Version 1.46.1
- Moving day, done right
Chroma Blitz is now Chroma Storm at chromastorm.com. Your save moves over only once it's safely backed up, so nobody arrives without their progress.
Chroma Storm is in open beta and updates often. These are the notes the game shows when you open a new version, newest first.
Chroma Blitz is now Chroma Storm at chromastorm.com. Your save moves over only once it's safely backed up, so nobody arrives without their progress.
Same game, new name, a brand-new logo and a new home at chromastorm.com. Your progress, shards, looks and scores all came with you, and the old address brings you to the new one.
Its first two bosses hit harder, so the second world is where a few upgrades start to matter.
Aurora Void's final boss is tougher and hits harder, so beating the last world takes a well-stocked shop and some skill.
The bosses at 3:00 and 6:00 hit softer and go down a little faster, so a brand-new hero can get much further into a run. The final boss is still a real test.
Charger and Brute dash lanes now fill up as they brace, and Stomper landings and Pulsar blasts are drawn over the crowd in danger red, so you can see them coming even in a big horde.
At most three Chargers brace at you at the same time.
The ball curves toward enemies, hits harder and comes back sooner, and Multiball explodes more often.
Prism Shard and Comet Twins hit harder. Nova Pulse is slightly softer and Supernova heals half as much. Laser Whip's last damage step and Photon Lasso are slightly weaker.
Announcements take turns and stay clear of the HUD and your hero, and trophy toasts are a slim strip that no longer covers your results.
Now and then, after a run, one tap tells us if it felt too easy, just right or too hard.
The menu no longer crashes on older browsers.
Weapons now evolve at chests from 6:00 on (rarely at the first boss), and a weapon reaches max level a little later, so you fill your weapon slots and try more of them before your build takes off. The first two bosses are a bit softer to make up for it.
Now paints a ribbon of paint on the ground behind you. Enemies in it burn and slow down, and stay coated for a moment so all your weapons hit them harder. Upgrades make the ribbon wider and the paint last longer, and make the coat stronger.
A much longer road that changes colour every few seconds. Each colour does what that Orbit orb colour does: poison, frost, shocks, burning pops, healing, spinning or a thicker coat. Run a full loop around the horde and step back onto your road to close it: everything inside gets splashed and the inside floods with paint for a few seconds. The spot glows when you're about to close a loop.
In Aurora Void, the Gravity Surge now drags you in for real. Start running as soon as the warning ring appears, and lure the horde into it.
Poisoned bosses no longer freeze in place, and the poison now hurts them as it should.
The bar along the bottom is now on Upgrades, Locker, Ranks and Trophies too, with a Home button, so you can hop straight between them.
Buying an upgrade, equipping a look or changing a setting keeps you right where you were on the screen.
Fewer buttons, more neon. Upgrades, Locker, Ranks and Trophies moved to the bar along the bottom, Settings is the gear at the top, and How to play is inside Settings. Tap your hero to change hero or stage.
It spills real paint now. Fresh paint lures enemies in, and they take extra paint damage. Anything painted takes more damage from all your weapons for a moment.
Your orbs can take any colour of the Prism, one from each world: Toxic, Frost, Volt, Ember, Drain, Vortex and Paint. Every pair makes its own reaction, so mix and match when Orbit offers colours at levels 2, 4 and 6.
The beam stays with you as you move, and its scorch fades faster.
They look like real ice shards now, easy to tell apart from Pulse Bolt.
Pulse Bolt, Prism Shard, Laser Whip, Frost Shards and Ion Rail fire where you're facing, so turning to shoot matters.
Rainbow Pinball charges up with every hit, then explodes. Hyper Bolt fires rapid rainbow bursts. Absolute Zero freezes enemies solid and shatters them. Storm Crown's lightning forks. Rainbow Road floods any loop you walk with paint. Starfall drops one giant star on the biggest crowd. Ion Cannon leaves a line of fire that erupts.
Echo gives every weapon one more shot, or a bigger one where one more doesn't fit. Wide Lens blasts and pools hit harder near their center.
Level them up to infuse a colour, and colours mix into reactions.
Aurora curtains, a giant black hole, and a new danger. When you see BLACK HOLE INCOMING, get clear before it drags you in.
It now looms close, with racers streaking across it.
Stay in the light. The dark hurts now, and more at higher Heat.
It falls from the sky onto the spot you call it in, with a new blast.
Every world now plays at least as hard as Aurora Void once you turn up the Heat. Heat 5 is for a maxed shop.
Their landing hits less hard and the shockwave is a bit smaller.
Clear a stage on Normal to open Heat 1, then climb to Heat 5. Overcharged enemies, random twists and Heat Powers, including a nuke. Pick your Heat on the stage list.
Win one for each world at Heat 5, plus Prism Ascendant for all four. Wear them in any mode: Locker β Auras.
Leaderboards β Arenas β Hyper. Highest Heat first, then the stage clock.
A striped sun on the horizon and lights racing along the grid.
135 new words to build your name from. Pick yours in Settings β Player.
Bigger, bolder text across the menus, and every explanation cut down to a quick line.
Same reef, new name: glowing coral under a turquoise sea. Your clears, best times and trophies carry over.
Enemies and bosses traded their worried looks for proper scowls: angry eyebrows, glaring eyes, and slit pupils on the one-eyed ones. The Halloween costumes got meaner too.
Each stage now has its own lineup of enemies, and they show up in a different order every run. Solar Forge brings the Stomper: a horned red brute that hops at you and slams down. Watch for the red circle.
Every stage has its own boss at 9:00, and the other boss fights are drawn from a bigger pool, so no two runs line up the same. The Crusher now brings his Brutes along.
The four stages are now Act 1: The Outer Worlds. More worlds are coming.
The weapon, passive and Arcana icons left the top of the screen. Pause and tap any of them to see what it does and what it has done this run: damage, defeats, how to evolve it, blocks, heals and more.
Your combo, Chroma Rush and events sit in one row of glowing pills under the boss bar, with a bar that drains as time runs out. A gold EVO READY under your health tells you a weapon can evolve at the next chest.
Evolved weapons got real colour and more flair: Storm Crown, Ion Cannon, Comet Twins, Supernova and friends no longer fade to white. Laser Whip is green now, so it no longer looks like Prism Beam.
Family boards are now private groups: start one for your friends, class or team on the Groups tab of the leaderboards. Your existing group and its code still work.
The leaderboards open on Normal mode now. All modes, with Relaxed runs tagged, is one tap away.
Prism Pet hits harder and goes for the toughest enemy, Prism Shield and Rush Addict keep up late in a run, Redline fires faster, and Chain Reaction and Heartbeat no longer take over Endless on their own.
Your shards and name sit in a bar at the top, your hero and the next stage are in the middle (tap to change them), and Trophies, Ranks, Settings and Help are a row of small buttons.
The trophy now asks for a final boss beaten within 45 seconds (it was 30).
Explosions from Chain Reaction now get stronger as the stage goes on, so one kill can set off a whole chain. Watch for CHAIN Γ10!
Luck now adds crit chance and raises the odds that kills explode.
Heartbeat, Prism Pet and Thorns now keep up with tougher enemies late in a run.
Heart pickups are now mint green, so they never look like lava.
The jewel-shaped crystals now break when you run into them, so you don't have to wait for a weapon to hit them.
Chests, hearts, magnets, bombs and Rush orbs now show on top of the action with a glowing ring, and the nearest bomb, magnet, Rush orb (and heart, when you need one) gets an arrow at the edge of the screen.
Your time on the boards is now the stage clock, the timer at the top. It runs faster while you're clearing enemies quickly, so a run that tears through a stage climbs higher. Scores already on the boards were updated to match.
Level-up cards now say what they're for (Damage, Survival, Speed, Growth, Evolve), and one is marked Suggested with the reason. Tap Take the suggestion to grab it fast. You can turn the helper off in Settings.
The results screen now adds it all up: shards picked up, time and clear bonuses, trophies, new looks and candy.
Send feedback has tap-to-answer questions, so you can tell us what you think without typing.
Your first Daily Challenge run each day pays 20 candy on top of the bonus shards.
Found a bug or have an idea? Settings β Send feedback opens a form right in the game. Add your email if you'd like a reply.
A new "Later stages and long runs" set in Trophies: survive 10 minutes in each later stage, beat all four final bosses, a flawless boss fight, clear all stages on Hyper, level 100 and more.
The Smelter's slam, slag and hammer warnings are red now, so they don't look like your own Meteor circles.
The title screen and menus have their own theme now, Neon Lobby. It starts with your first tap.
In Spooky Season the title theme gets a spooky makeover, with a music box, an organ and a tolling bell.
Not sure what to buy? Upgrades now has a Coach that looks at your last few runs and suggests what to get next, with a Buy button right there.
Tap Stay alive, Kill faster, Level faster, Dodge or Earn more on the Coach card to see which upgrades help with it.
Relaxed mode players are on the boards with everyone else now, with a Relaxed tag. Each player shows once, with their best run. Tap Normal only to see just Normal mode runs.
The top 10 on every board get a trophy next to their name: gold, silver and bronze for the top 3.
Each row now shows the level reached and enemies defeated, under the hero.
Trophies now shows your time played, stage clears, bosses beaten, best level and more. Time played is on the title screen too.
Dress up your weapons for Halloween: a Black Cat Drone, Jack-o'-Lantern Orbs and Candy Corn Bolts. Buy them with candy in the Locker's Spooky Season tab.
Once you own a weapon skin, the Locker gets a Weapons tab. Tap a skin to switch it on or off; you can wear them all at once.
Solar Forge ends with a molten titan: ground slams, lava rivers, a forge hammer and raining slag.
Aurora Void ends with a moth of starlight: constellation lasers, a black hole, starfall and blinking phase shifts.
Every stage's final boss now has its own theme, building over the last minute before it arrives.
In Spooky Season they become the Jack-o'-Furnace and the Moth of Nightmares.
Lumen Reef has its own final boss: a jellyfish queen with tidal waves (find the gap!), bubble traps, a whirlpool and her own theme song.
In Spooky Season she haunts the reef in a veil and a tarnished tiara.
A new trophy for beating her.
Until Nov 7, every stage has its own spooky track that grows from a creepy intro to a full-blown finale as the run heats up.
The Headless Horseman rides in to his own theme. Listen for it starting a minute before he arrives.
Now a proper button on the title screen, next to Trophies.
New to games like this? An 8-minute tutorial with tips, at the top of the stage list. Play it again any time for practice.
Until Nov 7: the Grim Reaper, the Headless Horseman, Halloween costumes for every boss, candy-corn gems and spooky music.
You now hit 20% harder too. It has trophies of its own and pays 60% of the shards.
Enemies after 10:00 are less tanky, so long runs don't turn into endless running.
A new setting that keeps the joystick where your thumb first touched.
Chests off screen now show a chest badge at the edge, so they're easy to find.
Free, in your browser, no download.
Play Chroma Storm