rebuilt High Yield automation around a conservative feeder-surplus solver so production chains remain non-negative and cannot stall.

  • Improved: The Prestige tab now shows effective total ethereal multipliers on resource-specific bonuses, making Scarlet Light and Golden Ray differences easier to compare.

  • Fixed: The Null tab now shows a scrollbar when its controls overflow the interface panel.

  • Improved: Void Hunt and Void Dive now offer visible Hold/Toggle cursor-follow controls to reduce click-and-hold strain.

  • Fixed: The Reset View button (Star Chart, Fractured Void, Realm map, Home World) now sits higher above the Feedback and Discord buttons, so it no longer hides behind them on smaller screens.

STAGE 1

  • Fixed: Run Compression now slows mixer input consumption together with mixer output, preserving normal production efficiency at higher compression levels.

STAGE 2

  • Added: Star Chart stars now show hover tooltips with status, cost, and known bonus details.

STAGE 3

  • Added: Realm Primus now has an Auto-Stab Reclaims toggle, letting Auto-Stabilize also reclaim reachable corrupted Fractured Void source sectors.

STAGE 4

  • Added: Assault Low Detail Mode (LDM). Toggleable performance mode for Realm Operations that disables shadows, particles, and animations. Recommended for players experiencing low FPS. Toggle in Settings → Visuals or directly inside the assault via the LDM button.

  • Added: Fog Memory toggle in the Operations view for cleared landmarks. When turned off, previously explored hex data is hidden on replay runs.

  • Fixed: The Nexus Command Center no longer spreads purity to surrounding hexes.

  • Fixed: Dissonance fonts in fog-of-war territory now generate and spread dissonance correctly. A previous fix had accidentally gated their activity on player discovery, preventing dissonance from ever reaching purity hexes.

  • Fixed: Completing a Realm Operation landmark for the first time in Challenge mode now also counts as the Standard clear.

  • Fixed: Stabilizers can now begin clearing fully corrupted Dissonance hexes without requiring a Resonator shot first.

  • Improved: Void Dive's launch screen now keeps the launch button reachable on short windows, adds scrollable realm details, and makes anchors/collectibles more forgiving without changing hazard collision size.

STAGE 5

  • Fixed: Manual Control template inputs now disappear immediately when closing the editor through the unsaved-changes prompt.

  • Fixed: Copy buttons now try additional clipboard fallbacks, fixing Home World override codes on systems where the browser clipboard API rejects the copy.

STAGE 7

  • Improved: The terminal no longer snaps back to the newest line when a background scan logs output while you've scrolled up to review earlier logs. Scroll back to the bottom to resume auto-following.

  • Fixed: Touch now works across the whole interface, including tap and drag-to-scroll.

  • Fixed: Mouse no longer stops working after using the touchscreen on hybrid devices.

STAGE 9

  • Fixed: Act 3 offline generators now apply the ring-structure bonus while Time Warp is off, matching online and warped-offline output.

  • Added: Returning to Act 3 now shows a full offline report (Null Essence, structures built, waves, boss kills), so you can see what the fold did while you were away.

  • Improved: The Act 3 offline report now tells you when nothing advanced because Time Warp was off, since the fold stays frozen without it.

  • Fixed: Act 3 offline Null Essence is no longer double-counted against the generic offline payout, and only one offline report appears.

Dive Hunt

  • AddedVoid Dive now has permanent probe upgrades bought with Null Essence, via a new Void Dive Upgrades button in the Null tab.
  • Added: Reinforced Hull - the probe starts each dive with more Hull (up to +60).

  • Added: Signal Amplifier - slows the constant Signal drain (up to -20%).

  • Added: Shard Resonator - each shard restores more Signal (up to 7 per shard).

  • Added: Collector Array - widens the pickup range for shards and caches, without making hazards easier to hit.

Note: These upgrades apply to Void Dives only - standalone Realm Dives stay unchanged.

Thank you again for all the feedback, bug reports, and patience while I continue improving Project Chromata.

Don't forget to join the Discord to share your progress, report issues, and help shape the next updates!

Source

Steam News / 28 June 2026

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