Game Design
Built on the core ChromaShift design pillars: hyper-surreal dreamscapes, total player agency, consciousness-based gameplay, and non-linear exploration of the Chroma-Dream.
Core Mechanics
Chroma-Dream state with Lucidity, Reality Coherence, Perception, and Dream Time metrics driving how the world bends and reacts to every impossible action.
Generative Systems
Dual control system combining curated choice bubbles with a Generative Command Interface, powered by interpretation modules that transform language into surreal scenes.
Aesthetics & Visuals
High-brightness, hyper-real interiors distorted by dream logic, using a surreal color palette, breathing lighting, and glitchy animation effects to keep reality unstable.
Technical Stack
Three.js and WebGL for panoramic rendering, custom shaders and post-processing vibes via CSS, and vanilla JavaScript orchestrating narrative, UI, and multimodal timing.
Artistic Influences
Surrealist art traditions, David Lynch’s dream logic, and Haruki Murakami’s quiet urban strangeness inform the tone, pacing, and sense of uncanny familiarity.
ChromaShift is not a game in the traditional sense. It is an experience; there is no ending, there is no beginning—there is only the Chroma-Dream.
Documentation Page 1: README.md
See the in-project README.md for the complete design document.
Documentation Page 2: QUICKSTART.md
See QUICKSTART.md in the project root for the full quick reference guide.
Documentation Page 3: PROJECT_SUMMARY.md
See PROJECT_SUMMARY.md for the complete competition summary.