Press kit
Color Killer
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Fact sheet
| Title | Color Killer |
|---|---|
| Developer | Independent — a one-person studio |
| Platform | iPhone only. Requires iOS 17 or later. No iPad or Mac build. |
| Genre | Endless arcade / reaction / colour matching |
| Price | Free, with ads. One optional non-consumable purchase removes ads permanently. No subscription, no currency, no loot boxes, no energy timers. |
| Release | Submitted for App Store review — see the site for the live link |
| Languages | English, Portuguese, Brazilian Portuguese, Spanish, French, Italian, German |
| Features | 31 authored levels then endless generated ones, 12 orb types, 7 colours, the Rainbow, a daily 60-second challenge with its own leaderboard, an all-time leaderboard, 20 Game Center achievements, friends comparison, checkpoints |
| Built with | Swift 5.9, SpriteKit, SwiftUI, GameKit, Core Haptics, StoreKit 2. No third-party engines and no runtime dependencies. |
| Website | color-killer.com |
| Contact | support@color-killer.com |
Descriptions, ready to paste
One line
An endless arcade game for iPhone where you defend the bottom of the screen with a rainbow cannon that only pops the colour you fire.
Short (50 words)
Colour-stealing orbs drift down the screen. You answer from the bottom with a rainbow cannon, firing laser waves that pop only what matches. Read fast and you stay ahead of it; guess, and the cannon overheats. Twelve kinds of orb, an uncapped streak, a daily sixty-second challenge, and no way to buy your way up the leaderboard.
Long (150 words)
Color Killer is an endless arcade game built natively for iPhone. Orbs fall; a rainbow cannon sits at the bottom; a wave only pops the colour that fired it. The depth comes from what that costs. Firing spends charge and landing the shot refunds most of it, so accurate play sustains about three kills a second and blind play barely one — answering a single orb with all seven colours empties the bar and overheats the cannon for six tenths of a second. The streak multiplier has no ceiling: doubling at two, quadrupling at four, ×8 at eight, then +2 every further two kills forever. What holds it in check is the miss rule — a wave that reaches the top without connecting breaks the streak outright. A hundred and twenty clean kills also charges the Rainbow: ten seconds in which every wave connects with any colour and the multiplier doubles. Twelve orb types change what a hit means, and the game refuses to draw the ones that need reading on levels moving too fast to read them. Every colour also carries a distinct shape, so it is fully playable without relying on hue.
Screenshots
All seven, at 1320 × 2868, are on the screenshots page — click any of them there for the full-size PNG. They show the plain-colour look; only symbols has the colourblind-safe glyphs turned on, which is the default in the game.
Logos and icons
Palette
Play colours
The seven an orb can be, in the order the bar puts them. Three are in from the first level; the rest arrive across the twenty-seven.
Interface
The sky the game is played against — ink at the top of the screen down to magenta behind the bar — plus the accents.
Wordmark ramp
Five stops, one per letter, cycling. Each line of the logo restarts on red.
Terms for press
Screenshots, key art, the icon and the name may be reproduced in articles, reviews, streams and videos, including monetised ones, without asking. Please don't alter the logo or icon, or imply that a review or a person is endorsed by the game. Everything here is © Color Killer.