A storm puts you ashore on an island the bank has just repossessed, and it's crawling with guards. You're a blob of wet paint with two enormous eyes. Pick up the exact color of the floor, paint it onto yourself, and hold still while they walk past.

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About This Game

A storm puts you ashore on somebody else's island. It was a painter's estate until he died; then the bank took it, and now there are guards on every gate. You're a small blob of wet paint with two enormous eyes. Hold the eyedropper over the ground until it magnifies, pick the exact shade under your feet, paint it onto yourself, and stand very still while a guard looks straight at you and keeps walking.

Every color in the game is one you can steal: grass tufts, road grit, the grout between cobbles, the brushwork on a picture hanging in a gallery. Get one particular bush right and a patrol walks past close enough to touch you. Miss by a shade and it stops, turns round, and comes over to look at the smudge on its floor.

The paint stays wet on you for a couple of seconds after it goes on, which is long enough to leave a mark: a wet blob drags a stripe of its own coat along the floor behind it. When the stripe runs out, so has your coat.

Then it gets harder. A clock ticks down and the guards sharpen as it does. Night levels take the map away and hand it back only where you have walked. Later come searchlights, security cameras, rotating sprinklers and sudden downpours that rinse a careful coat straight off you - plus three hunters a perfect coat does nothing against. The Tracker is a hound that follows your wet footprints. The Profiler is color-blind and reads your outline. The Listener has no eyes at all and simply hears you cross gravel.

You're not helpless. Throw a rock to pull a guard somewhere else, or knock it out cold. Lob a paint bomb, or hose paint across the floor to build a hiding place that wasn't there a second ago - and either one works just as well pointed at a guard, because the paint lands on the guard. Drop a plush decoy knitted out of your own coat and let one waste twenty seconds confiscating it. Or go under, into the Understreet: the drains and vents a fluid blob can squeeze along, unseen, paying for the distance in rust and floodwater.

Thirty-two handcrafted levels, and no level select. There's an island, and you walk it. The old owner's pictures are still hanging where he left them, each behind a little red curtain until you have earned it; walk up to one, step into it, and you're standing in the place it's a picture of. Doors priced in stars open the rest, secrets hidden about the place open more, and you can pull out a chart wherever you're standing and travel back to anywhere you have already been. Seven people who live here will stop and talk to you, and each of them tells you something the tutorial cards have no room for: what the thing hunting you is actually looking at, what the rain does to a coat you have just laid on, what the drains charge you for the shortcut.

And when you want company, take the hiding online, across big purpose-built arenas, in five modes. Hide and Seek hands one player an eyepatch, a paint gun and no paint at all, and sends them sweeping a fog-locked map while everybody else paints themselves into the scenery. Infection changes what getting caught means: you come back hunting, and the pack grows around the last player still hidden. Head to Head splits the room into two teams, gives each its own secret objectives, and shows neither side where the other one is.

Two of those five take the blob away from you altogether. In Prop Hunt you are a crate, a barrel, a market stall, a suit of armor - a real piece of that map's furniture, at the size that map draws it, blank white and yours to paint. Stand where that kind of thing stands, hold still, and let the hunter walk the row working out which of you arrived this round.

The paint job is the whole game. Pick a color up off the ground and wear it. Every surface in the level is a shade you can steal, and how well you copied it is exactly how well you are hidden.

Outsmart, never outfight. Read the patrols, watch the warning arcs fill on whichever side you're being looked at from, and go through the gap. A countdown makes every guard on the map sharper the longer you take about it.

Fog of war. Night levels take the map away and hand it back only where you have walked - until a lamp, a crystal or a glowing mushroom pools enough light to show you.

Things that ruin an afternoon. Searchlights, security cameras, rotating sprinklers, downpours that rinse your coat off, and a hunter for every sense: one follows your footprints, one reads your outline, one just hears you. Even the pigeons will give you away.

Improvised tools. A rock to pull a guard away or knock it cold, a paint bomb, a hose that manufactures cover where there was none, a plush decoy knitted from your own coat. Paint that lands on a guard stays on the guard, and a coated guard stands there scrubbing while you walk past.

The Understreet. The drains and vents a fluid blob can squeeze along. Nothing up there can see you down here, and you pay for the distance in rust and floodwater.

Thirty-two levels, and an island to hang them on. No level select: you arrive by boat and walk the place. Every level hangs as a framed picture behind a red curtain until you earn it, doors are priced in stars, and a chart you can open anywhere fills in as you explore.

Five ways to play it online. Big purpose-built arenas and your friends in them. Hide and Seek, Infection, Head to Head, and both of the first two again as Hide and Seek (Prop Hunt) and Infection (Prop Hunt), where the hiders are the map's own furniture, unpainted, and paint it themselves.

Build & share. A full in-game level editor with a tile-design studio (paint your own ground materials, or import artwork), and Steam Workshop publish/subscribe.

Play your way. Full keyboard-and-mouse or gamepad support everywhere, with remappable controls. And since this is a game about telling colors apart, the arcs that warn you change shape as well as color, and you can switch on a tone that rises as your coat closes on the ground.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

I used AI for localization and during performance testing for handheld support, coding agents were used to help identify ways to optimize the game

System Requirements

Windows
macOS
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 (64-bit)
    • Processor: Dual-core 2.0 GHz (x86-64)
    • Memory: 2 GB RAM
    • Graphics: GPU with Direct3D 12 / Vulkan 1.0 support (e.g. Intel HD 500-series, NVIDIA GeForce 700-series, AMD Radeon HD 7000-series or newer) with up-to-date drivers
    • Network: Broadband Internet connection
    • Storage: 300 MB available space
    • Sound Card: Any
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 11 (64-bit)
    • Processor: Quad-core 2.5 GHz
    • Memory: 4 GB RAM
    • Graphics: Any dedicated GPU or modern integrated graphics (Intel Iris Xe / GeForce GTX 1050 / Radeon RX 560 or newer)
    • Network: Broadband Internet connection
    • Storage: 500 MB available space
    • Additional Notes: Full controller support; 1080p+ recommended.
    Minimum:
    • OS: macOS 11 (Big Sur)
    • Processor: Apple Silicon (M1) or Intel Core i5
    • Memory: 2 GB RAM
    • Graphics: Metal-capable GPU
    • Network: Broadband Internet connection
    • Storage: 300 MB available space
    • Sound Card: Any
    Recommended:
    • OS: macOS 13 (Ventura) or newer
    • Processor: Apple Silicon (M1 or newer)
    • Memory: 4 GB RAM
    • Graphics: Apple Silicon integrated GPU or better
    • Network: Broadband Internet connection
    • Storage: 500 MB available space
    Minimum:
    • OS: Ubuntu 20.04 / SteamOS 3 (or any modern 64-bit distro)
    • Processor: Dual-core 2.0 GHz (x86-64)
    • Memory: 2 GB RAM
    • Graphics: Vulkan 1.0-capable GPU with Mesa 20+ / current proprietary drivers
    • Network: Broadband Internet connection
    • Storage: 300 MB available space
    • Sound Card: PulseAudio / PipeWire
    Recommended:
    • OS: Ubuntu 22.04 / SteamOS 3
    • Processor: Quad-core 2.5 GHz
    • Memory: 4 GB RAM
    • Graphics: Vulkan-capable dedicated or modern integrated GPU
    • Network: Broadband Internet connection
    • Storage: 500 MB available space
    • Additional Notes: Runs on Steam Deck (full controller support; text legible at 1280×800).
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